SND\AstrorEnales_cp 772d4be8d3 - OpenGL render system now keeps track of all it's resources and Disposes and Recreates them if needed
- OpenGL Device is now Reset correctly when for example the window size changes (Recreating all resources)
- OpenGL render system doesn't crash anymore when closing the application
- Introduced TestStateAttribute for development to mark a file as tested/untested
2012-02-18 22:43:08 +00:00

727 lines
26 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
using System.Runtime.InteropServices;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.Graphics
{
public class GraphicsDevice : IDisposable
{
#region Private Members
private INativeGraphicsDevice nativeDevice;
private IndexBuffer indexBuffer;
private SamplerStateCollection samplerStateCollection;
private Viewport viewport;
private BlendState blendState;
private RasterizerState rasterizerState;
private DepthStencilState depthStencilState;
private GraphicsAdapter currentAdapter;
private PresentationParameters currentPresentationParameters;
private bool isDisposed;
private GraphicsProfile graphicsProfile;
private VertexBufferBinding[] currentVertexBufferBindings;
private RenderTargetBinding[] currentRenderTargetBindings;
private TextureCollection vertexTextureCollection;
private TextureCollection textureCollection;
#endregion // Private Members
#region Events
public event EventHandler<EventArgs> Disposing;
public event EventHandler<ResourceDestroyedEventArgs> ResourceDestroyed;
public event EventHandler<ResourceCreatedEventArgs> ResourceCreated;
public event EventHandler<EventArgs> DeviceLost;
public event EventHandler<EventArgs> DeviceReset;
public event EventHandler<EventArgs> DeviceResetting;
#endregion // Events
#region Constructor & Destructor
public GraphicsDevice(GraphicsAdapter adapter, GraphicsProfile graphicsProfile, PresentationParameters presentationParameters)
{
this.currentAdapter = adapter;
this.graphicsProfile = graphicsProfile;
this.viewport = new Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
Recreate(presentationParameters);
this.samplerStateCollection = new SamplerStateCollection(this, 8); //TODO: get maximum number of sampler states from capabilities
this.textureCollection = new TextureCollection();
this.vertexTextureCollection = new TextureCollection();
this.BlendState = BlendState.Opaque;
this.DepthStencilState = DepthStencilState.Default;
this.RasterizerState = RasterizerState.CullCounterClockwise;
}
~GraphicsDevice()
{
this.Dispose(false);
}
#endregion // Constructor & Destructor
#region Clear
public void Clear(Color color)
{
nativeDevice.Clear(ref color);
}
public void Clear(ClearOptions options, Color color, float depth, int stencil)
{
Clear(options, color.ToVector4(), depth, stencil);
}
public void Clear(ClearOptions options, Vector4 color, float depth, int stencil)
{
if ((options & ClearOptions.DepthBuffer) == ClearOptions.DepthBuffer &&
this.currentPresentationParameters.DepthStencilFormat == DepthFormat.None)
{
throw new InvalidOperationException("The depth buffer can only be cleared if it exists. The current DepthStencilFormat is DepthFormat.None");
}
if ((options & ClearOptions.Stencil) == ClearOptions.Stencil &&
this.currentPresentationParameters.DepthStencilFormat != DepthFormat.Depth24Stencil8)
{
throw new InvalidOperationException("The stencil buffer can only be cleared if it exists. The current DepthStencilFormat is not DepthFormat.Depth24Stencil8");
}
nativeDevice.Clear(options, color, depth, stencil);
}
#endregion // Clear
#region Present
public void Present()
{
nativeDevice.Present();
}
public void Present(Nullable<Rectangle> sourceRectangle, Nullable<Rectangle> destinationRectangle, IntPtr overrideWindowHandle)
{
//TODO: implement
throw new NotImplementedException();
}
#endregion // Present
#region DrawPrimitives & DrawIndexedPrimitives
public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount)
{
nativeDevice.DrawIndexedPrimitives(primitiveType, baseVertex, minVertexIndex, numVertices, startIndex, primitiveCount);
}
public void DrawPrimitives(PrimitiveType primitiveType, int startVertex, int primitiveCount)
{
nativeDevice.DrawPrimitives(primitiveType, startVertex, primitiveCount);
}
#endregion // DrawPrimitives & DrawIndexedPrimitives
#region DrawInstancedPrimitives
public void DrawInstancedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount, int instanceCount)
{
nativeDevice.DrawInstancedPrimitives(primitiveType, baseVertex, minVertexIndex, numVertices, startIndex, primitiveCount, instanceCount);
}
#endregion // DrawInstancedPrimitives
#region DrawUserIndexedPrimitives<T>
public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, short[] indexData, int indexOffset, int primitiveCount) where T : struct, IVertexType
{
//TODO: cache the instances to avoid reflection overhead
IVertexType vertexType = Activator.CreateInstance<T>();
VertexDeclaration vertexDeclaration = vertexType.VertexDeclaration;
nativeDevice.DrawUserIndexedPrimitives<T>(primitiveType, vertexData, vertexOffset, numVertices, indexData, indexOffset, primitiveCount, vertexDeclaration, IndexElementSize.SixteenBits);
}
public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, short[] indexData, int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
nativeDevice.DrawUserIndexedPrimitives<T>(primitiveType, vertexData, vertexOffset, numVertices, indexData, indexOffset, primitiveCount, vertexDeclaration, IndexElementSize.SixteenBits);
}
public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, int[] indexData, int indexOffset, int primitiveCount) where T : struct, IVertexType
{
//TODO: cache the instances to avoid reflection overhead
IVertexType vertexType = Activator.CreateInstance<T>();
VertexDeclaration vertexDeclaration = vertexType.VertexDeclaration;
nativeDevice.DrawUserIndexedPrimitives<T>(primitiveType, vertexData, vertexOffset, numVertices, indexData, indexOffset, primitiveCount, vertexDeclaration, IndexElementSize.ThirtyTwoBits);
}
public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, int[] indexData, int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
nativeDevice.DrawUserIndexedPrimitives<T>(primitiveType, vertexData, vertexOffset, numVertices, indexData, indexOffset, primitiveCount, vertexDeclaration, IndexElementSize.ThirtyTwoBits);
}
#endregion // DrawUserIndexedPrimitives<T>
#region DrawUserPrimitives<T>
public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount) where T : struct, IVertexType
{
//TODO: cache the instances to avoid reflection overhead
IVertexType vertexType = Activator.CreateInstance<T>();
VertexDeclaration vertexDeclaration = vertexType.VertexDeclaration;
nativeDevice.DrawUserPrimitives<T>(primitiveType, vertexData, vertexOffset, primitiveCount, vertexDeclaration);
}
public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
nativeDevice.DrawUserPrimitives<T>(primitiveType, vertexData, vertexOffset, primitiveCount, vertexDeclaration);
}
#endregion // DrawUserPrimitives<T>
#region SetVertexBuffer
public void SetVertexBuffer(VertexBuffer vertexBuffer)
{
VertexBufferBinding[] bindings = new VertexBufferBinding[] { new VertexBufferBinding(vertexBuffer) };
this.currentVertexBufferBindings = bindings;
this.nativeDevice.SetVertexBuffers(bindings);
}
public void SetVertexBuffer(VertexBuffer vertexBuffer, int vertexOffset)
{
VertexBufferBinding[] bindings = new VertexBufferBinding[] { new VertexBufferBinding(vertexBuffer, vertexOffset) };
this.currentVertexBufferBindings = bindings;
this.nativeDevice.SetVertexBuffers(bindings);
}
public void SetVertexBuffers(params Graphics.VertexBufferBinding[] vertexBuffers)
{
this.currentVertexBufferBindings = vertexBuffers;
nativeDevice.SetVertexBuffers(vertexBuffers);
}
#endregion // SetVertexBuffer
#region SetRenderTarget
public void SetRenderTarget(RenderTarget2D renderTarget)
{
if (renderTarget != null)
{
RenderTargetBinding[] renderTargetBindings = new RenderTargetBinding[] { new RenderTargetBinding(renderTarget) };
this.currentRenderTargetBindings = renderTargetBindings;
nativeDevice.SetRenderTargets(renderTargetBindings);
}
else
{
nativeDevice.SetRenderTargets(null);
}
}
public void SetRenderTarget(RenderTargetCube renderTarget, CubeMapFace cubeMapFace)
{
RenderTargetBinding[] renderTargetBindings = new RenderTargetBinding[] { new RenderTargetBinding(renderTarget, cubeMapFace) };
this.currentRenderTargetBindings = renderTargetBindings;
nativeDevice.SetRenderTargets(renderTargetBindings);
}
public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
{
this.currentRenderTargetBindings = renderTargets;
nativeDevice.SetRenderTargets(renderTargets);
}
#endregion // SetRenderTarget
#region GetBackBufferData<T>
public void GetBackBufferData<T>(Nullable<Rectangle> rect, T[] data, int startIndex, int elementCount) where T : struct
{
nativeDevice.GetBackBufferData<T>(rect, data, startIndex, elementCount);
}
public void GetBackBufferData<T>(T[] data) where T : struct
{
nativeDevice.GetBackBufferData<T>(data);
}
public void GetBackBufferData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
nativeDevice.GetBackBufferData<T>(data, startIndex, elementCount);
}
#endregion // GetBackBufferData<T>
public VertexBufferBinding[] GetVertexBuffers()
{
return this.currentVertexBufferBindings;
}
public RenderTargetBinding[] GetRenderTargets()
{
return this.currentRenderTargetBindings;
}
#region Reset
public void Reset()
{
this.Reset(this.currentPresentationParameters, this.currentAdapter);
}
public void Reset(PresentationParameters presentationParameters)
{
this.Reset(presentationParameters, this.currentAdapter);
}
public void Reset(PresentationParameters presentationParameters, GraphicsAdapter adapter)
{
if (presentationParameters == null)
{
throw new ArgumentNullException("presentationParameters");
}
if (adapter == null)
{
throw new ArgumentNullException("adapter");
}
if (this.currentAdapter != adapter)
{
throw new InvalidOperationException("adapter switch not yet implemented");
}
raise_DeviceResetting(this, EventArgs.Empty);
// As it seams that no hardware Depth24 exists we handle Depth24 and Depth24Stencil8 the same way. Problem is that the Clear method checks for Depth24Stencil8 when
// trying to clear the stencil buffer and the format is setted to Depth24. Internally Depth24 is already handled as Depth24Stencil8 so it is interchangeable.
if ((this.currentPresentationParameters.DepthStencilFormat == DepthFormat.Depth24 || this.currentPresentationParameters.DepthStencilFormat == DepthFormat.Depth24Stencil8) &&
(presentationParameters.DepthStencilFormat == DepthFormat.Depth24 || presentationParameters.DepthStencilFormat == DepthFormat.Depth24Stencil8))
{
this.currentPresentationParameters.DepthStencilFormat = presentationParameters.DepthStencilFormat;
}
// reset presentation parameters
nativeDevice.ResizeBuffers(presentationParameters);
raise_DeviceReset(this, EventArgs.Empty);
}
#endregion // Reset
public void Dispose()
{
if (this.nativeDevice != null)
{
this.nativeDevice.Dispose();
this.nativeDevice = null;
}
//TODO: more to dispose?
}
protected virtual void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
{
//TODO: implement
}
#region Public Properties
public IndexBuffer Indices
{
get
{
return this.indexBuffer;
}
set
{
if (this.indexBuffer != value)
{
this.indexBuffer = value;
NativeDevice.SetIndexBuffer(this.indexBuffer);
}
}
}
public Viewport Viewport
{
get
{
return this.viewport;
}
set
{
this.viewport = value;
}
}
public BlendState BlendState
{
get
{
return this.blendState;
}
set
{
if (this.blendState != value)
{
if (this.blendState != null)
{
this.blendState.NativeBlendState.Release();
}
this.blendState = value;
this.blendState.NativeBlendState.Apply(this);
}
}
}
public DepthStencilState DepthStencilState
{
get
{
return this.depthStencilState;
}
set
{
if (this.depthStencilState != value)
{
if (this.depthStencilState != null)
{
this.depthStencilState.NativeDepthStencilState.Release();
}
this.depthStencilState = value;
this.depthStencilState.NativeDepthStencilState.Apply(this);
}
}
}
public RasterizerState RasterizerState
{
get
{
return this.rasterizerState;
}
set
{
if (this.rasterizerState != value)
{
if (this.rasterizerState != null)
{
this.rasterizerState.NativeRasterizerState.Release();
}
this.rasterizerState = value;
this.rasterizerState.NativeRasterizerState.Apply(this);
}
}
}
public SamplerStateCollection SamplerStates
{
get
{
return this.samplerStateCollection;
}
}
public bool IsDisposed
{
get
{
return this.isDisposed;
}
}
public DisplayMode DisplayMode
{
get
{
return this.currentAdapter.CurrentDisplayMode;
}
}
public GraphicsProfile GraphicsProfile
{
get
{
return this.graphicsProfile;
}
}
public GraphicsAdapter Adapter
{
get
{
return this.currentAdapter;
}
}
public PresentationParameters PresentationParameters
{
get
{
return this.currentPresentationParameters;
}
}
public int ReferenceStencil
{
get
{
return DepthStencilState.ReferenceStencil;
}
set
{
if (DepthStencilState.ReferenceStencil != value)
{
DepthStencilState.ReferenceStencil = value;
}
}
}
public int MultiSampleMask
{
get
{
return BlendState.MultiSampleMask;
}
set
{
if (BlendState.MultiSampleMask != value)
{
BlendState.MultiSampleMask = value;
}
}
}
public Color BlendFactor
{
get
{
return BlendState.BlendFactor;
}
set
{
if (BlendState.BlendFactor != value)
{
BlendState.BlendFactor = value;
}
}
}
public TextureCollection VertexTextures
{
get
{
return this.vertexTextureCollection;
}
}
public TextureCollection Textures
{
get
{
return this.textureCollection;
}
}
#endregion // Public Properties
public Rectangle ScissorRectangle
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public GraphicsDeviceStatus GraphicsDeviceStatus
{
get
{
throw new NotImplementedException();
}
}
public SamplerStateCollection VertexSamplerStates
{
get
{
throw new NotImplementedException();
}
}
internal INativeGraphicsDevice NativeDevice
{
get
{
return this.nativeDevice;
}
set
{
this.nativeDevice = value;
}
}
internal void Recreate(PresentationParameters presentationParameters)
{
if (nativeDevice != null)
{
nativeDevice.Dispose();
raise_ResourceDestroyed(this, new ResourceDestroyedEventArgs("NativeGraphicsDevice", nativeDevice));
nativeDevice = null;
}
if (nativeDevice == null)
{
this.currentPresentationParameters = presentationParameters;
nativeDevice = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateGraphicsDevice(presentationParameters);
this.viewport = new Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
raise_ResourceCreated(this, new ResourceCreatedEventArgs(nativeDevice));
GraphicsResourceTracker.Instance.UpdateGraphicsDeviceReference(this);
if (this.indexBuffer != null)
{
NativeDevice.SetIndexBuffer(this.indexBuffer);
}
if (this.currentVertexBufferBindings != null)
{
NativeDevice.SetVertexBuffers(this.currentVertexBufferBindings);
}
if (this.blendState != null)
{
this.blendState.NativeBlendState.Apply(this);
}
if (this.rasterizerState != null)
{
this.rasterizerState.NativeRasterizerState.Apply(this);
}
if (this.depthStencilState != null)
{
this.depthStencilState.NativeDepthStencilState.Apply(this);
}
if (this.samplerStateCollection != null)
{
for (int i = 0; i < 8; i++)
{
if (this.samplerStateCollection[i] != null)
{
this.samplerStateCollection[i].NativeSamplerState.Apply(this, i);
}
}
}
}
}
protected void raise_Disposing(object sender, EventArgs args)
{
if (Disposing != null)
{
Disposing(sender, args);
}
}
protected void raise_DeviceResetting(object sender, EventArgs args)
{
if (DeviceResetting != null)
{
DeviceResetting(sender, args);
}
}
protected void raise_DeviceReset(object sender, EventArgs args)
{
if (DeviceReset != null)
{
DeviceReset(sender, args);
}
}
protected void raise_DeviceLost(object sender, EventArgs args)
{
if (DeviceLost != null)
{
DeviceLost(sender, args);
}
}
protected void raise_ResourceCreated(object sender, ResourceCreatedEventArgs args)
{
if (ResourceCreated != null)
{
ResourceCreated(sender, args);
}
}
protected void raise_ResourceDestroyed(object sender, ResourceDestroyedEventArgs args)
{
if (ResourceDestroyed != null)
{
ResourceDestroyed(sender, args);
}
}
}
}