forked from MonoGame/MonoGame
/
SamplerStateCollection.cs
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/
SamplerStateCollection.cs
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// #region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
//
// All rights reserved.
//
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
// U.S. copyright law.
//
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
// #endregion License
//
// Author: Kenneth James Pouncey
using System;
using System.Collections.Generic;
#if MONOMAC
using MonoMac.OpenGL;
#elif WINDOWS || LINUX
using OpenTK.Graphics.OpenGL;
#elif GLES
using OpenTK.Graphics.ES20;
using TextureUnit = OpenTK.Graphics.ES20.All;
using TextureTarget = OpenTK.Graphics.ES20.All;
#endif
namespace Microsoft.Xna.Framework.Graphics
{
public sealed class SamplerStateCollection
{
private SamplerState[] _samplers;
#if DIRECTX
private int _d3dDirty;
#endif
internal SamplerStateCollection( int maxSamplers )
{
_samplers = new SamplerState[maxSamplers];
for (var i = 0; i < maxSamplers; i++)
_samplers[i] = SamplerState.LinearWrap;
#if DIRECTX
_d3dDirty = int.MaxValue;
#endif
}
public SamplerState this [int index]
{
get
{
return _samplers[index];
}
set
{
if (_samplers[index] == value)
return;
_samplers[index] = value;
#if DIRECTX
_d3dDirty |= 1 << index;
#endif
}
}
internal void Clear()
{
for (var i = 0; i < _samplers.Length; i++)
_samplers[i] = null;
#if DIRECTX
_d3dDirty = int.MaxValue;
#endif
}
internal void SetSamplers(GraphicsDevice device)
{
#if DIRECTX
// Skip out if nothing has changed.
if (_d3dDirty == 0)
return;
// NOTE: We make the assumption here that the caller has
// locked the d3dContext for us to use.
var pixelShaderStage = device._d3dContext.PixelShader;
for (var i = 0; i < _samplers.Length; i++)
{
var mask = 1 << i;
if ((_d3dDirty & mask) == 0)
continue;
var sampler = _samplers[i];
SharpDX.Direct3D11.SamplerState state = null;
if (sampler != null)
state = sampler.GetState(device);
pixelShaderStage.SetSampler(i, state);
_d3dDirty &= ~mask;
if (_d3dDirty == 0)
break;
}
_d3dDirty = 0;
#elif OPENGL
for (var i = 0; i < _samplers.Length; i++)
{
var sampler = _samplers[i];
var texture = device.Textures[i];
if (sampler != null && texture != null && sampler != texture.glLastSamplerState)
{
// TODO: Avoid doing this redundantly (see TextureCollection.SetTextures())
// However, I suspect that rendering from the same texture with different sampling modes
// is a relatively rare occurrence...
GL.ActiveTexture(TextureUnit.Texture0 + i);
GraphicsExtensions.CheckGLError();
// NOTE: We don't have to bind the texture here because it is already bound in
// TextureCollection.SetTextures(). This, of course, assumes that SetTextures() is called
// before this method is called. If that ever changes this code will misbehave.
// GL.BindTexture(texture.glTarget, texture.glTexture);
// GraphicsExtensions.CheckGLError();
sampler.Activate(texture.glTarget, texture.LevelCount > 1);
texture.glLastSamplerState = sampler;
}
}
#endif
}
}
}