Glatzemann d98c0890f9 - fixed some issues in build system
- removed ANX.BaseDirectX and replaced it using shared source files
- renamed ANX.Framework.Windows.DX10 to ANX.RenderSystem.Windows.DX10
- some refactoring in ANX.RenderSystem.Windows.DX10
- some refactoring in ANX.RenderSystem.Windows.DX11
- fixed some minor issues in DX10 stock shader generation
- fixed sample projects

There's still an issue with the AddIn-System: The WindowsGame sample does not work currently.
2015-03-15 01:10:50 +01:00

269 lines
7.7 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.IO;
using ANX.Framework;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.RenderSystem;
using ANX.RenderSystem.Windows.DX10.Helpers;
using SharpDX.DXGI;
#endregion
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.RenderSystem.Windows.DX10
{
public class Creator : IRenderSystemCreator
{
#region Public
public string Name
{
get { return "DirectX10"; }
}
public int Priority
{
get { return 10; }
}
public bool IsSupported
{
get
{
//TODO: this is just a very basic version of test for support
return OSInformation.IsWindows;
}
}
public EffectSourceLanguage GetStockShaderSourceLanguage
{
get
{
return EffectSourceLanguage.HLSL_FX;
}
}
#endregion
#region CreateGraphicsDevice
public INativeGraphicsDevice CreateGraphicsDevice(PresentationParameters presentationParameters)
{
PreventSystemChange();
return new GraphicsDeviceDX(presentationParameters);
}
#endregion
#region CreateIndexBuffer
public INativeIndexBuffer CreateIndexBuffer(GraphicsDevice graphics, IndexBuffer managedBuffer, IndexElementSize size,
int indexCount, BufferUsage usage)
{
PreventSystemChange();
return new DxIndexBuffer(graphics, size, indexCount, usage);
}
#endregion
#region CreateVertexBuffer
public INativeVertexBuffer CreateVertexBuffer(GraphicsDevice graphics, VertexBuffer managedBuffer,
VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
PreventSystemChange();
return new DxVertexBuffer(graphics, vertexDeclaration, vertexCount, usage);
}
#endregion
#if XNAEXT
#region CreateConstantBuffer
public INativeConstantBuffer CreateConstantBuffer(GraphicsDevice graphics, ConstantBuffer managedBuffer, BufferUsage usage)
{
PreventSystemChange();
throw new NotImplementedException();
}
#endregion
#endif
#region CreateEffect
public INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect, Stream vertexShaderByteCode,
Stream pixelShaderByteCode)
{
PreventSystemChange();
return new EffectDX(graphics, managedEffect, vertexShaderByteCode, pixelShaderByteCode);
}
public INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect, Stream byteCode)
{
PreventSystemChange();
return new EffectDX(graphics, managedEffect, byteCode);
}
#endregion
#region CreateTexture
public INativeTexture2D CreateTexture(GraphicsDevice graphics, SurfaceFormat surfaceFormat, int width, int height,
int mipCount)
{
PreventSystemChange();
return new DxTexture2D(graphics, width, height, surfaceFormat, mipCount);
}
#endregion
#region CreateBlendState
public INativeBlendState CreateBlendState()
{
PreventSystemChange();
return new BlendState_DX10();
}
#endregion
#region CreateRasterizerState
public INativeRasterizerState CreateRasterizerState()
{
PreventSystemChange();
return new RasterizerState_DX10();
}
#endregion
#region CreateDepthStencilState
public INativeDepthStencilState CreateDepthStencilState()
{
PreventSystemChange();
return new DepthStencilState_DX10();
}
#endregion
#region CreateSamplerState
public INativeSamplerState CreateSamplerState()
{
PreventSystemChange();
return new SamplerState_DX10();
}
#endregion
#region GetShaderByteCode
public byte[] GetShaderByteCode(PreDefinedShader type)
{
PreventSystemChange();
switch (type)
{
case PreDefinedShader.SpriteBatch:
return ShaderByteCode.SpriteBatchByteCode;
case PreDefinedShader.DualTextureEffect:
return ShaderByteCode.DualTextureEffectByteCode;
case PreDefinedShader.AlphaTestEffect:
return ShaderByteCode.AlphaTestEffectByteCode;
case PreDefinedShader.EnvironmentMapEffect:
return ShaderByteCode.EnvironmentMapEffectByteCode;
case PreDefinedShader.BasicEffect:
return ShaderByteCode.BasicEffectByteCode;
case PreDefinedShader.SkinnedEffect:
return ShaderByteCode.SkinnedEffectByteCode;
}
throw new NotImplementedException("ByteCode for built-in effect '" + type + "' is not yet available.");
}
#endregion
#region GetAdapterList
public ReadOnlyCollection<GraphicsAdapter> GetAdapterList()
{
PreventSystemChange();
SharpDX.DXGI.Factory factory = new Factory();
List<GraphicsAdapter> adapterList = new List<GraphicsAdapter>();
DisplayModeCollection displayModeCollection = new DisplayModeCollection();
for (int i = 0; i < factory.GetAdapterCount(); i++)
{
using (Adapter adapter = factory.GetAdapter(i))
{
var ga = new GraphicsAdapter();
//ga.CurrentDisplayMode = ;
//ga.Description = ;
ga.DeviceId = adapter.Description.DeviceId;
ga.DeviceName = adapter.Description.Description;
ga.IsDefaultAdapter = i == 0; //TODO: how to set default adapter?
//ga.IsWideScreen = ;
//ga.MonitorHandle = ;
ga.Revision = adapter.Description.Revision;
ga.SubSystemId = adapter.Description.SubsystemId;
//ga.SupportedDisplayModes = ;
ga.VendorId = adapter.Description.VendorId;
using (Output adapterOutput = adapter.Outputs[0])
{
var modeList = adapterOutput.GetDisplayModeList(Format.R8G8B8A8_UNorm, DisplayModeEnumerationFlags.Interlaced);
foreach (ModeDescription modeDescription in modeList)
{
DisplayMode displayMode = new DisplayMode()
{
Format = DxFormatConverter.Translate(modeDescription.Format),
Width = modeDescription.Width,
Height = modeDescription.Height,
AspectRatio = (float)modeDescription.Width / (float)modeDescription.Height,
TitleSafeArea = new Rectangle(0, 0, modeDescription.Width, modeDescription.Height), //TODO: calculate this for real
};
displayModeCollection[displayMode.Format] = new DisplayMode[] { displayMode };
}
}
ga.SupportedDisplayModes = displayModeCollection;
adapterList.Add(ga);
}
}
factory.Dispose();
return new ReadOnlyCollection<GraphicsAdapter>(adapterList);
}
#endregion
#region CreateRenderTarget
public INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics, int width, int height, bool mipMap,
SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, int preferredMultiSampleCount,
RenderTargetUsage usage)
{
PreventSystemChange();
return new RenderTarget2D_DX10(graphics, width, height, mipMap, preferredFormat, preferredDepthFormat,
preferredMultiSampleCount, usage);
}
#endregion
#region PreventSystemChange
private void PreventSystemChange()
{
AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
}
#endregion
#region IsLanguageSupported
public bool IsLanguageSupported(EffectSourceLanguage sourceLanguage)
{
return sourceLanguage == EffectSourceLanguage.HLSL_FX || sourceLanguage == EffectSourceLanguage.HLSL;
}
#endregion
#region CreateOcclusionQuery (TODO)
public IOcclusionQuery CreateOcclusionQuery()
{
PreventSystemChange();
throw new NotImplementedException();
}
#endregion
#region SetTextureSampler (TODO)
public void SetTextureSampler(int index, Texture value)
{
PreventSystemChange();
throw new NotImplementedException();
}
#endregion
}
}