Esempio n. 1
0
        public UniformBinding <T> GetUniformBinding <T> (Material material, string uniformName)
            where T : struct
        {
            var effect = material.Effect;

            if (effect == null)
            {
                return(null);
            }

            var key = new UniformBindingKey(effect, uniformName, typeof(T));

            lock (UniformBindings) {
                IUniformBinding existing;
                if (UniformBindings.TryGetValue(key, out existing))
                {
                    return(existing.Cast <T>());
                }

                if (material.OwningThread != Thread.CurrentThread)
                {
                    throw new InvalidOperationException("Uniform bindings must be allocated on the thread that owns the material.");
                }

#if SDL2
                UniformBinding <T> result;
                throw new NotImplementedException("Create uniform binding for effect");
#else
                var result = UniformBinding <T> .TryCreate(effect, uniformName);
#endif
                UniformBindings.Add(key, result);
                return(result);
            }
        }
        // We must acquire both locks before resetting the device to avoid letting the reset happen during a paint or content load operation.
        protected void OnDeviceResetting(object sender, EventArgs args)
        {
            Monitor.Enter(DrawLock);
            Monitor.Enter(CreateResourceLock);
            Monitor.Enter(UseResourceLock);

            UniformBinding.HandleDeviceReset();
        }
Esempio n. 3
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        public virtual void Flush()
        {
            if (Effect != null)
            {
                UniformBinding.FlushEffect(Effect);

                var currentTechnique = Effect.CurrentTechnique;
                currentTechnique.Passes[0].Apply();
            }
        }
Esempio n. 4
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        /// <summary>
        /// Bind a single named uniform of the effect as type T.
        /// </summary>
        private UniformBinding(Effect effect, string uniformName)
        {
            Type = typeof(T);

            Effect = effect;
            Name   = uniformName;

            ScratchBuffer = new Storage();
            UploadBuffer  = new Storage();
            IsDirty       = true;

            UniformBinding.Register(effect, this);
        }
Esempio n. 5
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        private void Flush_Epilogue(DeviceManager deviceManager)
        {
            if (Effect != null)
            {
                UniformBinding.FlushEffect(Effect);

                var currentTechnique = Effect.CurrentTechnique;
                currentTechnique.Passes[0].Apply();
            }

            if (deviceManager.ActiveViewTransform != null)
            {
                deviceManager.ActiveViewTransform.ActiveMaterial = this;
            }
        }
Esempio n. 6
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        // We must acquire both locks before resetting the device to avoid letting the reset happen during a paint or content load operation.
        protected void OnDeviceResetting(object sender, EventArgs args)
        {
            TimeOfLastResetOrDeviceChange = Time.Ticks;
            FirstFrameSinceReset          = true;

            if (!IsResetting)
            {
                IsResetting = true;

                Monitor.Enter(DrawLock);
                Monitor.Enter(CreateResourceLock);
                Monitor.Enter(UseResourceLock);
            }

            UniformBinding.HandleDeviceReset();
        }
Esempio n. 7
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        private UniformBinding <T> GetUniformBindingSlow <T> (Material material, TypedUniform <T> uniform)
            where T : unmanaged
        {
            var effect = material.Effect;

            if (effect == null)
            {
                return(null);
            }

            IUniformBinding existing;
            var             key = uniform.KeyTemplate;

            key.Effect = effect;

            lock (UniformBindings) {
                if (UniformBindings.TryGetValue(key, out existing))
                {
                    return(existing.Cast <T>());
                }

#if FNA
                // This is fine :-)
#else
                if (material.OwningThread != Thread.CurrentThread)
                {
                    throw new UniformBindingException(
                              "Uniform bindings must be allocated on the thread that owns the material. An attempt was made to allocate a binding for '" +
                              uniform.Name + "' on '" + material.Effect.CurrentTechnique.Name + "'"
                              );
                }
#endif

                var result = UniformBinding <T> .TryCreate(effect, uniform.Name);

                UniformBindings.Add(key, result);
                material.UniformBindings.Add(uniform.ID, result);

                return(result);
            }
        }
Esempio n. 8
0
        public bool BeginDraw()
        {
            var ffsr = FirstFrameSinceReset;

            if (IsResetting || _DeviceIsDisposed)
            {
                EndReset();
                if (_DeviceIsDisposed)
                {
                    _DeviceIsDisposed = Device.IsDisposed;
                    if (!_DeviceIsDisposed)
                    {
                        _DeviceLost = false;
                    }
                }
                return(false);
            }
            if (IsDisposed)
            {
                return(false);
            }
            if (_InsideDrawOperation > 0)
            {
                return(false);
            }

            if (IsWaitingForDeviceToSettle)
            {
                return(false);
            }

            try {
                WaitForActiveSynchronousDraw();
                WaitForActiveDraw();
            } catch (Exception exc) {
                if (ShouldSuppressResetRelatedDrawErrors)
                {
                    if (
                        (exc is ObjectDisposedException) ||
                        (exc is InvalidOperationException) ||
                        (exc is NullReferenceException)
                        )
                    {
                        return(false);
                    }
                }

                throw;
            }

            Interlocked.Increment(ref _InsideDrawOperation);
            try {
                _ActualEnableThreading = EnableThreading;

                PresentBegunSignal.Reset();

                bool result;
                if (_Running)
                {
                    if (DoThreadedIssue)
                    {
                        result = true;
                    }
                    else
                    {
                        result = _SyncBeginDraw();
                    }
                }
                else
                {
                    result = false;
                }

                if (ffsr && FirstFrameSinceReset && result)
                {
                    FirstFrameSinceReset = false;
                    UniformBinding.CollectGarbage();
                }

                return(result);
            } finally {
                Interlocked.Decrement(ref _InsideDrawOperation);
            }
        }