- 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
727 lines
26 KiB
C#
727 lines
26 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 ANX.Framework.NonXNA;
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using ANX.Framework.Graphics;
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using System.Runtime.InteropServices;
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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.Framework.Graphics
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{
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public class GraphicsDevice : IDisposable
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{
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#region Private Members
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private INativeGraphicsDevice nativeDevice;
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private IndexBuffer indexBuffer;
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private SamplerStateCollection samplerStateCollection;
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private Viewport viewport;
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private BlendState blendState;
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private RasterizerState rasterizerState;
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private DepthStencilState depthStencilState;
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private GraphicsAdapter currentAdapter;
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private PresentationParameters currentPresentationParameters;
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private bool isDisposed;
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private GraphicsProfile graphicsProfile;
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private VertexBufferBinding[] currentVertexBufferBindings;
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private RenderTargetBinding[] currentRenderTargetBindings;
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private TextureCollection vertexTextureCollection;
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private TextureCollection textureCollection;
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#endregion // Private Members
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#region Events
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public event EventHandler<EventArgs> Disposing;
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public event EventHandler<ResourceDestroyedEventArgs> ResourceDestroyed;
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public event EventHandler<ResourceCreatedEventArgs> ResourceCreated;
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public event EventHandler<EventArgs> DeviceLost;
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public event EventHandler<EventArgs> DeviceReset;
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public event EventHandler<EventArgs> DeviceResetting;
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#endregion // Events
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#region Constructor & Destructor
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public GraphicsDevice(GraphicsAdapter adapter, GraphicsProfile graphicsProfile, PresentationParameters presentationParameters)
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{
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this.currentAdapter = adapter;
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this.graphicsProfile = graphicsProfile;
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this.viewport = new Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
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Recreate(presentationParameters);
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this.samplerStateCollection = new SamplerStateCollection(this, 8); //TODO: get maximum number of sampler states from capabilities
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this.textureCollection = new TextureCollection();
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this.vertexTextureCollection = new TextureCollection();
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this.BlendState = BlendState.Opaque;
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this.DepthStencilState = DepthStencilState.Default;
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this.RasterizerState = RasterizerState.CullCounterClockwise;
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}
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~GraphicsDevice()
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{
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this.Dispose(false);
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}
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#endregion // Constructor & Destructor
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#region Clear
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public void Clear(Color color)
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{
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nativeDevice.Clear(ref color);
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}
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public void Clear(ClearOptions options, Color color, float depth, int stencil)
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{
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Clear(options, color.ToVector4(), depth, stencil);
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}
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public void Clear(ClearOptions options, Vector4 color, float depth, int stencil)
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{
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if ((options & ClearOptions.DepthBuffer) == ClearOptions.DepthBuffer &&
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this.currentPresentationParameters.DepthStencilFormat == DepthFormat.None)
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{
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throw new InvalidOperationException("The depth buffer can only be cleared if it exists. The current DepthStencilFormat is DepthFormat.None");
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}
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if ((options & ClearOptions.Stencil) == ClearOptions.Stencil &&
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this.currentPresentationParameters.DepthStencilFormat != DepthFormat.Depth24Stencil8)
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{
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throw new InvalidOperationException("The stencil buffer can only be cleared if it exists. The current DepthStencilFormat is not DepthFormat.Depth24Stencil8");
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}
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nativeDevice.Clear(options, color, depth, stencil);
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}
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#endregion // Clear
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#region Present
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public void Present()
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{
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nativeDevice.Present();
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}
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public void Present(Nullable<Rectangle> sourceRectangle, Nullable<Rectangle> destinationRectangle, IntPtr overrideWindowHandle)
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{
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//TODO: implement
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throw new NotImplementedException();
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}
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#endregion // Present
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#region DrawPrimitives & DrawIndexedPrimitives
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public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount)
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{
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nativeDevice.DrawIndexedPrimitives(primitiveType, baseVertex, minVertexIndex, numVertices, startIndex, primitiveCount);
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}
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public void DrawPrimitives(PrimitiveType primitiveType, int startVertex, int primitiveCount)
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{
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nativeDevice.DrawPrimitives(primitiveType, startVertex, primitiveCount);
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}
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#endregion // DrawPrimitives & DrawIndexedPrimitives
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#region DrawInstancedPrimitives
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public void DrawInstancedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount, int instanceCount)
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{
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nativeDevice.DrawInstancedPrimitives(primitiveType, baseVertex, minVertexIndex, numVertices, startIndex, primitiveCount, instanceCount);
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}
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#endregion // DrawInstancedPrimitives
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#region DrawUserIndexedPrimitives<T>
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public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, short[] indexData, int indexOffset, int primitiveCount) where T : struct, IVertexType
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{
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//TODO: cache the instances to avoid reflection overhead
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IVertexType vertexType = Activator.CreateInstance<T>();
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VertexDeclaration vertexDeclaration = vertexType.VertexDeclaration;
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nativeDevice.DrawUserIndexedPrimitives<T>(primitiveType, vertexData, vertexOffset, numVertices, indexData, indexOffset, primitiveCount, vertexDeclaration, IndexElementSize.SixteenBits);
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}
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public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, short[] indexData, int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
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{
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nativeDevice.DrawUserIndexedPrimitives<T>(primitiveType, vertexData, vertexOffset, numVertices, indexData, indexOffset, primitiveCount, vertexDeclaration, IndexElementSize.SixteenBits);
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}
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public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, int[] indexData, int indexOffset, int primitiveCount) where T : struct, IVertexType
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{
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//TODO: cache the instances to avoid reflection overhead
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IVertexType vertexType = Activator.CreateInstance<T>();
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VertexDeclaration vertexDeclaration = vertexType.VertexDeclaration;
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nativeDevice.DrawUserIndexedPrimitives<T>(primitiveType, vertexData, vertexOffset, numVertices, indexData, indexOffset, primitiveCount, vertexDeclaration, IndexElementSize.ThirtyTwoBits);
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}
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public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, int[] indexData, int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
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{
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nativeDevice.DrawUserIndexedPrimitives<T>(primitiveType, vertexData, vertexOffset, numVertices, indexData, indexOffset, primitiveCount, vertexDeclaration, IndexElementSize.ThirtyTwoBits);
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}
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#endregion // DrawUserIndexedPrimitives<T>
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#region DrawUserPrimitives<T>
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public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount) where T : struct, IVertexType
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{
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//TODO: cache the instances to avoid reflection overhead
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IVertexType vertexType = Activator.CreateInstance<T>();
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VertexDeclaration vertexDeclaration = vertexType.VertexDeclaration;
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nativeDevice.DrawUserPrimitives<T>(primitiveType, vertexData, vertexOffset, primitiveCount, vertexDeclaration);
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}
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public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
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{
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nativeDevice.DrawUserPrimitives<T>(primitiveType, vertexData, vertexOffset, primitiveCount, vertexDeclaration);
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}
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#endregion // DrawUserPrimitives<T>
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#region SetVertexBuffer
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public void SetVertexBuffer(VertexBuffer vertexBuffer)
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{
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VertexBufferBinding[] bindings = new VertexBufferBinding[] { new VertexBufferBinding(vertexBuffer) };
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this.currentVertexBufferBindings = bindings;
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this.nativeDevice.SetVertexBuffers(bindings);
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}
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public void SetVertexBuffer(VertexBuffer vertexBuffer, int vertexOffset)
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{
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VertexBufferBinding[] bindings = new VertexBufferBinding[] { new VertexBufferBinding(vertexBuffer, vertexOffset) };
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this.currentVertexBufferBindings = bindings;
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this.nativeDevice.SetVertexBuffers(bindings);
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}
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public void SetVertexBuffers(params Graphics.VertexBufferBinding[] vertexBuffers)
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{
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this.currentVertexBufferBindings = vertexBuffers;
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nativeDevice.SetVertexBuffers(vertexBuffers);
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}
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#endregion // SetVertexBuffer
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#region SetRenderTarget
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public void SetRenderTarget(RenderTarget2D renderTarget)
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{
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if (renderTarget != null)
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{
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RenderTargetBinding[] renderTargetBindings = new RenderTargetBinding[] { new RenderTargetBinding(renderTarget) };
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this.currentRenderTargetBindings = renderTargetBindings;
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nativeDevice.SetRenderTargets(renderTargetBindings);
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}
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else
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{
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nativeDevice.SetRenderTargets(null);
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}
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}
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public void SetRenderTarget(RenderTargetCube renderTarget, CubeMapFace cubeMapFace)
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{
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RenderTargetBinding[] renderTargetBindings = new RenderTargetBinding[] { new RenderTargetBinding(renderTarget, cubeMapFace) };
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this.currentRenderTargetBindings = renderTargetBindings;
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nativeDevice.SetRenderTargets(renderTargetBindings);
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}
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public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
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{
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this.currentRenderTargetBindings = renderTargets;
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nativeDevice.SetRenderTargets(renderTargets);
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}
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#endregion // SetRenderTarget
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#region GetBackBufferData<T>
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public void GetBackBufferData<T>(Nullable<Rectangle> rect, T[] data, int startIndex, int elementCount) where T : struct
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{
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nativeDevice.GetBackBufferData<T>(rect, data, startIndex, elementCount);
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}
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public void GetBackBufferData<T>(T[] data) where T : struct
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{
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nativeDevice.GetBackBufferData<T>(data);
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}
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public void GetBackBufferData<T>(T[] data, int startIndex, int elementCount) where T : struct
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{
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nativeDevice.GetBackBufferData<T>(data, startIndex, elementCount);
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}
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#endregion // GetBackBufferData<T>
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public VertexBufferBinding[] GetVertexBuffers()
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{
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return this.currentVertexBufferBindings;
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}
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public RenderTargetBinding[] GetRenderTargets()
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{
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return this.currentRenderTargetBindings;
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}
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#region Reset
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public void Reset()
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{
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this.Reset(this.currentPresentationParameters, this.currentAdapter);
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}
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public void Reset(PresentationParameters presentationParameters)
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{
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this.Reset(presentationParameters, this.currentAdapter);
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}
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public void Reset(PresentationParameters presentationParameters, GraphicsAdapter adapter)
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{
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if (presentationParameters == null)
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{
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throw new ArgumentNullException("presentationParameters");
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}
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if (adapter == null)
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{
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throw new ArgumentNullException("adapter");
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}
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if (this.currentAdapter != adapter)
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{
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throw new InvalidOperationException("adapter switch not yet implemented");
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}
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raise_DeviceResetting(this, EventArgs.Empty);
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// 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
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// trying to clear the stencil buffer and the format is setted to Depth24. Internally Depth24 is already handled as Depth24Stencil8 so it is interchangeable.
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if ((this.currentPresentationParameters.DepthStencilFormat == DepthFormat.Depth24 || this.currentPresentationParameters.DepthStencilFormat == DepthFormat.Depth24Stencil8) &&
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(presentationParameters.DepthStencilFormat == DepthFormat.Depth24 || presentationParameters.DepthStencilFormat == DepthFormat.Depth24Stencil8))
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{
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this.currentPresentationParameters.DepthStencilFormat = presentationParameters.DepthStencilFormat;
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}
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// reset presentation parameters
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nativeDevice.ResizeBuffers(presentationParameters);
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raise_DeviceReset(this, EventArgs.Empty);
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}
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#endregion // Reset
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public void Dispose()
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{
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if (this.nativeDevice != null)
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{
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this.nativeDevice.Dispose();
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this.nativeDevice = null;
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}
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//TODO: more to dispose?
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}
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protected virtual void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
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{
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//TODO: implement
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}
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#region Public Properties
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public IndexBuffer Indices
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{
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get
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{
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return this.indexBuffer;
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}
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set
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{
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if (this.indexBuffer != value)
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{
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this.indexBuffer = value;
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NativeDevice.SetIndexBuffer(this.indexBuffer);
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}
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}
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}
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public Viewport Viewport
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{
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get
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{
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return this.viewport;
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}
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set
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{
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this.viewport = value;
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}
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}
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public BlendState BlendState
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{
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get
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{
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return this.blendState;
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}
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set
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{
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if (this.blendState != value)
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{
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if (this.blendState != null)
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{
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this.blendState.NativeBlendState.Release();
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}
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this.blendState = value;
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this.blendState.NativeBlendState.Apply(this);
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}
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}
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}
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public DepthStencilState DepthStencilState
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{
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get
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{
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return this.depthStencilState;
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}
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set
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{
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if (this.depthStencilState != value)
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{
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if (this.depthStencilState != null)
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{
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this.depthStencilState.NativeDepthStencilState.Release();
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}
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this.depthStencilState = value;
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this.depthStencilState.NativeDepthStencilState.Apply(this);
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}
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}
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}
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public RasterizerState RasterizerState
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{
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get
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{
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return this.rasterizerState;
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}
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set
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{
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if (this.rasterizerState != value)
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{
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if (this.rasterizerState != null)
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{
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this.rasterizerState.NativeRasterizerState.Release();
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}
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this.rasterizerState = value;
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this.rasterizerState.NativeRasterizerState.Apply(this);
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}
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}
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}
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public SamplerStateCollection SamplerStates
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{
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get
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{
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return this.samplerStateCollection;
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}
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}
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public bool IsDisposed
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{
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get
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{
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return this.isDisposed;
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}
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}
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public DisplayMode DisplayMode
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{
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get
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{
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return this.currentAdapter.CurrentDisplayMode;
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}
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}
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public GraphicsProfile GraphicsProfile
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{
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get
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{
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return this.graphicsProfile;
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}
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}
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public GraphicsAdapter Adapter
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{
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get
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{
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return this.currentAdapter;
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}
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}
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public PresentationParameters PresentationParameters
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{
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get
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{
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return this.currentPresentationParameters;
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}
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}
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public int ReferenceStencil
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{
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get
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{
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return DepthStencilState.ReferenceStencil;
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}
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set
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{
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if (DepthStencilState.ReferenceStencil != value)
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{
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DepthStencilState.ReferenceStencil = value;
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}
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}
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}
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public int MultiSampleMask
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{
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get
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{
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return BlendState.MultiSampleMask;
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}
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set
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{
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if (BlendState.MultiSampleMask != value)
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{
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BlendState.MultiSampleMask = value;
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}
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}
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}
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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);
|
|
}
|
|
}
|
|
}
|
|
}
|