updated StockShaderCodeGenerator (sscg) to support DX11 shaders updated the DX11 RenderSystem to be on par with the DX10 RenderSystem (it is currently not working completly because of some issues with shaders)
343 lines
12 KiB
C#
343 lines
12 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using SharpDX.Direct3D11;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.Framework;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.RenderSystem.Windows.DX11
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{
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public class DepthStencilState_DX11 : INativeDepthStencilState
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{
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#region Private Members
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private DepthStencilStateDescription description;
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private SharpDX.Direct3D11.DepthStencilState nativeDepthStencilState;
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private bool nativeDepthStencilStateDirty;
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private bool bound;
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private int referenceStencil;
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#endregion // Private Members
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public DepthStencilState_DX11()
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{
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this.description = new DepthStencilStateDescription();
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this.nativeDepthStencilStateDirty = true;
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}
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public void Apply(ANX.Framework.Graphics.GraphicsDevice graphicsDevice)
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{
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GraphicsDeviceWindowsDX11 gdx11 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX11;
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DeviceContext context = gdx11.NativeDevice;
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UpdateNativeDepthStencilState(context.Device);
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this.bound = true;
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context.OutputMerger.SetDepthStencilState(nativeDepthStencilState, this.referenceStencil);
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}
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public void Release()
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{
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this.bound = false;
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}
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public void Dispose()
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{
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if (this.nativeDepthStencilState != null)
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{
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this.nativeDepthStencilState.Dispose();
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this.nativeDepthStencilState = null;
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}
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}
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public bool IsBound
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{
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get
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{
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return this.bound;
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}
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}
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public ANX.Framework.Graphics.StencilOperation CounterClockwiseStencilDepthBufferFail
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{
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set
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{
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SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);
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if (description.BackFace.DepthFailOperation != operation)
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{
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description.BackFace.DepthFailOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.StencilOperation CounterClockwiseStencilFail
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{
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set
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{
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SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);
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if (description.BackFace.FailOperation != operation)
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{
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description.BackFace.FailOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.CompareFunction CounterClockwiseStencilFunction
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{
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set
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{
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SharpDX.Direct3D11.Comparison comparison = FormatConverter.Translate(value);
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if (description.BackFace.Comparison != comparison)
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{
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description.BackFace.Comparison = comparison;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.StencilOperation CounterClockwiseStencilPass
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{
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set
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{
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SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);
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if (description.BackFace.PassOperation != operation)
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{
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description.BackFace.PassOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public bool DepthBufferEnable
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{
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set
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{
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if (description.IsDepthEnabled != value)
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{
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description.IsDepthEnabled = value;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.CompareFunction DepthBufferFunction
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{
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set
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{
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SharpDX.Direct3D11.Comparison comparison = FormatConverter.Translate(value);
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if (description.DepthComparison != comparison)
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{
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description.DepthComparison = comparison;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public bool DepthBufferWriteEnable
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{
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set
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{
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DepthWriteMask writeMask = value ? DepthWriteMask.All : DepthWriteMask.Zero;
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if (description.DepthWriteMask != writeMask)
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{
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description.DepthWriteMask = writeMask;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public int ReferenceStencil
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{
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set
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{
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if (this.referenceStencil != value)
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{
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this.referenceStencil = value;
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this.nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.StencilOperation StencilDepthBufferFail
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{
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set
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{
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SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);
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if (description.FrontFace.DepthFailOperation != operation)
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{
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description.FrontFace.DepthFailOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public bool StencilEnable
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{
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set
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{
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if (description.IsStencilEnabled != value)
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{
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description.IsStencilEnabled = value;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.StencilOperation StencilFail
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{
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set
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{
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SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);
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if (description.FrontFace.FailOperation != operation)
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{
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description.FrontFace.FailOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.CompareFunction StencilFunction
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{
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set
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{
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SharpDX.Direct3D11.Comparison comparison = FormatConverter.Translate(value);
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if (description.FrontFace.Comparison != comparison)
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{
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description.FrontFace.Comparison = comparison;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public int StencilMask
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{
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set
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{
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byte stencilMask = (byte)value; //TODO: check range
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if (description.StencilReadMask != stencilMask)
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{
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description.StencilReadMask = stencilMask;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public ANX.Framework.Graphics.StencilOperation StencilPass
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{
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set
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{
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SharpDX.Direct3D11.StencilOperation operation = FormatConverter.Translate(value);
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if (description.FrontFace.PassOperation != operation)
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{
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description.FrontFace.PassOperation = operation;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public int StencilWriteMask
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{
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set
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{
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byte stencilWriteMask = (byte)value; //TODO: check range
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if (description.StencilWriteMask != stencilWriteMask)
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{
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description.StencilWriteMask = stencilWriteMask;
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nativeDepthStencilStateDirty = true;
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}
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}
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}
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public bool TwoSidedStencilMode
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{
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set
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{
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//TODO: check if we really need this. in xna this enables only counter clockwise stencil operations
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}
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}
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private void UpdateNativeDepthStencilState(Device device)
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{
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if (this.nativeDepthStencilStateDirty == true || this.nativeDepthStencilState == null)
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{
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if (this.nativeDepthStencilState != null)
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{
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this.nativeDepthStencilState.Dispose();
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this.nativeDepthStencilState = null;
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}
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this.nativeDepthStencilState = new SharpDX.Direct3D11.DepthStencilState(device, ref this.description);
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this.nativeDepthStencilStateDirty = false;
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}
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}
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}
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}
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