extended the IRenderSystemCreator interface to obtain available GraphicsAdapters of a render system enumeration of GraphicsAdapters implemented for DirectX 10 RenderSystem enumeration of DisplayModes implemented for DirectX 10 RenderSystem improved GraphicsDeviceManager
291 lines
8.8 KiB
C#
291 lines
8.8 KiB
C#
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 SharpDX.Direct3D10;
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namespace ANX.Framework.Windows.DX10
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{
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public class DepthStencilState_DX10 : 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.Direct3D10.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_DX10()
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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(Graphics.GraphicsDevice graphicsDevice)
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{
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GraphicsDeviceWindowsDX10 gdx10 = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10;
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Device device = gdx10.NativeDevice;
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UpdateNativeDepthStencilState(device);
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this.bound = true;
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device.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 Graphics.StencilOperation CounterClockwiseStencilDepthBufferFail
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{
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set
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{
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SharpDX.Direct3D10.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 Graphics.StencilOperation CounterClockwiseStencilFail
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{
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set
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{
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SharpDX.Direct3D10.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 Graphics.CompareFunction CounterClockwiseStencilFunction
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{
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set
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{
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SharpDX.Direct3D10.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 Graphics.StencilOperation CounterClockwiseStencilPass
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{
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set
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{
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SharpDX.Direct3D10.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 Graphics.CompareFunction DepthBufferFunction
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{
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set
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{
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SharpDX.Direct3D10.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 Graphics.StencilOperation StencilDepthBufferFail
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{
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set
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{
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SharpDX.Direct3D10.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 Graphics.StencilOperation StencilFail
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{
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set
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{
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SharpDX.Direct3D10.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 Graphics.CompareFunction StencilFunction
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{
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set
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{
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SharpDX.Direct3D10.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 Graphics.StencilOperation StencilPass
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{
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set
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{
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SharpDX.Direct3D10.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.Direct3D10.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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