- Updated the Metro shader generator - Fixed the metro resolution being correctly set to the graphics device
225 lines
5.8 KiB
C#
225 lines
5.8 KiB
C#
using System;
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using System.IO;
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using System.Runtime.InteropServices;
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using Dx11 = SharpDX.Direct3D11;
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.RenderSystem.Windows.Metro.Shader
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{
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public class ParameterBuffer : IDisposable
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{
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#region Private
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private Dx11.Buffer nativeBuffer;
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private NativeDxDevice graphicsDevice;
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private Effect_Metro parentEffect;
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private Array[] setData;
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private int dataSize;
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#endregion
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#region Constructor
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public ParameterBuffer(Effect_Metro setParentEffect,
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NativeDxDevice setGraphicsDevice)
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{
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graphicsDevice = setGraphicsDevice;
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parentEffect = setParentEffect;
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setData = new Array[parentEffect.shader.Parameters.Count];
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}
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#endregion
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#region SetParameter (T)
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public void SetParameter<T>(string parameterName, T value) where T : struct
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{
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int indexOfParameter = FindParameterIndex(parameterName);
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if (indexOfParameter == -1)
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return;
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setData[indexOfParameter] = StructureToBytes(value);
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}
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#endregion
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#region SetParameter (T[])
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public void SetParameter<T>(string parameterName, T[] value) where T : struct
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{
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int indexOfParameter = FindParameterIndex(parameterName);
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if (indexOfParameter == -1)
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return;
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value = FillArrayIfNeeded(value, indexOfParameter);
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int sizePerItem = Marshal.SizeOf(typeof(T));
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byte[] result = new byte[sizePerItem * value.Length];
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int offset = 0;
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IntPtr ptr = Marshal.AllocHGlobal(sizePerItem);
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for (int index = 0; index < value.Length; index++)
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{
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Marshal.StructureToPtr(value[index], ptr, true);
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Marshal.Copy(ptr, result, offset, sizePerItem);
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offset += sizePerItem;
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}
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Marshal.FreeHGlobal(ptr);
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setData[indexOfParameter] = result;
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}
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#endregion
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#region SetParameter (float[])
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public void SetParameter(string parameterName, float[] value)
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{
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int indexOfParameter = FindParameterIndex(parameterName);
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if (indexOfParameter == -1)
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return;
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value = FillArrayIfNeeded(value, indexOfParameter);
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byte[] convertData = null;
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byte[] result = UnionArraySerializer.Unify(value);
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convertData = new byte[result.Length];
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Array.Copy(result, convertData, result.Length);
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setData[indexOfParameter] = convertData;
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}
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#endregion
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#region SetParameter (int[])
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public void SetParameter(string parameterName, int[] value)
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{
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int indexOfParameter = FindParameterIndex(parameterName);
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if (indexOfParameter == -1)
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return;
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value = FillArrayIfNeeded(value, indexOfParameter);
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byte[] convertData = null;
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byte[] result = UnionArraySerializer.Unify(value);
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convertData = new byte[result.Length];
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Array.Copy(result, convertData, result.Length);
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setData[indexOfParameter] = convertData;
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}
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#endregion
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#region SetParameter (byte[])
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public void SetParameter(string parameterName, byte[] value)
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{
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int indexOfParameter = FindParameterIndex(parameterName);
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if (indexOfParameter == -1)
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return;
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setData[indexOfParameter] = value;
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}
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#endregion
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#region StructureToBytes
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private byte[] StructureToBytes<T>(T value) where T : struct
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{
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int size = Marshal.SizeOf(value);
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byte[] result = new byte[size];
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IntPtr ptr = Marshal.AllocHGlobal(size);
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Marshal.StructureToPtr(value, ptr, true);
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Marshal.Copy(ptr, result, 0, size);
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Marshal.FreeHGlobal(ptr);
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return result;
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}
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#endregion
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#region FindParameterIndex
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private int FindParameterIndex(string parameterName)
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{
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int searchIndex = 0;
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foreach (var parameter in parentEffect.shader.Parameters)
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{
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if (parameter.Name == parameterName)
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{
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return searchIndex;
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}
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searchIndex++;
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}
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return -1;
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}
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#endregion
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#region FillArrayIfNeeded
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private T[] FillArrayIfNeeded<T>(T[] original, int parameterIndex) where T : struct
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{
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int paramArraySize = parentEffect.shader.Parameters[parameterIndex].ArraySize;
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if (paramArraySize > 0)
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{
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T[] filledArray = new T[paramArraySize];
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Array.Copy(original, filledArray, original.Length);
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return filledArray;
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}
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return original;
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}
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#endregion
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#region Apply
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public void Apply()
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{
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var data = CreateBufferData();
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nativeBuffer = new Dx11.Buffer(graphicsDevice.NativeDevice, dataSize,
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Dx11.ResourceUsage.Default, Dx11.BindFlags.ConstantBuffer,
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Dx11.CpuAccessFlags.None, Dx11.ResourceOptionFlags.None, 0);
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graphicsDevice.NativeContext.VertexShader.SetConstantBuffer(0, nativeBuffer);
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graphicsDevice.NativeContext.UpdateSubresource(data, nativeBuffer);
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}
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#endregion
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#region CreateBufferData
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private SharpDX.DataBox CreateBufferData()
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{
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MemoryStream stream = new MemoryStream();
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BinaryWriter writer = new BinaryWriter(stream);
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foreach (byte[] data in setData)
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{
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if (data != null)
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{
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writer.Write(data);
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}
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}
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byte[] streamBytes = stream.ToArray();
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stream.Dispose();
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IntPtr dataPtr;
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unsafe
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{
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fixed (byte* ptr = &streamBytes[0])
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{
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dataPtr = (IntPtr)ptr;
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}
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}
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dataSize = streamBytes.Length;
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setData = new Array[parentEffect.shader.Parameters.Count];
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return new SharpDX.DataBox(dataPtr);
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}
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#endregion
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#region Dispose
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public void Dispose()
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{
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if (nativeBuffer != null)
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{
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nativeBuffer.Dispose();
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nativeBuffer = null;
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}
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graphicsDevice = null;
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}
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#endregion
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}
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}
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