Remove build message saying that a content file is still valid and will be skipped. Use OnApply for Effects, instead of an internal PreBindSetParameters. Removed unnecessary dependencies from EffectParameterCollection and EffectTechniqueCollection. Moved Apply from INativeEffect to INativeEffectPass as Apply can only be called on an EffectPass. Added IDisposable to many Native object interfaces. Added an InputLayoutManager so the InputLayouts don't get created on every call. Increased the amount of shared code for the GraphicsDevice between DX10 and DX11. Simplified the amount of stuff the Draw calls do. It's possible to use specific renderPasses when drawing and the drawing methods of the GraphicsDevice don't draw all effectPasses of an effec anymore. Fixed the bug that a DynamicVertexBuffer created a staging buffer when setting Elements for DX10 and DX11, which was unnecessary. Also it didn't create a staging before for normal VertexBuffers which made it not possible to set data there. Implement EffectAnnotations for DX10. Fixed SetRenderTargets for DX11.
120 lines
3.0 KiB
C#
120 lines
3.0 KiB
C#
#region Using Statements
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using ANX.Framework.Graphics;
|
|
using ANX.Framework.NonXNA;
|
|
|
|
#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
|
|
|
|
using Dx11 = SharpDX.Direct3D11;
|
|
|
|
namespace ANX.RenderSystem.Windows.DX11
|
|
{
|
|
public partial class EffectDX : INativeEffect
|
|
{
|
|
#region Private
|
|
private Dx11.VertexShader vertexShader;
|
|
private Dx11.PixelShader pixelShader;
|
|
#endregion
|
|
|
|
#region Public
|
|
internal Dx11.Effect NativeEffect { get; private set; }
|
|
|
|
public IEnumerable<EffectTechnique> Techniques
|
|
{
|
|
get
|
|
{
|
|
for (int i = 0; i < NativeEffect.Description.TechniqueCount; i++)
|
|
{
|
|
var teqDx11 = new EffectTechnique_DX11(managedEffect, NativeEffect.GetTechniqueByIndex(i));
|
|
yield return new EffectTechnique(this.managedEffect, teqDx11);
|
|
}
|
|
}
|
|
}
|
|
|
|
public IEnumerable<EffectParameter> Parameters
|
|
{
|
|
get
|
|
{
|
|
for (int i = 0; i < NativeEffect.Description.GlobalVariableCount; i++)
|
|
{
|
|
var parDx11 = new EffectParameter_DX11
|
|
{
|
|
NativeParameter = NativeEffect.GetVariableByIndex(i)
|
|
};
|
|
yield return new EffectParameter(parDx11);
|
|
}
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
#region Constructor
|
|
public EffectDX(GraphicsDevice graphicsDevice, Effect managedEffect, Stream vertexShaderStream,
|
|
Stream pixelShaderStream)
|
|
: this(managedEffect)
|
|
{
|
|
var device = ((GraphicsDeviceDX)graphicsDevice.NativeDevice).NativeDevice.Device;
|
|
vertexShader = new Dx11.VertexShader(device, GetByteCode(vertexShaderStream));
|
|
pixelShader = new Dx11.PixelShader(device, GetByteCode(pixelShaderStream));
|
|
}
|
|
|
|
public EffectDX(GraphicsDevice graphicsDevice, Effect managedEffect, Stream effectStream)
|
|
: this(managedEffect)
|
|
{
|
|
var device = ((GraphicsDeviceDX)graphicsDevice.NativeDevice).NativeDevice.Device;
|
|
|
|
try
|
|
{
|
|
NativeEffect = new Dx11.Effect(device, GetByteCode(effectStream));
|
|
}
|
|
catch (SharpDX.SharpDXException)
|
|
{
|
|
System.Diagnostics.Debugger.Break();
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
#region GetCurrentTechnique
|
|
public EffectTechnique_DX11 GetCurrentTechnique()
|
|
{
|
|
return managedEffect.CurrentTechnique.NativeTechnique as EffectTechnique_DX11;
|
|
}
|
|
#endregion
|
|
|
|
#region CompileFXShader
|
|
public static byte[] CompileFXShader(string effectCode, string directory = "")
|
|
{
|
|
return CompileShader("fx_5_0", effectCode, directory);
|
|
}
|
|
#endregion
|
|
|
|
#region Dispose
|
|
public void Dispose()
|
|
{
|
|
if (pixelShader != null)
|
|
{
|
|
pixelShader.Dispose();
|
|
pixelShader = null;
|
|
}
|
|
|
|
if (vertexShader != null)
|
|
{
|
|
vertexShader.Dispose();
|
|
vertexShader = null;
|
|
}
|
|
|
|
if (NativeEffect != null)
|
|
{
|
|
NativeEffect.Dispose();
|
|
NativeEffect = null;
|
|
}
|
|
}
|
|
#endregion
|
|
}
|
|
}
|