Exemplo n.º 1
0
        protected override PixelBox LockImpl(BasicBox lockBox, BufferLocking options)
        {
            //Entering critical section
            LockDeviceAccess();

            // Check for misuse
            if (((int)usage & (int)TextureUsage.RenderTarget) != 0)
            {
                throw new AxiomException(
                          "DirectX does not allow locking of or directly writing to RenderTargets. Use BlitFromMemory if you need the contents.");
            }

            // Set locking flags according to options
            var flags = D3D9Helper.ConvertEnum(options, usage);

            if (this.mapDeviceToBufferResources.Count == 0)
            {
                throw new AxiomException("There are no resources attached to this pixel buffer !!");
            }

            lockedBox      = lockBox;
            this.lockFlags = flags;

            var bufferResources = this.mapDeviceToBufferResources.First().Value;

            // Lock the source buffer.
            var lockedBuf = LockBuffer(bufferResources, lockBox, flags);

            //Leaving critical section
            UnlockDeviceAccess();

            return(lockedBuf);
        }
Exemplo n.º 2
0
        public void Bind(D3D9.Device dev, D3D9.Volume volume, D3D9.BaseTexture mipTex)
        {
            //Entering critical section
            LockDeviceAccess();

            var bufferResources = GetBufferResources(dev);
            var isNewBuffer     = false;

            if (bufferResources == null)
            {
                bufferResources = new BufferResources();
                this.mapDeviceToBufferResources.Add(dev, bufferResources);
                isNewBuffer = true;
            }

            bufferResources.MipTex = mipTex;
            bufferResources.Volume = volume;

            var desc = volume.Description;

            width  = desc.Width;
            height = desc.Height;
            depth  = desc.Depth;
            format = D3D9Helper.ConvertEnum(desc.Format);
            // Default
            rowPitch    = Width;
            slicePitch  = Height * Width;
            sizeInBytes = PixelUtil.GetMemorySize(Width, Height, Depth, Format);

            if (isNewBuffer && this.ownerTexture.IsManuallyLoaded)
            {
                foreach (var it in this.mapDeviceToBufferResources)
                {
                    if (it.Value != bufferResources && it.Value.Volume != null && it.Key.TestCooperativeLevel().Success&&
                        dev.TestCooperativeLevel().Success)
                    {
                        var fullBufferBox = new BasicBox(0, 0, 0, Width, Height, Depth);
                        var dstBox        = new PixelBox(fullBufferBox, Format);

                        var data = new byte[sizeInBytes];
                        using (var d = BufferBase.Wrap(data))
                        {
                            dstBox.Data = d;
                            BlitToMemory(fullBufferBox, dstBox, it.Value, it.Key);
                            BlitFromMemory(dstBox, fullBufferBox, bufferResources);
                            Array.Clear(data, 0, sizeInBytes);
                        }
                        break;
                    }
                }
            }

            //Leaving critical section
            UnlockDeviceAccess();
        }
Exemplo n.º 3
0
        public override Axiom.Media.PixelFormat GetNativeFormat(TextureType ttype, PixelFormat format, TextureUsage usage)
        {
            // Basic filtering
            var d3dPF = D3D9Helper.ConvertEnum(D3D9Helper.GetClosestSupported(format));

            // Calculate usage
            var d3dusage = D3D9.Usage.None;
            var pool     = D3D9.Pool.Managed;

            if ((usage & TextureUsage.RenderTarget) != 0)
            {
                d3dusage |= D3D9.Usage.RenderTarget;
                pool      = D3D9.Pool.Default;
            }
            if ((usage & TextureUsage.Dynamic) != 0)
            {
                d3dusage |= D3D9.Usage.Dynamic;
                pool      = D3D9.Pool.Default;
            }

            var curDevice = D3D9RenderSystem.ActiveD3D9Device;

            // Use D3DX to adjust pixel format
            switch (ttype)
            {
            case TextureType.OneD:
            case TextureType.TwoD:
                var tReqs = D3D9.Texture.CheckRequirements(curDevice, 0, 0, 0, d3dusage, D3D9Helper.ConvertEnum(format), pool);
                d3dPF = tReqs.Format;
                break;

            case TextureType.ThreeD:
                var volReqs = D3D9.VolumeTexture.CheckRequirements(curDevice, 0, 0, 0, 0, d3dusage,
                                                                   D3D9Helper.ConvertEnum(format), pool);
                d3dPF = volReqs.Format;
                break;

            case TextureType.CubeMap:
                var cubeReqs = D3D9.CubeTexture.CheckRequirements(curDevice, 0, 0, d3dusage, D3D9Helper.ConvertEnum(format),
                                                                  pool);
                d3dPF = cubeReqs.Format;
                break;
            }

            return(D3D9Helper.ConvertEnum(d3dPF));
        }
Exemplo n.º 4
0
        /// <summary>
        /// Updates buffer resources from system memory buffer.
        /// </summary>
        private bool _updateBufferResources(BufferBase systemMemoryBuffer, ref BufferResources bufferResources)
        {
            Contract.RequiresNotNull(bufferResources, "Cannot update BufferResources in D3D9HardwareIndexBuffer!");
            Contract.RequiresNotNull(bufferResources.IndexBuffer, "Cannot update BufferResources in D3D9HardwareIndexBuffer!");
            Contract.Requires(bufferResources.IsOutOfDate);

            DX.DataStream dstBytes;

            // Lock the buffer
            try
            {
                dstBytes = bufferResources.IndexBuffer.Lock(bufferResources.LockOffset, bufferResources.LockLength,
                                                            D3D9Helper.ConvertEnum(bufferResources.LockOptions, usage));
            }
            catch (Exception ex)
            {
                throw new AxiomException("Cannot lock D3D9 index buffer!", ex);
            }

            using (var src = systemMemoryBuffer + bufferResources.LockOffset)
            {
                using (var dest = BufferBase.Wrap(dstBytes.DataPointer, (int)dstBytes.Length))
                {
                    Memory.Copy(src, dest, bufferResources.LockLength);
                }
            }

            // Unlock the buffer.
            var hr = bufferResources.IndexBuffer.Unlock();

            if (hr.Failure)
            {
                throw new AxiomException("Cannot unlock D3D9 index buffer: {0}", hr.ToString());
            }

            bufferResources.IsOutOfDate = false;
            bufferResources.LockOffset  = sizeInBytes;
            bufferResources.LockLength  = 0;
            bufferResources.LockOptions = BufferLocking.Normal;

            return(true);
        }
Exemplo n.º 5
0
        public void CreateBuffer(D3D9.Device d3d9Device, D3D9.Pool ePool)
        {
            //Entering critical section
            this.LockDeviceAccess();

            BufferResources bufferResources;

            // Find the vertex buffer of this device.
            if (this._mapDeviceToBufferResources.TryGetValue(d3d9Device, out bufferResources))
            {
                bufferResources.IndexBuffer.SafeDispose();
            }
            else
            {
                bufferResources = new BufferResources();
                this._mapDeviceToBufferResources.Add(d3d9Device, bufferResources);
            }

            bufferResources.IndexBuffer   = null;
            bufferResources.IsOutOfDate   = true;
            bufferResources.LockOffset    = 0;
            bufferResources.LockLength    = sizeInBytes;
            bufferResources.LockOptions   = BufferLocking.Normal;
            bufferResources.LastUsedFrame = Root.Instance.NextFrameNumber;

            // Create the Index buffer
            try
            {
                bufferResources.IndexBuffer = new D3D9.IndexBuffer(d3d9Device, sizeInBytes, D3D9Helper.ConvertEnum(usage), ePool,
                                                                   D3D9Helper.ConvertEnum(type));
            }
            catch (Exception ex)
            {
                throw new AxiomException("Cannot create D3D9 Index buffer", ex);
            }

            this._bufferDesc = bufferResources.IndexBuffer.Description;

            //Leaving critical section
            this.UnlockDeviceAccess();
        }
        private bool _checkVertexTextureFormats(D3D9RenderWindow renderWindow)
        {
            var anySupported = false;

            var bbSurf     = (D3D9.Surface[])renderWindow["DDBACKBUFFER"];
            var bbSurfDesc = bbSurf[0].Description;

            for (var pf = PixelFormat.L8; pf < PixelFormat.Count; ++pf)
            {
                var fmt = D3D9Helper.ConvertEnum(D3D9Helper.GetClosestSupported(pf));
                if (
                    !this._pD3D.CheckDeviceFormat(this._activeD3DDriver.AdapterNumber, D3D9.DeviceType.Hardware, bbSurfDesc.Format,
                                                  D3D9.Usage.QueryVertexTexture, D3D9.ResourceType.Texture, fmt))
                {
                    continue;
                }

                // cool, at least one supported
                anySupported = true;
                LogManager.Instance.Write("D3D9: Vertex texture format supported - {0}", PixelUtil.GetFormatName(pf));
            }

            return(anySupported);
        }
Exemplo n.º 7
0
        protected void BlitToMemory(BasicBox srcBox, PixelBox dst, BufferResources srcBufferResources, D3D9.Device d3d9Device)
        {
            // Decide on pixel format of temp surface
            PixelFormat tmpFormat = Format;

            if (D3D9Helper.ConvertEnum(dst.Format) != D3D9.Format.Unknown)
            {
                tmpFormat = dst.Format;
            }

            if (srcBufferResources.Surface != null)
            {
                Debug.Assert(srcBox.Depth == 1 && dst.Depth == 1);
                var srcDesc  = srcBufferResources.Surface.Description;
                var temppool = D3D9.Pool.Scratch;

                // if we're going to try to use GetRenderTargetData, need to use system mem pool
                var tryGetRenderTargetData = false;
                if (((srcDesc.Usage & D3D9.Usage.RenderTarget) != 0) && (srcBox.Width == dst.Width) &&
                    (srcBox.Height == dst.Height) && (srcBox.Width == Width) && (srcBox.Height == Height) &&
                    (Format == tmpFormat))
                {
                    tryGetRenderTargetData = true;
                    temppool = D3D9.Pool.SystemMemory;
                }

                // Create temp texture
                var tmp = new D3D9.Texture(d3d9Device, dst.Width, dst.Height, 1,                  // 1 mip level ie topmost, generate no mipmaps
                                           0, D3D9Helper.ConvertEnum(tmpFormat), temppool);

                var surface = tmp.GetSurfaceLevel(0);

                // Copy texture to this temp surface
                var srcRect  = ToD3DRectangle(srcBox);
                var destRect = ToD3DRectangle(dst);

                // Get the real temp surface format
                var dstDesc = surface.Description;
                tmpFormat = D3D9Helper.ConvertEnum(dstDesc.Format);

                // Use fast GetRenderTargetData if we are in its usage conditions
                var fastLoadSuccess = false;
                if (tryGetRenderTargetData)
                {
                    var result = d3d9Device.GetRenderTargetData(srcBufferResources.Surface, surface);
                    fastLoadSuccess = result.Success;
                }
                if (!fastLoadSuccess)
                {
                    var res = D3D9.Surface.FromSurface(surface, srcBufferResources.Surface, D3D9.Filter.Default, 0, srcRect, destRect);
                    if (res.Failure)
                    {
                        surface.SafeDispose();
                        tmp.SafeDispose();
                        throw new AxiomException("D3D9.Surface.FromSurface failed in D3D9HardwarePixelBuffer.BlitToMemory");
                    }
                }

                // Lock temp surface and copy it to memory
                var lrect = surface.LockRectangle(D3D9.LockFlags.ReadOnly);

                // Copy it
                var locked = new PixelBox(dst.Width, dst.Height, dst.Depth, tmpFormat);
                FromD3DLock(locked, lrect);
                PixelConverter.BulkPixelConversion(locked, dst);
                surface.UnlockRectangle();
                // Release temporary surface and texture
                surface.SafeDispose();
                tmp.SafeDispose();
            }
            else if (srcBufferResources.Volume != null)
            {
                // Create temp texture
                var tmp = new D3D9.VolumeTexture(d3d9Device, dst.Width, dst.Height, dst.Depth, 0, 0,
                                                 D3D9Helper.ConvertEnum(tmpFormat), D3D9.Pool.Scratch);

                var surface = tmp.GetVolumeLevel(0);

                // Volume
                var ddestBox = ToD3DBoxExtent(dst);
                var dsrcBox  = ToD3DBox(srcBox);

                var res = D3D9.Volume.FromVolume(surface, srcBufferResources.Volume, D3D9.Filter.Default, 0, dsrcBox, ddestBox);
                if (res.Failure)
                {
                    surface.SafeDispose();
                    tmp.SafeDispose();
                    throw new AxiomException("D3D9.Surface.FromVolume failed in D3D9HardwarePixelBuffer.BlitToMemory");
                }

                // Lock temp surface and copy it to memory
                var lbox = surface.LockBox(D3D9.LockFlags.ReadOnly);                   // Filled in by D3D

                // Copy it
                var locked = new PixelBox(dst.Width, dst.Height, dst.Depth, tmpFormat);
                FromD3DLock(locked, lbox);
                PixelConverter.BulkPixelConversion(locked, dst);
                surface.UnlockBox();
                // Release temporary surface and texture
                surface.SafeDispose();
                tmp.SafeDispose();
            }
        }
Exemplo n.º 8
0
        protected void BlitFromMemory(PixelBox src, BasicBox dstBox, BufferResources dstBufferResources)
        {
            // for scoped deletion of conversion buffer
            var converted = src;
            var bufSize   = 0;

            // convert to pixelbuffer's native format if necessary
            if (D3D9Helper.ConvertEnum(src.Format) == D3D9.Format.Unknown)
            {
                bufSize = PixelUtil.GetMemorySize(src.Width, src.Height, src.Depth, Format);
                var newBuffer = new byte[bufSize];
                using (var data = BufferBase.Wrap(newBuffer))
                {
                    converted = new PixelBox(src.Width, src.Height, src.Depth, Format, data);
                }
                PixelConverter.BulkPixelConversion(src, converted);
            }

            int rowWidth = 0;

            if (PixelUtil.IsCompressed(converted.Format))
            {
                rowWidth = converted.RowPitch / 4;
                // D3D wants the width of one row of cells in bytes
                if (converted.Format == PixelFormat.DXT1)
                {
                    // 64 bits (8 bytes) per 4x4 block
                    rowWidth *= 8;
                }
                else
                {
                    // 128 bits (16 bytes) per 4x4 block
                    rowWidth *= 16;
                }
            }
            else
            {
                rowWidth = converted.RowPitch * PixelUtil.GetNumElemBytes(converted.Format);
            }

            if (dstBufferResources.Surface != null)
            {
                var srcRect  = ToD3DRectangle(converted);
                var destRect = ToD3DRectangle(dstBox);

                bufSize = PixelUtil.GetMemorySize(converted.Width, converted.Height, converted.Depth, converted.Format);
                var data = new byte[bufSize];
                using (var dest = BufferBase.Wrap(data))
                {
                    Memory.Copy(converted.Data, dest, bufSize);
                }

                try
                {
                    D3D9.Surface.FromMemory(dstBufferResources.Surface, data, D3D9.Filter.Default, 0,
                                            D3D9Helper.ConvertEnum(converted.Format), rowWidth, srcRect, destRect);
                }
                catch (Exception e)
                {
                    throw new AxiomException("D3D9.Surface.FromMemory failed in D3D9HardwarePixelBuffer.BlitFromMemory", e);
                }
            }
            else if (dstBufferResources.Volume != null)
            {
                var srcBox     = ToD3DBox(converted);
                var destBox    = ToD3DBox(dstBox);
                var sliceWidth = 0;
                if (PixelUtil.IsCompressed(converted.Format))
                {
                    sliceWidth = converted.SlicePitch / 16;
                    // D3D wants the width of one slice of cells in bytes
                    if (converted.Format == PixelFormat.DXT1)
                    {
                        // 64 bits (8 bytes) per 4x4 block
                        sliceWidth *= 8;
                    }
                    else
                    {
                        // 128 bits (16 bytes) per 4x4 block
                        sliceWidth *= 16;
                    }
                }
                else
                {
                    sliceWidth = converted.SlicePitch * PixelUtil.GetNumElemBytes(converted.Format);
                }

                bufSize = PixelUtil.GetMemorySize(converted.Width, converted.Height, converted.Depth, converted.Format);
                var data = new byte[bufSize];
                using (var dest = BufferBase.Wrap(data))
                {
                    Memory.Copy(converted.Data, dest, bufSize);
                }

                //TODO note sliceWidth and rowWidth are ignored..
                D3D9.ImageInformation info;
                try
                {
                    //D3D9.D3DX9.LoadVolumeFromMemory() not accessible 'cause D3D9.D3DX9 static class is not public
                    D3D9.Volume.FromFileInMemory(dstBufferResources.Volume, data, D3D9.Filter.Default, 0, srcBox, destBox, null,
                                                 out info);
                }
                catch (Exception e)
                {
                    throw new AxiomException("D3D9.Volume.FromFileInMemory failed in D3D9HardwarePixelBuffer.BlitFromMemory", e);
                }
            }

            if (this.doMipmapGen)
            {
                GenMipmaps(dstBufferResources.MipTex);
            }
        }
Exemplo n.º 9
0
        public override void SetTextureMatrix(int stage, Matrix4 xform)
        {
            // the matrix we'll apply after conv. to D3D format
            var newMat = xform;

            // cache this since it's used often
            var autoTexCoordType = this._texStageDesc[stage].AutoTexCoordType;

            // if a vertex program is bound, we mustn't set texture transforms
            if (vertexProgramBound)
            {
                _setTextureStageState(stage, D3D9.TextureStage.TextureTransformFlags, (int)TextureTransform.Disable);
                return;
            }

            if (autoTexCoordType == TexCoordCalcMethod.EnvironmentMap)
            {
                if ((this._deviceManager.ActiveDevice.D3D9DeviceCaps.VertexProcessingCaps &
                     D3D9.VertexProcessingCaps.TexGenSphereMap) ==
                    D3D9.VertexProcessingCaps.TexGenSphereMap)
                {
                    // inverts the texture for a spheremap
                    var matEnvMap = Matrix4.Identity;
                    // set env_map values
                    matEnvMap.m11 = -1.0f;
                    // concatenate
                    newMat = newMat * matEnvMap;
                }
                else
                {
                    /* If envmap is applied, but device doesn't support spheremap,
                     * then we have to use texture transform to make the camera space normal
                     * reference the envmap properly. This isn't exactly the same as spheremap
                     * (it looks nasty on flat areas because the camera space normals are the same)
                     * but it's the best approximation we have in the absence of a proper spheremap */

                    // concatenate with the xform
                    newMat = newMat * Matrix4.ClipSpace2DToImageSpace;
                }
            }

            // If this is a cubic reflection, we need to modify using the view matrix
            if (autoTexCoordType == TexCoordCalcMethod.EnvironmentMapReflection)
            {
                // Get transposed 3x3, ie since D3D is transposed just copy
                // We want to transpose since that will invert an orthonormal matrix ie rotation
                var viewTransposed = Matrix4.Identity;
                viewTransposed.m00 = this._viewMatrix.m00;
                viewTransposed.m01 = this._viewMatrix.m10;
                viewTransposed.m02 = this._viewMatrix.m20;
                viewTransposed.m03 = 0.0f;

                viewTransposed.m10 = this._viewMatrix.m01;
                viewTransposed.m11 = this._viewMatrix.m11;
                viewTransposed.m12 = this._viewMatrix.m21;
                viewTransposed.m13 = 0.0f;

                viewTransposed.m20 = this._viewMatrix.m02;
                viewTransposed.m21 = this._viewMatrix.m12;
                viewTransposed.m22 = this._viewMatrix.m22;
                viewTransposed.m23 = 0.0f;

                viewTransposed.m30 = 0;
                viewTransposed.m31 = 0;
                viewTransposed.m32 = 0;
                viewTransposed.m33 = 1.0f;

                // concatenate
                newMat = newMat * viewTransposed;
            }

            if (autoTexCoordType == TexCoordCalcMethod.ProjectiveTexture)
            {
                // Derive camera space to projector space transform
                // To do this, we need to undo the camera view matrix, then
                // apply the projector view & projection matrices
                newMat = this._viewMatrix.Inverse();

                if (texProjRelative)
                {
                    Matrix4 viewMatrix;
                    this._texStageDesc[stage].Frustum.CalcViewMatrixRelative(texProjRelativeOrigin, out viewMatrix);
                    newMat = viewMatrix * newMat;
                }
                else
                {
                    newMat = this._texStageDesc[stage].Frustum.ViewMatrix * newMat;
                }
                newMat = this._texStageDesc[stage].Frustum.ProjectionMatrix * newMat;
                newMat = Matrix4.ClipSpace2DToImageSpace * newMat;
                newMat = xform * newMat;
            }

            // need this if texture is a cube map, to invert D3D's z coord
            if (autoTexCoordType != TexCoordCalcMethod.None && autoTexCoordType != TexCoordCalcMethod.ProjectiveTexture)
            {
                newMat.m20 = -newMat.m20;
                newMat.m21 = -newMat.m21;
                newMat.m22 = -newMat.m22;
                newMat.m23 = -newMat.m23;
            }

            // convert our matrix to D3D format
            DX.Mathematics.Interop.RawMatrix d3dMat = D3D9Helper.MakeD3DMatrix(newMat);

            // set the matrix if it is not the identity
            if (!D3D9Helper.IsIdentity(d3dMat))
            {
                //It's seems D3D automatically add a texture coordinate with value 1,
                //and fill up the remaining texture coordinates with 0 for the input
                //texture coordinates before pass to texture coordinate transformation.

                //NOTE: It's difference with D3DDECLTYPE enumerated type expand in
                //DirectX SDK documentation!

                //So we should prepare the texcoord transform, make the transformation
                //just like standardized vector expand, thus, fill w with value 1 and
                //others with 0.
                if (autoTexCoordType == TexCoordCalcMethod.None)
                {
                    //FIXME: The actually input texture coordinate dimensions should
                    //be determine by texture coordinate vertex element. Now, just trust
                    //user supplied texture type matchs texture coordinate vertex element.
                    if (this._texStageDesc[stage].TexType == D3D9TextureType.Normal)
                    {
                        /* It's 2D input texture coordinate:
                         *
                         * texcoord in vertex buffer     D3D expanded to     We are adjusted to
                         * -->                           -->
                         * (u, v)                        (u, v, 1, 0)        (u, v, 0, 1)
                         */
                        Utility.Swap(ref d3dMat.M31, ref d3dMat.M41);
                        Utility.Swap(ref d3dMat.M32, ref d3dMat.M42);
                        Utility.Swap(ref d3dMat.M33, ref d3dMat.M43);
                        Utility.Swap(ref d3dMat.M34, ref d3dMat.M44);
                    }
                }
                //else
                //{
                //    // All texgen generate 3D input texture coordinates.
                //}

                // tell D3D the dimension of tex. coord
                var texCoordDim = TextureTransform.Count2;

                if (autoTexCoordType == TexCoordCalcMethod.ProjectiveTexture)
                {
                    //We want texcoords (u, v, w, q) always get divided by q, but D3D
                    //projected texcoords is divided by the last element (in the case of
                    //2D texcoord, is w). So we tweak the transform matrix, transform the
                    //texcoords with w and q swapped: (u, v, q, w), and then D3D will
                    //divide u, v by q. The w and q just ignored as it wasn't used by
                    //rasterizer.

                    switch (this._texStageDesc[stage].TexType)
                    {
                    case D3D9TextureType.Normal:
                        Utility.Swap(ref d3dMat.M13, ref d3dMat.M14);
                        Utility.Swap(ref d3dMat.M23, ref d3dMat.M24);
                        Utility.Swap(ref d3dMat.M33, ref d3dMat.M34);
                        Utility.Swap(ref d3dMat.M43, ref d3dMat.M44);

                        texCoordDim = TextureTransform.Projected | TextureTransform.Count3;
                        break;

                    case D3D9TextureType.Cube:
                    case D3D9TextureType.Volume:
                        // Yes, we support 3D projective texture.
                        texCoordDim = TextureTransform.Projected | TextureTransform.Count4;
                        break;
                    }
                }
                else
                {
                    switch (this._texStageDesc[stage].TexType)
                    {
                    case D3D9TextureType.Normal:
                        texCoordDim = TextureTransform.Count2;
                        break;

                    case D3D9TextureType.Cube:
                    case D3D9TextureType.Volume:
                        texCoordDim = TextureTransform.Count3;
                        break;
                    }
                }

                // note: int values of D3D.TextureTransform correspond directly with tex dimension, so direct conversion is possible
                // i.e. Count1 = 1, Count2 = 2, etc
                _setTextureStageState(stage, D3D9.TextureStage.TextureTransformFlags, (int)texCoordDim);

                // set the manually calculated texture matrix
                var d3DTransType = (D3D9.TransformState)((int)(D3D9.TransformState.Texture0) + stage);
                ActiveD3D9Device.SetTransform(d3DTransType, d3dMat);
            }
            else
            {
                // disable texture transformation
                _setTextureStageState(stage, D3D9.TextureStage.TextureTransformFlags, (int)TextureTransform.Disable);

                // Needless to sets texture transform here, it's never used at all
            }
        }
Exemplo n.º 10
0
        public void CreateBuffer(D3D9.Device d3d9Device, D3D9.Pool ePool)
        {
            // Find the vertex buffer of this device.
            BufferResources bufferResources;

            if (this._mapDeviceToBufferResources.TryGetValue(d3d9Device, out bufferResources))
            {
                bufferResources.VertexBuffer.SafeDispose();
            }
            else
            {
                bufferResources = new BufferResources();
                this._mapDeviceToBufferResources.Add(d3d9Device, bufferResources);
            }

            bufferResources.VertexBuffer  = null;
            bufferResources.IsOutOfDate   = true;
            bufferResources.LockOffset    = 0;
            bufferResources.LockLength    = sizeInBytes;
            bufferResources.LockOptions   = BufferLocking.Normal;
            bufferResources.LastUsedFrame = Root.Instance.NextFrameNumber;

            // Create the vertex buffer
            try
            {
                bufferResources.VertexBuffer = new D3D9.VertexBuffer(d3d9Device, sizeInBytes, D3D9Helper.ConvertEnum(usage), 0,
                                                                     // No FVF here, thank you.
                                                                     ePool);
            }
            catch (Exception ex)
            {
                throw new AxiomException("Cannot restore D3D9 vertex buffer", ex);
            }

            this._bufferDesc = bufferResources.VertexBuffer.Description;
        }