示例#1
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="waitForVSync"></param>
 public override void SwapBuffers(bool waitForVSync)
 {
     D3D.Device device = driver.Device;
     if (device != null)
     {
         int status;
         // tests coop level to make sure we are ok to render
         device.CheckCooperativeLevel(out status);
         if (status == (int)Microsoft.DirectX.Direct3D.ResultCode.Success)
         {
             // swap back buffer to the front
             if (isSwapChain)
             {
                 swapChain.Present();
             }
             else
             {
                 device.Present();
             }
         }
         else if (status == (int)Microsoft.DirectX.Direct3D.ResultCode.DeviceLost)
         {
             // Device is lost, and is not available for reset now
             log.Warn("Device State: DeviceLost");
             D3D9RenderSystem renderSystem = (D3D9RenderSystem)Root.Instance.RenderSystem;
             renderSystem.NotifyDeviceLost();
         }
         else if (status == (int)Microsoft.DirectX.Direct3D.ResultCode.DeviceNotReset)
         {
             // The device needs to be reset, and has not yet been reset.
             log.Warn("Device State: DeviceNotReset");
             device.Reset(device.PresentationParameters);
         }
         else
         {
             throw new Exception(string.Format("Unknown status code from CheckCooperativeLevel: {0}", status));
         }
     }
 }
示例#2
0
        public override void Update()
        {
            D3D9RenderSystem rs = (D3D9RenderSystem)Root.Instance.RenderSystem;

            // access device through driver
            D3D.Device device = driver.Device;

            if (rs.DeviceLost)
            {
                log.Info("In D3DRenderWindow.Update, rs.DeviceLost is true");
                // Test the cooperative mode first
                int status;
                device.CheckCooperativeLevel(out status);
                if (status == (int)Microsoft.DirectX.Direct3D.ResultCode.DeviceLost)
                {
                    // device lost, and we can't reset
                    // can't do anything about it here, wait until we get
                    // D3DERR_DEVICENOTRESET; rendering calls will silently fail until
                    // then (except Present, but we ignore device lost there too)
                    // FIXME: Ogre doesn't do these two Dispose calls here.
#if NOT
                    // This code is what Ogre does for this clause, but since
                    // Ogre gets to immediately call release on the renderSurface
                    // and renderZBuffer, this assign of null will end up leaving
                    // the reference count at 0 for them, and will cause them to
                    // be freed.  For the Axiom code, I'm just going to leave them
                    // alone, and do the proper dispose calls in the devicenotreset
                    // clause.

                    renderSurface = null;
                    // need to release if swap chain
                    if (!isSwapChain)
                    {
                        renderZBuffer = null;
                    }
                    else
                    {
                        // Do I need to dispose of the ZBuffer here?
                        // SAFE_RELEASE (mpRenderZBuffer);
                        if (renderZBuffer != null)
                        {
                            renderZBuffer.Dispose();
                            renderZBuffer = null;
                        }
                    }
#endif
                    Thread.Sleep(50);
                    return;
                }
                else
                {
                    if (status != (int)Microsoft.DirectX.Direct3D.ResultCode.Success &&
                        status != (int)Microsoft.DirectX.Direct3D.ResultCode.DeviceNotReset)
                    {
                        // I've encountered some unexpected device state
                        // Ogre would just continue, but I want to make sure I notice this.
                        throw new Exception(string.Format("Unknown Device State: {0}", status));
                    }
                    // FIXME: Ogre doesn't do these two Dispose calls here.
                    if (renderSurface != null)
                    {
                        log.Info("Disposing of render surface");
                        renderSurface.Dispose();
                        renderSurface = null;
                    }
                    if (renderZBuffer != null)
                    {
                        log.Info("Disposing of render zbuffer");
                        renderZBuffer.Dispose();
                        renderZBuffer = null;
                    }

                    log.InfoFormat("In D3DRenderWindow.Update, calling rs.RestoreLostDevice(); status = {0}", status);
                    // device lost, and we can reset
                    rs.RestoreLostDevice();

                    // Still lost?
                    if (rs.DeviceLost)
                    {
                        // Wait a while
                        Thread.Sleep(50);
                        return;
                    }

                    if (!isSwapChain)
                    {
                        log.Info("In D3DRenderWindow.Update, re-querying buffers");
                        // re-qeuery buffers
                        renderSurface = device.GetRenderTarget(0);
                        renderZBuffer = device.DepthStencilSurface;
                        // release immediately so we don't hog them
                        // mpRenderSurface->Release();
                        // mpRenderZBuffer->Release();
                    }
                    else
                    {
                        log.Info("In D3DRenderWindow.Update, isSwapChain is true, changing viewport dimensions");
                        // Update dimensions incase changed
                        foreach (Axiom.Core.Viewport vp in viewportList)
                        {
                            vp.UpdateDimensions();
                        }
                        // Actual restoration of surfaces will happen in
                        // D3D9RenderSystem.RestoreLostDevice when it calls
                        // CreateD3DResources for each secondary window
                    }
                }
            }
            base.Update();
        }