public ThreadedGLDevice( PresentationParameters presentationParameters, GraphicsAdapter adapter ) { csThread = new Thread(new ThreadStart(csThreadProc)); csThread.Start(); FNALoggerEXT.LogInfo("Running with ThreadedGLDevice!"); ForceToMainThread(() => { if (Environment.GetEnvironmentVariable( "FNA_THREADEDGLDEVICE_GLDEVICE" ) == "OpenGLDevice") { GLDevice = new OpenGLDevice( presentationParameters, adapter ); } else { GLDevice = new ModernGLDevice( presentationParameters, adapter ); } }); // End ForceToMainThread }
/// <summary> /// Initializes a new instance of the <see cref="GraphicsDevice" /> class. /// </summary> /// <param name="adapter">The graphics adapter.</param> /// <param name="graphicsProfile">The graphics profile.</param> /// <param name="presentationParameters">The presentation options.</param> /// <exception cref="ArgumentNullException"> /// <paramref name="presentationParameters"/> is <see langword="null"/>. /// </exception> public GraphicsDevice( GraphicsAdapter adapter, GraphicsProfile graphicsProfile, PresentationParameters presentationParameters ) { if (presentationParameters == null) { throw new ArgumentNullException("presentationParameters"); } // Set the properties from the constructor parameters. Adapter = adapter; PresentationParameters = presentationParameters; GraphicsProfile = graphicsProfile; PresentationParameters.MultiSampleCount = MathHelper.ClosestMSAAPower( PresentationParameters.MultiSampleCount ); // Set up the OpenGL Device. Loads entry points. GLDevice = new OpenGLDevice(PresentationParameters); // Force set the default render states. BlendState = BlendState.Opaque; DepthStencilState = DepthStencilState.Default; RasterizerState = RasterizerState.CullCounterClockwise; // Initialize the Texture/Sampler state containers int maxTextures = Math.Min(GLDevice.MaxTextureSlots, 16); // Per XNA4 spec int maxVertexTextures = MathHelper.Clamp(GLDevice.MaxTextureSlots - 16, 0, 4); // Per XNA4 HiDef spec vertexSamplerStart = GLDevice.MaxTextureSlots - maxVertexTextures; Textures = new TextureCollection( maxTextures, modifiedSamplers ); SamplerStates = new SamplerStateCollection( maxTextures, modifiedSamplers ); VertexTextures = new TextureCollection( maxVertexTextures, modifiedVertexSamplers ); VertexSamplerStates = new SamplerStateCollection( maxVertexTextures, modifiedVertexSamplers ); // Set the default viewport and scissor rect. Viewport = new Viewport(PresentationParameters.Bounds); ScissorRectangle = Viewport.Bounds; }
/// <summary> /// Initializes a new instance of the <see cref="GraphicsDevice" /> class. /// </summary> /// <param name="adapter">The graphics adapter.</param> /// <param name="graphicsProfile">The graphics profile.</param> /// <param name="presentationParameters">The presentation options.</param> /// <exception cref="ArgumentNullException"> /// <paramref name="presentationParameters"/> is <see langword="null"/>. /// </exception> public GraphicsDevice( GraphicsAdapter adapter, GraphicsProfile graphicsProfile, PresentationParameters presentationParameters ) { if (presentationParameters == null) { throw new ArgumentNullException("presentationParameters"); } // Set the properties from the constructor parameters. Adapter = adapter; PresentationParameters = presentationParameters; GraphicsProfile = graphicsProfile; PresentationParameters.MultiSampleCount = MathHelper.ClosestMSAAPower( PresentationParameters.MultiSampleCount ); // Set up the IGLDevice GLDevice = FNAPlatform.CreateGLDevice(PresentationParameters, adapter); // The mouse needs to know this for faux-backbuffer mouse scaling. Input.Mouse.INTERNAL_BackBufferWidth = PresentationParameters.BackBufferWidth; Input.Mouse.INTERNAL_BackBufferHeight = PresentationParameters.BackBufferHeight; // The Touch Panel needs this too, for the same reason. Input.Touch.TouchPanel.DisplayWidth = PresentationParameters.BackBufferWidth; Input.Touch.TouchPanel.DisplayHeight = PresentationParameters.BackBufferHeight; // Force set the default render states. BlendState = BlendState.Opaque; DepthStencilState = DepthStencilState.Default; RasterizerState = RasterizerState.CullCounterClockwise; // Initialize the Texture/Sampler state containers int maxTextures = Math.Min(GLDevice.MaxTextureSlots, MAX_TEXTURE_SAMPLERS); int maxVertexTextures = MathHelper.Clamp( GLDevice.MaxTextureSlots - MAX_TEXTURE_SAMPLERS, 0, MAX_VERTEXTEXTURE_SAMPLERS ); vertexSamplerStart = GLDevice.MaxTextureSlots - maxVertexTextures; Textures = new TextureCollection( maxTextures, modifiedSamplers ); SamplerStates = new SamplerStateCollection( maxTextures, modifiedSamplers ); VertexTextures = new TextureCollection( maxVertexTextures, modifiedVertexSamplers ); VertexSamplerStates = new SamplerStateCollection( maxVertexTextures, modifiedVertexSamplers ); // Set the default viewport and scissor rect. Viewport = new Viewport(PresentationParameters.Bounds); ScissorRectangle = Viewport.Bounds; // Allocate the pipeline cache to be used by Effects PipelineCache = new PipelineCache(this); #if WIIU_GAMEPAD wiiuStream = DRC.drc_new_streamer(); if (wiiuStream == IntPtr.Zero) { FNALoggerEXT.LogError("Failed to alloc GamePad stream!"); return; } if (DRC.drc_start_streamer(wiiuStream) < 1) // ??? { FNALoggerEXT.LogError("Failed to start GamePad stream!"); DRC.drc_delete_streamer(wiiuStream); wiiuStream = IntPtr.Zero; return; } DRC.drc_enable_system_input_feeder(wiiuStream); wiiuPixelData = new byte[ PresentationParameters.BackBufferWidth * PresentationParameters.BackBufferHeight * 4 ]; #endif }