updated StockShaderCodeGenerator (sscg) to support DX11 shaders updated the DX11 RenderSystem to be on par with the DX10 RenderSystem (it is currently not working completly because of some issues with shaders)
641 lines
27 KiB
C#
641 lines
27 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 SharpDX;
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using SharpDX.DXGI;
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using SharpDX.Direct3D;
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using SharpDX.D3DCompiler;
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using ANX.Framework.NonXNA;
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using SharpDX.Direct3D11;
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using ANX.Framework.Graphics;
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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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using Device = SharpDX.Direct3D11.Device;
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using Buffer = SharpDX.Direct3D11.Buffer;
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using System.Runtime.InteropServices;
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using ANX.Framework;
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namespace ANX.RenderSystem.Windows.DX11
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{
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public class GraphicsDeviceWindowsDX11 : INativeGraphicsDevice
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{
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#region Constants
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private const float ColorMultiplier = 1f / 255f;
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#endregion
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#region Interop
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[DllImport("user32.dll")]
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private static extern bool SetWindowPos(IntPtr hWnd, IntPtr hWndInsertAfter, int x, int y, int width, int height, uint uFlags);
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[DllImport("user32.dll")]
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[return: MarshalAs(UnmanagedType.Bool)]
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static extern bool GetWindowRect(IntPtr hWnd, out RECT lpRect);
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[DllImport("user32.dll")]
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[return: MarshalAs(UnmanagedType.Bool)]
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static extern bool GetClientRect(IntPtr hWnd, out RECT lpRect);
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[StructLayout(LayoutKind.Sequential)]
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public struct RECT
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{
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public int Left; // x position of upper-left corner
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public int Top; // y position of upper-left corner
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public int Right; // x position of lower-right corner
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public int Bottom; // y position of lower-right corner
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}
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#endregion
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#region Private Members
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private DeviceContext deviceContext;
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private SwapChain swapChain;
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private RenderTargetView renderView;
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private RenderTargetView renderTargetView;
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private DepthStencilView depthStencilView;
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private SharpDX.Direct3D11.Texture2D depthStencilBuffer;
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private SharpDX.Direct3D11.Texture2D backBuffer;
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internal Effect_DX11 currentEffect;
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private VertexBuffer currentVertexBuffer;
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private IndexBuffer currentIndexBuffer;
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private SharpDX.Direct3D11.Viewport currentViewport;
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private uint lastClearColor;
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private SharpDX.Color4 clearColor;
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private bool vSyncEnabled;
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#endregion // Private Members
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public GraphicsDeviceWindowsDX11(PresentationParameters presentationParameters)
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{
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this.vSyncEnabled = true;
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// SwapChain description
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var desc = new SwapChainDescription()
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{
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BufferCount = 1,
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ModeDescription = new ModeDescription(presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight, new Rational(60, 1), FormatConverter.Translate(presentationParameters.BackBufferFormat)),
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IsWindowed = true,
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OutputHandle = presentationParameters.DeviceWindowHandle,
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SampleDescription = new SampleDescription(1, 0),
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SwapEffect = SwapEffect.Discard,
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Usage = Usage.RenderTargetOutput
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};
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// Create Device and SwapChain
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Device dxDevice;
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#if DIRECTX_DEBUG_LAYER
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// http://msdn.microsoft.com/en-us/library/windows/desktop/bb205068(v=vs.85).aspx
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Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, desc, out dxDevice, out swapChain);
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#else
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Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out dxDevice, out swapChain);
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#endif
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this.deviceContext = new DeviceContext(dxDevice);
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// Ignore all windows events
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Factory factory = swapChain.GetParent<Factory>();
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factory.MakeWindowAssociation(presentationParameters.DeviceWindowHandle, WindowAssociationFlags.IgnoreAll);
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ResizeRenderWindow(presentationParameters);
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// New RenderTargetView from the backbuffer
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backBuffer = SharpDX.Direct3D11.Texture2D.FromSwapChain<SharpDX.Direct3D11.Texture2D>(swapChain, 0);
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renderView = new RenderTargetView(deviceContext.Device, backBuffer);
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currentViewport = new SharpDX.Direct3D11.Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
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//
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// create the depth stencil buffer
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//
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Format depthFormat = FormatConverter.Translate(presentationParameters.DepthStencilFormat);
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if (depthFormat != Format.Unknown)
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{
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CreateDepthStencilBuffer(depthFormat);
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}
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}
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private void CreateDepthStencilBuffer(Format depthFormat)
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{
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if (this.depthStencilBuffer != null &&
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this.depthStencilBuffer.Description.Format == depthFormat &&
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this.depthStencilBuffer.Description.Width == this.backBuffer.Description.Width &&
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this.depthStencilBuffer.Description.Height == this.backBuffer.Description.Height)
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{
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// a DepthStencilBuffer with the right format and the right size already exists -> nothing to do
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return;
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}
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if (this.depthStencilView != null)
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{
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this.depthStencilView.Dispose();
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this.depthStencilView = null;
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}
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if (this.depthStencilBuffer != null)
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{
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this.depthStencilBuffer.Dispose();
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this.depthStencilBuffer = null;
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}
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if (depthFormat == Format.Unknown)
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{
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// no DepthStencilBuffer to create... Old one was disposed already...
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return;
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}
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DepthStencilViewDescription depthStencilViewDesc = new DepthStencilViewDescription()
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{
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Format = depthFormat,
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};
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Texture2DDescription depthStencilTextureDesc = new Texture2DDescription()
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{
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Width = this.backBuffer.Description.Width,
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Height = this.backBuffer.Description.Height,
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MipLevels = 1,
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ArraySize = 1,
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Format = depthFormat,
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SampleDescription = new SampleDescription(1, 0),
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Usage = ResourceUsage.Default,
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BindFlags = BindFlags.DepthStencil,
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CpuAccessFlags = CpuAccessFlags.None,
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OptionFlags = ResourceOptionFlags.None
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};
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this.depthStencilBuffer = new SharpDX.Direct3D11.Texture2D(deviceContext.Device, depthStencilTextureDesc);
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this.depthStencilView = new DepthStencilView(deviceContext.Device, this.depthStencilBuffer);
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Clear(ClearOptions.DepthBuffer | ClearOptions.Stencil, ANX.Framework.Vector4.Zero, 1.0f, 0); //TODO: this workaround is working but maybe not the best solution to issue #472
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}
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#region Clear
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public void Clear(ref Color color)
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{
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uint newClearColor = color.PackedValue;
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if (lastClearColor != newClearColor)
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{
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lastClearColor = newClearColor;
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clearColor.Red = color.R * ColorMultiplier;
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clearColor.Green = color.G * ColorMultiplier;
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clearColor.Blue = color.B * ColorMultiplier;
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clearColor.Alpha = color.A * ColorMultiplier;
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}
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this.deviceContext.ClearRenderTargetView(this.renderTargetView != null ? this.renderTargetView : this.renderView, this.clearColor);
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}
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public void Clear(ClearOptions options, ANX.Framework.Vector4 color, float depth, int stencil)
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{
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if ((options & ClearOptions.Target) == ClearOptions.Target)
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{
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// Clear a RenderTarget (or BackBuffer)
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this.clearColor.Red = color.X;
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this.clearColor.Green = color.Y;
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this.clearColor.Blue = color.Z;
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this.clearColor.Alpha = color.W;
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this.lastClearColor = 0;
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this.deviceContext.ClearRenderTargetView(this.renderTargetView != null ? this.renderTargetView : this.renderView, this.clearColor);
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}
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if (this.depthStencilView != null)
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{
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if ((options | ClearOptions.Stencil | ClearOptions.DepthBuffer) == options)
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{
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// Clear the stencil buffer
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deviceContext.ClearDepthStencilView(this.depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, depth, (byte)stencil);
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}
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else if ((options | ClearOptions.Stencil) == options)
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{
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deviceContext.ClearDepthStencilView(this.depthStencilView, DepthStencilClearFlags.Stencil, depth, (byte)stencil);
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}
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else
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{
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deviceContext.ClearDepthStencilView(this.depthStencilView, DepthStencilClearFlags.Depth, depth, (byte)stencil);
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}
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}
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}
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#endregion
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#region Present
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public void Present()
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{
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swapChain.Present(this.vSyncEnabled ? 1 : 0, PresentFlags.None);
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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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SharpDX.Direct3D11.EffectPass pass; SharpDX.Direct3D11.EffectTechnique technique; ShaderBytecode passSignature;
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SetupEffectForDraw(out pass, out technique, out passSignature);
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SetupInputLayout(passSignature);
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// Prepare All the stages
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deviceContext.InputAssembler.PrimitiveTopology = FormatConverter.Translate(primitiveType);
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deviceContext.Rasterizer.SetViewports(currentViewport);
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deviceContext.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
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for (int i = 0; i < technique.Description.PassCount; ++i)
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{
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pass.Apply(deviceContext);
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deviceContext.DrawIndexed(CalculateVertexCount(primitiveType, primitiveCount), startIndex, baseVertex);
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}
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}
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public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset, int primitiveCount)
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{
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SharpDX.Direct3D11.EffectPass pass; SharpDX.Direct3D11.EffectTechnique technique; ShaderBytecode passSignature;
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SetupEffectForDraw(out pass, out technique, out passSignature);
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SetupInputLayout(passSignature);
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// Prepare All the stages
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deviceContext.InputAssembler.PrimitiveTopology = FormatConverter.Translate(primitiveType);
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deviceContext.Rasterizer.SetViewports(currentViewport);
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deviceContext.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
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for (int i = 0; i < technique.Description.PassCount; ++i)
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{
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pass.Apply(deviceContext);
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deviceContext.Draw(primitiveCount, vertexOffset);
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}
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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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throw new NotImplementedException();
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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, Array indexData, int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration, IndexElementSize indexFormat) where T : struct, IVertexType
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{
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throw new NotImplementedException();
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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, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
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{
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throw new NotImplementedException();
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}
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#endregion // DrawUserPrimitives<T>
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internal DeviceContext NativeDevice
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{
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get
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{
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return this.deviceContext;
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}
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}
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private void SetupEffectForDraw(out SharpDX.Direct3D11.EffectPass pass, out SharpDX.Direct3D11.EffectTechnique technique, out ShaderBytecode passSignature)
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{
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// get the current effect
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//TODO: check for null and throw exception
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Effect_DX11 effect = this.currentEffect;
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// get the input semantic of the current effect / technique that is used
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//TODO: check for null's and throw exceptions
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technique = effect.NativeEffect.GetTechniqueByIndex(0);
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pass = technique.GetPassByIndex(0);
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passSignature = pass.Description.Signature;
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}
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private void SetupInputLayout(ShaderBytecode passSignature)
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{
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// get the VertexDeclaration from current VertexBuffer to create input layout for the input assembler
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//TODO: check for null and throw exception
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VertexDeclaration vertexDeclaration = currentVertexBuffer.VertexDeclaration;
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var layout = CreateInputLayout(deviceContext.Device, passSignature, vertexDeclaration);
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deviceContext.InputAssembler.InputLayout = layout;
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}
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private int CalculateVertexCount(PrimitiveType type, int primitiveCount)
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{
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if (type == PrimitiveType.TriangleList)
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{
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return primitiveCount * 3;
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}
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else if (type == PrimitiveType.LineList)
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{
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return primitiveCount * 2;
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}
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else if (type == PrimitiveType.LineStrip)
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{
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return primitiveCount + 1;
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}
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else if (type == PrimitiveType.TriangleStrip)
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{
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return primitiveCount + 2;
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}
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else
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{
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throw new NotImplementedException("couldn't calculate vertex count for PrimitiveType '" + type.ToString() + "'");
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}
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}
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public void SetIndexBuffer(IndexBuffer indexBuffer)
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{
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if (indexBuffer == null)
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{
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throw new ArgumentNullException("indexBuffer");
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}
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this.currentIndexBuffer = indexBuffer;
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IndexBuffer_DX11 nativeIndexBuffer = indexBuffer.NativeIndexBuffer as IndexBuffer_DX11;
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if (nativeIndexBuffer != null)
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{
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deviceContext.InputAssembler.SetIndexBuffer(nativeIndexBuffer.NativeBuffer, FormatConverter.Translate(indexBuffer.IndexElementSize), 0);
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}
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else
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{
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throw new Exception("couldn't fetch native DirectX10 IndexBuffer");
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}
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}
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public void SetVertexBuffers(ANX.Framework.Graphics.VertexBufferBinding[] vertexBuffers)
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{
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if (vertexBuffers == null)
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{
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throw new ArgumentNullException("vertexBuffers");
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}
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this.currentVertexBuffer = vertexBuffers[0].VertexBuffer; //TODO: hmmmmm, not nice :-)
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SharpDX.Direct3D11.VertexBufferBinding[] nativeVertexBufferBindings = new SharpDX.Direct3D11.VertexBufferBinding[vertexBuffers.Length];
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for (int i = 0; i < vertexBuffers.Length; i++)
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{
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ANX.Framework.Graphics.VertexBufferBinding anxVertexBufferBinding = vertexBuffers[i];
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VertexBuffer_DX11 nativeVertexBuffer = anxVertexBufferBinding.VertexBuffer.NativeVertexBuffer as VertexBuffer_DX11;
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if (nativeVertexBuffer != null)
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{
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nativeVertexBufferBindings[i] = new SharpDX.Direct3D11.VertexBufferBinding(nativeVertexBuffer.NativeBuffer, anxVertexBufferBinding.VertexBuffer.VertexDeclaration.VertexStride, anxVertexBufferBinding.VertexOffset);
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}
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else
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{
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throw new Exception("couldn't fetch native DirectX10 VertexBuffer");
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}
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}
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deviceContext.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
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}
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public void SetViewport(ANX.Framework.Graphics.Viewport viewport)
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{
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this.currentViewport = new SharpDX.Direct3D11.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height, viewport.MinDepth, viewport.MaxDepth);
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}
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/// <summary>
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/// This method creates a InputLayout which is needed by DirectX 10 for rendering primitives. The VertexDeclaration of ANX/XNA needs to be mapped
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/// to the DirectX 10 types. This is what this method is for.
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/// </summary>
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private InputLayout CreateInputLayout(Device device, ShaderBytecode passSignature, VertexDeclaration vertexDeclaration)
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{
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VertexElement[] vertexElements = vertexDeclaration.GetVertexElements();
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int elementCount = vertexElements.Length;
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InputElement[] inputElements = new InputElement[elementCount];
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for (int i = 0; i < elementCount; i++)
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{
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inputElements[i] = CreateInputElementFromVertexElement(vertexElements[i]);
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}
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// Layout from VertexShader input signature
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return new InputLayout(device, passSignature, inputElements);
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}
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private InputElement CreateInputElementFromVertexElement(VertexElement vertexElement)
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{
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string elementName = FormatConverter.Translate(vertexElement.VertexElementUsage);
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Format elementFormat;
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switch (vertexElement.VertexElementFormat)
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{
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case VertexElementFormat.Vector2:
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elementFormat = Format.R32G32_Float;
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break;
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case VertexElementFormat.Vector3:
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elementFormat = Format.R32G32B32_Float;
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break;
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case VertexElementFormat.Vector4:
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elementFormat = Format.R32G32B32A32_Float;
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break;
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case VertexElementFormat.Color:
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elementFormat = Format.R8G8B8A8_UNorm;
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break;
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default:
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throw new Exception("can't map '" + vertexElement.VertexElementFormat.ToString() + "' to DXGI.Format in DirectX10 RenderSystem CreateInputElementFromVertexElement");
|
|
}
|
|
|
|
return new InputElement(elementName, vertexElement.UsageIndex, elementFormat, vertexElement.Offset, 0);
|
|
}
|
|
|
|
public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
|
|
{
|
|
if (renderTargets == null)
|
|
{
|
|
// reset the RenderTarget to backbuffer
|
|
if (renderTargetView != null)
|
|
{
|
|
renderTargetView.Dispose();
|
|
renderTargetView = null;
|
|
}
|
|
|
|
deviceContext.OutputMerger.SetRenderTargets(1, new RenderTargetView[] { this.renderView }, this.depthStencilView);
|
|
deviceContext.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
|
|
}
|
|
else
|
|
{
|
|
if (renderTargets.Length == 1)
|
|
{
|
|
RenderTarget2D renderTarget = renderTargets[0].RenderTarget as RenderTarget2D;
|
|
RenderTarget2D_DX11 nativeRenderTarget = renderTarget.NativeRenderTarget as RenderTarget2D_DX11;
|
|
if (renderTarget != null)
|
|
{
|
|
if (renderTargetView != null)
|
|
{
|
|
renderTargetView.Dispose();
|
|
renderTargetView = null;
|
|
}
|
|
this.renderTargetView = new RenderTargetView(deviceContext.Device, ((Texture2D_DX11)nativeRenderTarget).NativeShaderResourceView.Resource);
|
|
DepthStencilView depthStencilView = null;
|
|
deviceContext.OutputMerger.SetRenderTargets(1, new RenderTargetView[] { this.renderTargetView }, depthStencilView);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
throw new NotImplementedException("handling of multiple RenderTargets are not yet implemented");
|
|
}
|
|
}
|
|
}
|
|
|
|
public void GetBackBufferData<T>(ANX.Framework.Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
public void GetBackBufferData<T>(T[] data) where T : struct
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
public void GetBackBufferData<T>(T[] data, int startIndex, int elementCount) where T : struct
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
public void ResizeBuffers(PresentationParameters presentationParameters)
|
|
{
|
|
if (swapChain != null)
|
|
{
|
|
renderView.Dispose();
|
|
backBuffer.Dispose();
|
|
|
|
//TODO: handle format
|
|
|
|
swapChain.ResizeBuffers(swapChain.Description.BufferCount, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight, Format.R8G8B8A8_UNorm, (int)swapChain.Description.Flags);
|
|
|
|
backBuffer = SharpDX.Direct3D11.Texture2D.FromSwapChain<SharpDX.Direct3D11.Texture2D>(swapChain, 0);
|
|
renderView = new RenderTargetView(deviceContext.Device, backBuffer);
|
|
|
|
currentViewport = new SharpDX.Direct3D11.Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
|
|
|
|
//
|
|
// create the depth stencil buffer
|
|
//
|
|
Format depthFormat = FormatConverter.Translate(presentationParameters.DepthStencilFormat);
|
|
if (depthFormat != Format.Unknown)
|
|
{
|
|
CreateDepthStencilBuffer(depthFormat);
|
|
}
|
|
}
|
|
|
|
ResizeRenderWindow(presentationParameters);
|
|
}
|
|
|
|
private void ResizeRenderWindow(PresentationParameters presentationParameters)
|
|
{
|
|
RECT windowRect;
|
|
RECT clientRect;
|
|
if (GetWindowRect(presentationParameters.DeviceWindowHandle, out windowRect) &&
|
|
GetClientRect(presentationParameters.DeviceWindowHandle, out clientRect))
|
|
{
|
|
int width = presentationParameters.BackBufferWidth + ((windowRect.Right - windowRect.Left) - clientRect.Right);
|
|
int height = presentationParameters.BackBufferHeight + ((windowRect.Bottom - windowRect.Top) - clientRect.Bottom);
|
|
|
|
SetWindowPos(presentationParameters.DeviceWindowHandle, IntPtr.Zero, windowRect.Left, windowRect.Top, width, height, 0);
|
|
}
|
|
}
|
|
|
|
public bool VSync
|
|
{
|
|
get
|
|
{
|
|
return this.vSyncEnabled;
|
|
}
|
|
set
|
|
{
|
|
this.vSyncEnabled = value;
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (renderTargetView != null)
|
|
{
|
|
renderTargetView.Dispose();
|
|
renderTargetView = null;
|
|
}
|
|
|
|
if (swapChain != null)
|
|
{
|
|
renderView.Dispose();
|
|
renderView = null;
|
|
|
|
backBuffer.Dispose();
|
|
backBuffer = null;
|
|
|
|
swapChain.Dispose();
|
|
swapChain = null;
|
|
}
|
|
|
|
if (this.depthStencilView != null)
|
|
{
|
|
this.depthStencilBuffer.Dispose();
|
|
this.depthStencilBuffer = null;
|
|
|
|
this.depthStencilView.Dispose();
|
|
this.depthStencilView = null;
|
|
}
|
|
|
|
//TODO: dispose everything else
|
|
}
|
|
}
|
|
}
|