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)
156 lines
6.8 KiB
C#
156 lines
6.8 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 ANX.Framework.NonXNA;
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using SharpDX.Direct3D11;
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using ANX.Framework.Graphics;
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using System.Runtime.InteropServices;
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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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namespace ANX.RenderSystem.Windows.DX11
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{
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public class IndexBuffer_DX11 : INativeBuffer, IDisposable
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{
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private SharpDX.Direct3D11.Buffer buffer;
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private IndexElementSize size;
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public IndexBuffer_DX11(GraphicsDevice graphics, IndexElementSize size, int indexCount, BufferUsage usage)
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{
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this.size = size;
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//TODO: translate and use usage
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GraphicsDeviceWindowsDX11 gd11 = graphics.NativeDevice as GraphicsDeviceWindowsDX11;
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SharpDX.Direct3D11.DeviceContext context = gd11 != null ? gd11.NativeDevice as SharpDX.Direct3D11.DeviceContext : null;
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if (context != null)
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{
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BufferDescription description = new BufferDescription()
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{
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Usage = ResourceUsage.Dynamic,
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SizeInBytes = (size == IndexElementSize.SixteenBits ? 2 : 4) * indexCount,
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BindFlags = BindFlags.IndexBuffer,
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CpuAccessFlags = CpuAccessFlags.Write,
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OptionFlags = ResourceOptionFlags.None
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};
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this.buffer = new SharpDX.Direct3D11.Buffer(context.Device, description);
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//this.buffer.Unmap();
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}
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, T[] data) where T : struct
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{
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SetData<T>(graphicsDevice, data, 0, data.Length);
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, int offsetInBytes, T[] data, int startIndex, int elementCount) where T : struct
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{
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if (startIndex > 0 || elementCount < data.Length)
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{
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throw new NotImplementedException("currently starIndex and elementCount of SetData are not implemented");
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}
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GraphicsDeviceWindowsDX11 dx11GraphicsDevice = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX11;
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DeviceContext context = dx11GraphicsDevice.NativeDevice;
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//TODO: check offsetInBytes parameter for bounds etc.
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GCHandle pinnedArray = GCHandle.Alloc(data, GCHandleType.Pinned);
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IntPtr dataPointer = pinnedArray.AddrOfPinnedObject();
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int dataLength = Marshal.SizeOf(typeof(T)) * data.Length;
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unsafe
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{
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using (var vData = new SharpDX.DataStream(dataPointer, dataLength, true, false))
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{
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if (offsetInBytes > 0)
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{
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vData.Seek(offsetInBytes / (size == IndexElementSize.SixteenBits ? 2 : 4), System.IO.SeekOrigin.Begin);
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}
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SharpDX.DataStream stream;
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SharpDX.DataBox box = context.MapSubresource(this.buffer, MapMode.WriteDiscard, MapFlags.None, out stream);
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vData.CopyTo(stream);
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context.UnmapSubresource(this.buffer, 0);
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}
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}
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pinnedArray.Free();
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, T[] data, int startIndex, int elementCount) where T : struct
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{
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SetData<T>(graphicsDevice, 0, data, startIndex, elementCount);
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}
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public SharpDX.Direct3D11.Buffer NativeBuffer
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{
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get
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{
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return this.buffer;
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}
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}
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public void Dispose()
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{
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if (this.buffer != null)
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{
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buffer.Dispose();
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buffer = null;
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}
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}
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}
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}
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