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// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
//
//
// This file was generated, please do not edit it directly.
//
// Please see MilCodeGen.html for more information.
//
using MS.Internal;
using MS.Internal.Collections;
using MS.Internal.KnownBoxes;
using MS.Internal.PresentationCore;
using MS.Utility;
using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics;
using System.Globalization;
using System.Reflection;
using System.Runtime.InteropServices;
using System.ComponentModel.Design.Serialization;
using System.Text;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Media3D;
using System.Windows.Media.Animation;
using System.Windows.Media.Composition;
using System.Windows.Media.Imaging;
using System.Windows.Markup;
using System.Security;
using SR=MS.Internal.PresentationCore.SR;
// These types are aliased to match the unamanaged names used in interop
using BOOL = System.UInt32;
using WORD = System.UInt16;
using Float = System.Single;
namespace System.Windows.Media.Effects
{
partial class ShaderEffect : Effect
{
//------------------------------------------------------
//
// Public Methods
//
//------------------------------------------------------
#region Public Methods
/// <summary>
/// Shadows inherited Clone() with a strongly typed
/// version for convenience.
/// </summary>
public new ShaderEffect Clone()
{
return (ShaderEffect)base.Clone();
}
/// <summary>
/// Shadows inherited CloneCurrentValue() with a strongly typed
/// version for convenience.
/// </summary>
public new ShaderEffect CloneCurrentValue()
{
return (ShaderEffect)base.CloneCurrentValue();
}
#endregion Public Methods
//------------------------------------------------------
//
// Public Properties
//
//------------------------------------------------------
private static void PixelShaderPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
ShaderEffect target = ((ShaderEffect) d);
target.PixelShaderPropertyChangedHook(e);
// The first change to the default value of a mutable collection property (e.g. GeometryGroup.Children)
// will promote the property value from a default value to a local value. This is technically a sub-property
// change because the collection was changed and not a new collection set (GeometryGroup.Children.
// Add versus GeometryGroup.Children = myNewChildrenCollection). However, we never marshalled
// the default value to the compositor. If the property changes from a default value, the new local value
// needs to be marshalled to the compositor. We detect this scenario with the second condition
// e.OldValueSource != e.NewValueSource. Specifically in this scenario the OldValueSource will be
// Default and the NewValueSource will be Local.
if (e.IsASubPropertyChange &&
(e.OldValueSource == e.NewValueSource))
{
return;
}
PixelShader oldV = (PixelShader) e.OldValue;
PixelShader newV = (PixelShader) e.NewValue;
System.Windows.Threading.Dispatcher dispatcher = target.Dispatcher;
if (dispatcher != null)
{
DUCE.IResource targetResource = (DUCE.IResource)target;
using (CompositionEngineLock.Acquire())
{
int channelCount = targetResource.GetChannelCount();
for (int channelIndex = 0; channelIndex < channelCount; channelIndex++)
{
DUCE.Channel channel = targetResource.GetChannel(channelIndex);
Debug.Assert(!channel.IsOutOfBandChannel);
Debug.Assert(!targetResource.GetHandle(channel).IsNull);
target.ReleaseResource(oldV,channel);
target.AddRefResource(newV,channel);
}
}
}
target.PropertyChanged(PixelShaderProperty);
}
#region Public Properties
/// <summary>
/// PixelShader - PixelShader. Default value is null.
/// </summary>
protected PixelShader PixelShader
{
get
{
return (PixelShader) GetValue(PixelShaderProperty);
}
set
{
SetValueInternal(PixelShaderProperty, value);
}
}
#endregion Public Properties
//------------------------------------------------------
//
// Protected Methods
//
//------------------------------------------------------
#region Protected Methods
/// <summary>
/// Implementation of <see cref="System.Windows.Freezable.CreateInstanceCore">Freezable.CreateInstanceCore</see>.
/// </summary>
/// <returns>The new Freezable.</returns>
protected override Freezable CreateInstanceCore()
{
// ShaderEffect is an abstract type, so
// explicitly create the invoking type via
// Activator.
return (Freezable)Activator.CreateInstance(this.GetType());
}
#endregion ProtectedMethods
//------------------------------------------------------
//
// Internal Methods
//
//------------------------------------------------------
#region Internal Methods
internal override void UpdateResource(DUCE.Channel channel, bool skipOnChannelCheck)
{
ManualUpdateResource(channel, skipOnChannelCheck);
base.UpdateResource(channel, skipOnChannelCheck);
}
private DUCE.ResourceHandle GeneratedAddRefOnChannelCore(DUCE.Channel channel)
{
if (_duceResource.CreateOrAddRefOnChannel(this, channel, System.Windows.Media.Composition.DUCE.ResourceType.TYPE_SHADEREFFECT))
{
PixelShader vPixelShader = PixelShader;
if (vPixelShader != null) ((DUCE.IResource)vPixelShader).AddRefOnChannel(channel);
AddRefOnChannelAnimations(channel);
UpdateResource(channel, true /* skip "on channel" check - we already know that we're on channel */ );
}
return _duceResource.GetHandle(channel);
}
private void GeneratedReleaseOnChannelCore(DUCE.Channel channel)
{
Debug.Assert(_duceResource.IsOnChannel(channel));
if (_duceResource.ReleaseOnChannel(channel))
{
PixelShader vPixelShader = PixelShader;
if (vPixelShader != null) ((DUCE.IResource)vPixelShader).ReleaseOnChannel(channel);
ReleaseOnChannelAnimations(channel);
}
}
internal override DUCE.ResourceHandle GetHandleCore(DUCE.Channel channel)
{
// Note that we are in a lock here already.
return _duceResource.GetHandle(channel);
}
internal override int GetChannelCountCore()
{
// must already be in composition lock here
return _duceResource.GetChannelCount();
}
internal override DUCE.Channel GetChannelCore(int index)
{
// Note that we are in a lock here already.
return _duceResource.GetChannel(index);
}
#endregion Internal Methods
//------------------------------------------------------
//
// Internal Properties
//
//------------------------------------------------------
#region Internal Properties
#endregion Internal Properties
//------------------------------------------------------
//
// Dependency Properties
//
//------------------------------------------------------
#region Dependency Properties
/// <summary>
/// The DependencyProperty for the ShaderEffect.PixelShader property.
/// </summary>
protected static readonly DependencyProperty PixelShaderProperty;
#endregion Dependency Properties
//------------------------------------------------------
//
// Internal Fields
//
//------------------------------------------------------
#region Internal Fields
internal System.Windows.Media.Composition.DUCE.MultiChannelResource _duceResource = new System.Windows.Media.Composition.DUCE.MultiChannelResource();
#endregion Internal Fields
#region Constructors
//------------------------------------------------------
//
// Constructors
//
//------------------------------------------------------
static ShaderEffect()
{
// We check our static default fields which are of type Freezable
// to make sure that they are not mutable, otherwise we will throw
// if these get touched by more than one thread in the lifetime
// of your app
// Initializations
Type typeofThis = typeof(ShaderEffect);
PixelShaderProperty =
RegisterProperty("PixelShader",
typeof(PixelShader),
typeofThis,
null,
new PropertyChangedCallback(PixelShaderPropertyChanged),
null,
/* isIndependentlyAnimated = */ false,
/* coerceValueCallback */ null);
}
#endregion Constructors
}
}
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