|
// 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.
using System.Windows.Media.Composition;
using System.Windows.Media.Media3D;
namespace System.Windows.Media.Effects
{
public abstract partial class ShaderEffect : Effect
{
/// <summary>
/// Takes in content bounds, and returns the bounds of the rendered
/// output of that content after the Effect is applied.
/// </summary>
internal override Rect GetRenderBounds(Rect contentBounds)
{
Point topLeft = new Point();
Point bottomRight = new Point();
topLeft.X = contentBounds.TopLeft.X - PaddingLeft;
topLeft.Y = contentBounds.TopLeft.Y - PaddingTop;
bottomRight.X = contentBounds.BottomRight.X + PaddingRight;
bottomRight.Y = contentBounds.BottomRight.Y + PaddingBottom;
return new Rect(topLeft, bottomRight);
}
/// <summary>
/// Padding is used to specify that an effect's output texture is larger than its input
/// texture in a specific direction, e.g. for a drop shadow effect.
/// </summary>
protected double PaddingTop
{
get
{
ReadPreamble();
return _topPadding;
}
set
{
WritePreamble();
if (value < 0.0)
{
throw new ArgumentOutOfRangeException("value", value, SR.Effect_ShaderEffectPadding);
}
else
{
_topPadding = value;
RegisterForAsyncUpdateResource();
}
WritePostscript();
}
}
/// <summary>
/// Padding is used to specify that an effect's output texture is larger than its input
/// texture in a specific direction, e.g. for a drop shadow effect.
/// </summary>
protected double PaddingBottom
{
get
{
ReadPreamble();
return _bottomPadding;
}
set
{
WritePreamble();
if (value < 0.0)
{
throw new ArgumentOutOfRangeException("value", value, SR.Effect_ShaderEffectPadding);
}
else
{
_bottomPadding = value;
RegisterForAsyncUpdateResource();
}
WritePostscript();
}
}
/// <summary>
/// Padding is used to specify that an effect's output texture is larger than its input
/// texture in a specific direction, e.g. for a drop shadow effect.
/// </summary>
protected double PaddingLeft
{
get
{
ReadPreamble();
return _leftPadding;
}
set
{
WritePreamble();
if (value < 0.0)
{
throw new ArgumentOutOfRangeException("value", value, SR.Effect_ShaderEffectPadding);
}
else
{
_leftPadding = value;
RegisterForAsyncUpdateResource();
}
WritePostscript();
}
}
/// <summary>
/// Padding is used to specify that an effect's output texture is larger than its input
/// texture in a specific direction, e.g. for a drop shadow effect.
/// </summary>
protected double PaddingRight
{
get
{
ReadPreamble();
return _rightPadding;
}
set
{
WritePreamble();
if (value < 0.0)
{
throw new ArgumentOutOfRangeException("value", value, SR.Effect_ShaderEffectPadding);
}
else
{
_rightPadding = value;
RegisterForAsyncUpdateResource();
}
WritePostscript();
}
}
/// <summary>
/// To specify a shader constant register to set to the size of the
/// destination. Default is -1, which means to not send any. Only
/// intended to be set once, in the constructor, and will fail if set
/// after the effect is initially processed.
/// </summary>
protected int DdxUvDdyUvRegisterIndex
{
get
{
ReadPreamble();
return _ddxUvDdyUvRegisterIndex;
}
set
{
WritePreamble();
_ddxUvDdyUvRegisterIndex = value;
WritePostscript();
}
}
/// <summary>
/// This method is invoked whenever the PixelShader property changes.
/// </summary>
private void PixelShaderPropertyChangedHook(DependencyPropertyChangedEventArgs e)
{
PixelShader oldShader = (PixelShader)e.OldValue;
if (oldShader != null)
{
oldShader._shaderBytecodeChanged -= OnPixelShaderBytecodeChanged;
}
PixelShader newShader = (PixelShader)e.NewValue;
if (newShader != null)
{
newShader._shaderBytecodeChanged += OnPixelShaderBytecodeChanged;
}
OnPixelShaderBytecodeChanged(PixelShader, null);
}
/// <summary>
/// When the PixelShader's bytecode changes to a ps_2_0 shader, verify that registers only
/// available in ps_3_0 are not being used.
/// </summary>
private void OnPixelShaderBytecodeChanged(object sender, EventArgs e)
{
PixelShader pixelShader = (PixelShader)sender;
if (pixelShader != null &&
pixelShader.ShaderMajorVersion == 2 &&
pixelShader.ShaderMinorVersion == 0 &&
UsesPS30OnlyRegisters())
{
throw new InvalidOperationException(SR.Effect_20ShaderUsing30Registers);
}
}
private bool UsesPS30OnlyRegisters()
{
// int and bool registers are ps_3_0 only
if (_intCount > 0 || _intRegisters != null ||
_boolCount > 0 || _boolRegisters != null)
{
return true;
}
// float registers 32 or above are ps_3_0 only
if (_floatRegisters != null)
{
for (int i = PS_2_0_FLOAT_REGISTER_LIMIT; i < _floatRegisters.Count; i++)
{
if (_floatRegisters[i] != null)
{
return true;
}
}
}
// sampler registers 4 or above are ps_3_0 only
// Note: it's really 16, but we use 4 because some cards have trouble with 16 samplers
// being set.
if (_samplerData != null)
{
for (int i = PS_2_0_SAMPLER_LIMIT; i < _samplerData.Count; i++)
{
if (_samplerData[i] != null)
{
return true;
}
}
}
return false;
}
/// <summary>
/// Tells the Effect that the shader constant or sampler corresponding
/// to the specified DependencyProperty needs to be updated.
/// </summary>
protected void UpdateShaderValue(DependencyProperty dp)
{
if (dp != null)
{
WritePreamble();
object val = this.GetValue(dp);
var metadata = dp.GetMetadata(this);
if (metadata != null)
{
var callback = metadata.PropertyChangedCallback;
if (callback != null)
{
callback(this, new DependencyPropertyChangedEventArgs(dp, val, val));
}
}
WritePostscript();
}
}
/// <summary>
/// Construct a PropertyChangedCallback which, when invoked, will result in the DP being
/// associated with the specified shader constant register index.
/// </summary>
protected static PropertyChangedCallback PixelShaderConstantCallback(int floatRegisterIndex)
{
return
(obj, args) =>
{
ShaderEffect eff = obj as ShaderEffect;
if (eff != null)
{
eff.UpdateShaderConstant(args.Property, args.NewValue, floatRegisterIndex);
}
};
}
/// <summary>
/// Construct a PropertyChangedCallback which, when invoked, will result
/// in the DP being associated with the specified shader sampler
/// register index. Expected to be called on a Brush-valued
/// DependencyProperty.
/// </summary>
protected static PropertyChangedCallback PixelShaderSamplerCallback(int samplerRegisterIndex)
{
return PixelShaderSamplerCallback(samplerRegisterIndex, _defaultSamplingMode);
}
/// <summary>
/// Construct a PropertyChangedCallback which, when invoked, will result
/// in the DP being associated with the specified shader sampler
/// register index. Expected to be called on a Brush-valued
/// DependencyProperty.
/// </summary>
protected static PropertyChangedCallback PixelShaderSamplerCallback(int samplerRegisterIndex, SamplingMode samplingMode)
{
return
(obj, args) =>
{
ShaderEffect eff = obj as ShaderEffect;
if (eff != null)
{
if (args.IsAValueChange)
{
eff.UpdateShaderSampler(args.Property, args.NewValue, samplerRegisterIndex, samplingMode);
}
}
};
}
/// <summary>
/// Helper for defining Brush-valued DependencyProperties to associate with a
/// sampler register in the PixelShader.
/// </summary>
protected static DependencyProperty RegisterPixelShaderSamplerProperty(string dpName,
Type ownerType,
int samplerRegisterIndex)
{
return RegisterPixelShaderSamplerProperty(dpName, ownerType, samplerRegisterIndex, _defaultSamplingMode);
}
/// <summary>
/// Helper for defining Brush-valued DependencyProperties to associate with a
/// sampler register in the PixelShader.
/// </summary>
protected static DependencyProperty RegisterPixelShaderSamplerProperty(string dpName,
Type ownerType,
int samplerRegisterIndex,
SamplingMode samplingMode)
{
return
DependencyProperty.Register(dpName, typeof(Brush), ownerType,
new UIPropertyMetadata(Effect.ImplicitInput,
PixelShaderSamplerCallback(samplerRegisterIndex,
samplingMode)));
}
// Updates the shader constant referred to by the DP. Converts to the
// form that the HLSL shaders want, and stores that value, since it will
// be sent on every update.
// We WritePreamble/Postscript here since this method is called by the user with the callback
// created in PixelShaderConstantCallback.
private void UpdateShaderConstant(DependencyProperty dp, object newValue, int registerIndex)
{
WritePreamble();
Type t = DetermineShaderConstantType(dp.PropertyType, PixelShader);
if (t == null)
{
throw new InvalidOperationException(SR.Format(SR.Effect_ShaderConstantType, dp.PropertyType.Name));
}
else
{
//
// Treat as a float constant in ps_2_0 by default
//
int registerMax = PS_2_0_FLOAT_REGISTER_LIMIT;
string srid = nameof(SR.Effect_Shader20ConstantRegisterLimit);
if (PixelShader != null && PixelShader.ShaderMajorVersion >= 3)
{
//
// If there's a ps_3_0 shader, the limit depends on the type
//
if (t == typeof(float))
{
registerMax = PS_3_0_FLOAT_REGISTER_LIMIT;
srid = nameof(SR.Effect_Shader30FloatConstantRegisterLimit);
}
else if (t == typeof(int))
{
registerMax = PS_3_0_INT_REGISTER_LIMIT;
srid = nameof(SR.Effect_Shader30IntConstantRegisterLimit);
}
else if (t == typeof(bool))
{
registerMax = PS_3_0_BOOL_REGISTER_LIMIT;
srid = nameof(SR.Effect_Shader30BoolConstantRegisterLimit);
}
}
if (registerIndex >= registerMax || registerIndex < 0)
{
throw new ArgumentException(SR.GetResourceString(srid), "dp");
}
if (t == typeof(float))
{
MilColorF fourTuple;
ConvertValueToMilColorF(newValue, out fourTuple);
StashInPosition(ref _floatRegisters, registerIndex, fourTuple, registerMax, ref _floatCount);
}
else if (t == typeof(int))
{
MilColorI fourTuple;
ConvertValueToMilColorI(newValue, out fourTuple);
StashInPosition(ref _intRegisters, registerIndex, fourTuple, registerMax, ref _intCount);
}
else if (t == typeof(bool))
{
StashInPosition(ref _boolRegisters, registerIndex, (bool)newValue, registerMax, ref _boolCount);
}
else
{
// We should have converted all acceptable types.
Debug.Assert(false);
}
}
// Propagate dirty
this.PropertyChanged(dp);
WritePostscript();
}
// Updates the shader sampler referred to by the DP. Converts to the
// form that the HLSL shaders want, and stores that value, since it will
// be sent on every update.
// We WritePreamble/Postscript here since this method is called by the user with the callback
// created in PixelShaderSamplerCallback.
private void UpdateShaderSampler(DependencyProperty dp, object newValue, int registerIndex, SamplingMode samplingMode)
{
WritePreamble();
if (newValue != null)
{
if (newValue is not VisualBrush
and not BitmapCacheBrush
and not ImplicitInputBrush
and not ImageBrush)
{
// Note that if the type of the brush is ImplicitInputBrush and the value is non null, the value is actually
// Effect.ImplicitInput. This is because ImplicitInputBrush is internal and the user can only get to the singleton
// Effect.ImplicitInput.
throw new ArgumentException(SR.Effect_ShaderSamplerType, "dp");
}
}
//
// Treat as ps_2_0 by default
//
int registerMax = PS_2_0_SAMPLER_LIMIT;
string srid = nameof(SR.Effect_Shader20SamplerRegisterLimit);
if (PixelShader != null && PixelShader.ShaderMajorVersion >= 3)
{
registerMax = PS_3_0_SAMPLER_LIMIT;
srid = nameof(SR.Effect_Shader30SamplerRegisterLimit);
}
if (registerIndex >= registerMax || registerIndex < 0)
{
throw new ArgumentException(SR.GetResourceString(srid));
}
SamplerData sd = new SamplerData()
{
_brush = (Brush)newValue,
_samplingMode = samplingMode
};
StashSamplerDataInPosition(registerIndex, sd, registerMax);
// Propagate dirty
this.PropertyChanged(dp);
WritePostscript();
}
// Ensures that list is extended to 'position', and that
// the specified value is inserted there. For lists of value types.
private static void StashInPosition<T>(ref List<T?> list, int position, T value, int maxIndex, ref uint count) where T : struct
{
if (list == null)
{
list = new List<T?>(maxIndex);
}
if (list.Count <= position)
{
int numToAdd = position - list.Count + 1;
for (int i = 0; i < numToAdd; i++)
{
list.Add((T?)null);
}
}
if (!list[position].HasValue)
{
// Going from null to having a value, so increment count
count++;
}
list[position] = value;
}
// Ensures that _samplerData is extended to 'position', and that
// the specified value is inserted there.
private void StashSamplerDataInPosition(int position, SamplerData newSampler, int maxIndex)
{
if (_samplerData == null)
{
_samplerData = new List<SamplerData?>(maxIndex);
}
if (_samplerData.Count <= position)
{
int numToAdd = position - _samplerData.Count + 1;
for (int i = 0; i < numToAdd; i++)
{
_samplerData.Add((SamplerData?)null);
}
}
if (!_samplerData[position].HasValue)
{
// Going from null to having a value, so increment count
_samplerCount++;
}
System.Windows.Threading.Dispatcher dispatcher = this.Dispatcher;
// Release the old value if it is a resource on channel. AddRef the
// new value.
if (dispatcher != null)
{
SamplerData? oldSampler = _samplerData[position];
Brush oldBrush = null;
if (oldSampler.HasValue)
{
SamplerData ss = oldSampler.Value;
oldBrush = ss._brush;
}
Brush newBrush = newSampler._brush;
DUCE.IResource targetResource = (DUCE.IResource)this;
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);
ReleaseResource(oldBrush, channel);
AddRefResource(newBrush, channel);
}
}
}
_samplerData[position] = newSampler;
}
private void ManualUpdateResource(DUCE.Channel channel, bool skipOnChannelCheck)
{
// If we're told we can skip the channel check, then we must be on channel
Debug.Assert(!skipOnChannelCheck || _duceResource.IsOnChannel(channel));
if (skipOnChannelCheck || _duceResource.IsOnChannel(channel))
{
if (PixelShader == null)
{
throw new InvalidOperationException(SR.Effect_ShaderPixelShaderSet);
}
checked
{
DUCE.MILCMD_SHADEREFFECT data;
data.Type = MILCMD.MilCmdShaderEffect;
data.Handle = _duceResource.GetHandle(channel);
data.TopPadding = _topPadding;
data.BottomPadding = _bottomPadding;
data.LeftPadding = _leftPadding;
data.RightPadding = _rightPadding;
data.DdxUvDdyUvRegisterIndex = this.DdxUvDdyUvRegisterIndex;
data.hPixelShader = ((DUCE.IResource)PixelShader).GetHandle(channel);
unsafe
{
data.ShaderConstantFloatRegistersSize = (uint)(sizeof(Int16) * _floatCount);
data.DependencyPropertyFloatValuesSize = (uint)(4 * sizeof(Single) * _floatCount);
data.ShaderConstantIntRegistersSize = (uint)(sizeof(Int16) * _intCount);
data.DependencyPropertyIntValuesSize = (uint)(4 * sizeof(Int32) * _intCount);
data.ShaderConstantBoolRegistersSize = (uint)(sizeof(Int16) * _boolCount);
//
// Note: the multiply by 4 is not because the boolean register holds 4
// values, but to compensate for the difference between sizeof(bool)
// in managed code (1) and sizeof(BOOL) in native code (4).
//
data.DependencyPropertyBoolValuesSize = (uint)(4 * sizeof(bool) * _boolCount);
data.ShaderSamplerRegistrationInfoSize = (uint)(2 * sizeof(uint) * _samplerCount); // 2 pieces of data per sampler.
data.DependencyPropertySamplerValuesSize = (uint)(1 * sizeof(DUCE.ResourceHandle) * _samplerCount);
channel.BeginCommand(
(byte*)&data,
sizeof(DUCE.MILCMD_SHADEREFFECT),
(int)(data.ShaderConstantFloatRegistersSize +
data.DependencyPropertyFloatValuesSize +
data.ShaderConstantIntRegistersSize +
data.DependencyPropertyIntValuesSize +
data.ShaderConstantBoolRegistersSize +
data.DependencyPropertyBoolValuesSize +
data.ShaderSamplerRegistrationInfoSize +
data.DependencyPropertySamplerValuesSize)
);
// Arrays appear in this order:
// 1) float register indices
// 2) float dp values
// 3) int register indices
// 4) int dp values
// 5) bool register indices
// 6) bool dp values
// 7) sampler registration info
// 8) sampler dp values
// 1) float register indices
AppendRegisters(channel, _floatRegisters);
// 2) float dp values
if (_floatRegisters != null)
{
for (int i = 0; i < _floatRegisters.Count; i++)
{
MilColorF? v = _floatRegisters[i];
if (v.HasValue)
{
MilColorF valueToPush = v.Value;
channel.AppendCommandData((byte*)&valueToPush, sizeof(MilColorF));
}
}
}
// 3) int register indices
AppendRegisters(channel, _intRegisters);
// 4) int dp values
if (_intRegisters != null)
{
for (int i = 0; i < _intRegisters.Count; i++)
{
MilColorI? v = _intRegisters[i];
if (v.HasValue)
{
MilColorI valueToPush = v.Value;
channel.AppendCommandData((byte*)&valueToPush, sizeof(MilColorI));
}
}
}
// 5) bool register indices
AppendRegisters(channel, _boolRegisters);
// 6) bool dp values
if (_boolRegisters != null)
{
for (int i = 0; i < _boolRegisters.Count; i++)
{
bool? v = _boolRegisters[i];
if (v.HasValue)
{
//
// Note: need 4 bytes for the bool, because the render thread
// unmarshals it into a 4-byte BOOL. See the comment above for
// DependencyPropertyBoolValuesSize for more details.
//
Int32 valueToPush = v.Value ? 1 : 0;
channel.AppendCommandData((byte*)&valueToPush, sizeof(Int32));
}
}
}
// 7) sampler registration info
if (_samplerCount > 0)
{
int count = _samplerData.Count;
for (int i = 0; i < count; i++)
{
SamplerData? ssn = _samplerData[i];
if (ssn.HasValue)
{
SamplerData ss = ssn.Value;
// add as a 2-tuple (SamplerRegisterIndex,
// SamplingMode)
channel.AppendCommandData((byte*)&i, sizeof(int));
int value = (int)(ss._samplingMode);
channel.AppendCommandData((byte*)&value, sizeof(int));
}
}
}
// 8) sampler dp values
if (_samplerCount > 0)
{
for (int i = 0; i < _samplerData.Count; i++)
{
SamplerData? ssn = _samplerData[i];
if (ssn.HasValue)
{
SamplerData ss = ssn.Value;
// Making this assumption by storing a collection of
// handles as an Int32Collection
Debug.Assert(sizeof(DUCE.ResourceHandle) == sizeof(Int32));
DUCE.ResourceHandle hBrush = ss._brush != null
? ((DUCE.IResource)ss._brush).GetHandle(channel)
: DUCE.ResourceHandle.Null;
Debug.Assert(!hBrush.IsNull || ss._brush == null, "If brush isn't null, hBrush better not be");
channel.AppendCommandData((byte*)&hBrush, sizeof(DUCE.ResourceHandle));
}
}
}
// That's it...
channel.EndCommand();
}
}
}
}
// write the non-null values of the list of nullables to the command data.
private void AppendRegisters<T>(DUCE.Channel channel, List<T?> list) where T : struct
{
if (list != null)
{
unsafe
{
for (int i = 0; i < list.Count; i++)
{
T? v = list[i];
if (v.HasValue)
{
Int16 regIndex = (Int16)i; // put onto stack so next &-operator compiles
channel.AppendCommandData((byte*)®Index, sizeof(Int16));
}
}
}
}
}
// Written by hand to include management of input Brushes (which aren't DPs).
internal override DUCE.ResourceHandle AddRefOnChannelCore(DUCE.Channel channel)
{
if (_duceResource.CreateOrAddRefOnChannel(this, channel, System.Windows.Media.Composition.DUCE.ResourceType.TYPE_SHADEREFFECT))
{
// Ensures brushes are property instantiated into Duce resources.
if (_samplerCount > 0)
{
int numSamplers = _samplerData.Count;
for (int i = 0; i < numSamplers; i++)
{
SamplerData? ssn = _samplerData[i];
if (ssn.HasValue)
{
SamplerData ss = ssn.Value;
DUCE.IResource brush = ss._brush as DUCE.IResource;
if (brush != null)
{
brush.AddRefOnChannel(channel);
}
}
}
}
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);
}
// Written by hand to include management of input Brushes (which aren't DPs).
internal override void ReleaseOnChannelCore(DUCE.Channel channel)
{
Debug.Assert(_duceResource.IsOnChannel(channel));
if (_duceResource.ReleaseOnChannel(channel))
{
// Ensure that brushes are released.
if (_samplerCount > 0)
{
int numSamplers = _samplerData.Count;
for (int i = 0; i < numSamplers; i++)
{
SamplerData? ssn = _samplerData[i];
if (ssn.HasValue)
{
SamplerData ss = ssn.Value;
DUCE.IResource brush = ss._brush as DUCE.IResource;
if (brush != null)
{
brush.ReleaseOnChannel(channel);
}
}
}
}
PixelShader vPixelShader = PixelShader;
if (vPixelShader != null) ((DUCE.IResource)vPixelShader).ReleaseOnChannel(channel);
ReleaseOnChannelAnimations(channel);
}
}
// Shader constants can be coerced into 4-tuples of floats in ps_2_0. Ints and bools are
// also supported in ps_3_0.
internal static Type DetermineShaderConstantType(Type type, PixelShader pixelShader)
{
Type result = null;
if (type == typeof(double) ||
type == typeof(float) ||
type == typeof(Color) ||
type == typeof(Point) ||
type == typeof(Size) ||
type == typeof(Vector) ||
type == typeof(Point3D) ||
type == typeof(Vector3D) ||
type == typeof(Point4D))
{
result = typeof(float);
}
else if (pixelShader != null && pixelShader.ShaderMajorVersion >= 3)
{
//
// int and bool are also supported by ps_3_0.
//
if (type == typeof(int) ||
type == typeof(uint) ||
type == typeof(byte) ||
type == typeof(sbyte) ||
type == typeof(long) ||
type == typeof(ulong) ||
type == typeof(short) ||
type == typeof(ushort) ||
type == typeof(char))
{
result = typeof(int);
}
else if (type == typeof(bool))
{
result = typeof(bool);
}
}
return result;
}
// Convert to float four tuple
internal static void ConvertValueToMilColorF(object value, out MilColorF newVal)
{
Type t = value.GetType();
// Fill in four-tuples. Always fill in 1.0's for where there are
// empty slots, to avoid division by zero on vector operations that
// these values are subjected to.
// Should order these in terms of most likely to be hit first.
if (t == typeof(double) || t == typeof(float))
{
float fVal = (t == typeof(double)) ? (float)(double)value : (float)value;
// Scalars extend out to fill entire vector.
newVal.r = newVal.g = newVal.b = newVal.a = fVal;
}
else if (t == typeof(Color))
{
Color col = (Color)value;
newVal.r = (float)col.R / 255f;
newVal.g = (float)col.G / 255f;
newVal.b = (float)col.B / 255f;
newVal.a = (float)col.A / 255f;
}
else if (t == typeof(Point))
{
Point p = (Point)value;
newVal.r = (float)p.X;
newVal.g = (float)p.Y;
newVal.b = 1f;
newVal.a = 1f;
}
else if (t == typeof(Size))
{
Size s = (Size)value;
newVal.r = (float)s.Width;
newVal.g = (float)s.Height;
newVal.b = 1f;
newVal.a = 1f;
}
else if (t == typeof(Vector))
{
Vector v = (Vector)value;
newVal.r = (float)v.X;
newVal.g = (float)v.Y;
newVal.b = 1f;
newVal.a = 1f;
}
else if (t == typeof(Point3D))
{
Point3D p = (Point3D)value;
newVal.r = (float)p.X;
newVal.g = (float)p.Y;
newVal.b = (float)p.Z;
newVal.a = 1f;
}
else if (t == typeof(Vector3D))
{
Vector3D v = (Vector3D)value;
newVal.r = (float)v.X;
newVal.g = (float)v.Y;
newVal.b = (float)v.Z;
newVal.a = 1f;
}
else if (t == typeof(Point4D))
{
Point4D p = (Point4D)value;
newVal.r = (float)p.X;
newVal.g = (float)p.Y;
newVal.b = (float)p.Z;
newVal.a = (float)p.W;
}
else
{
// We should never hit this case, since we check the type using DetermineShaderConstantType
// before we call this method.
Debug.Assert(false);
newVal.r = newVal.b = newVal.g = newVal.a = 1f;
}
}
// Convert to int four tuple
internal static void ConvertValueToMilColorI(object value, out MilColorI newVal)
{
Type t = value.GetType();
// Fill in four-tuples. Always fill in 1's for where there are
// empty slots, to avoid division by zero on vector operations that
// these values are subjected to.
int iVal = 1;
//
// Note: conversions from long/ulong/uint can change the sign of the number
//
if (t == typeof(long))
{
iVal = (int)(long)value;
}
else if (t == typeof(ulong))
{
iVal = (int)(ulong)value;
}
else if (t == typeof(uint))
{
iVal = (int)(uint)value;
}
else if (t == typeof(short))
{
iVal = (int)(short)value;
}
else if (t == typeof(ushort))
{
iVal = (int)(ushort)value;
}
else if (t == typeof(byte))
{
iVal = (int)(byte)value;
}
else if (t == typeof(sbyte))
{
iVal = (int)(sbyte)value;
}
else if (t == typeof(char))
{
iVal = (int)(char)value;
}
else
{
iVal = (int)value;
}
// Scalars extend out to fill entire vector.
newVal.r = newVal.g = newVal.b = newVal.a = iVal;
}
/// <summary>
/// Implementation of <see cref="System.Windows.Freezable.CloneCore(Freezable)">Freezable.CloneCore</see>.
/// </summary>
/// <param name="sourceFreezable"></param>
protected override void CloneCore(Freezable sourceFreezable)
{
ShaderEffect effect = (ShaderEffect)sourceFreezable;
base.CloneCore(sourceFreezable);
CopyCommon(effect);
}
/// <summary>
/// Implementation of <see cref="System.Windows.Freezable.CloneCurrentValueCore(Freezable)">Freezable.CloneCurrentValueCore</see>.
/// </summary>
/// <param name="sourceFreezable"></param>
protected override void CloneCurrentValueCore(Freezable sourceFreezable)
{
ShaderEffect effect = (ShaderEffect)sourceFreezable;
base.CloneCurrentValueCore(sourceFreezable);
CopyCommon(effect);
}
/// <summary>
/// Implementation of <see cref="System.Windows.Freezable.GetAsFrozenCore(Freezable)">Freezable.GetAsFrozenCore</see>.
/// </summary>
/// <param name="sourceFreezable"></param>
protected override void GetAsFrozenCore(Freezable sourceFreezable)
{
ShaderEffect effect = (ShaderEffect)sourceFreezable;
base.GetAsFrozenCore(sourceFreezable);
CopyCommon(effect);
}
/// <summary>
/// Implementation of <see cref="System.Windows.Freezable.GetCurrentValueAsFrozenCore(Freezable)">Freezable.GetCurrentValueAsFrozenCore</see>.
/// </summary>
/// <param name="sourceFreezable"></param>
protected override void GetCurrentValueAsFrozenCore(Freezable sourceFreezable)
{
ShaderEffect effect = (ShaderEffect)sourceFreezable;
base.GetCurrentValueAsFrozenCore(sourceFreezable);
CopyCommon(effect);
}
/// <summary>
/// Clones values that do not have corresponding DPs.
/// </summary>
/// <param name="transform"></param>
private void CopyCommon(ShaderEffect effect)
{
_topPadding = effect._topPadding;
_bottomPadding = effect._bottomPadding;
_leftPadding = effect._leftPadding;
_rightPadding = effect._rightPadding;
if (_floatRegisters != null)
{
_floatRegisters = new List<MilColorF?>(effect._floatRegisters);
}
if (_samplerData != null)
{
_samplerData = new List<SamplerData?>(effect._samplerData);
}
_floatCount = effect._floatCount;
_samplerCount = effect._samplerCount;
_ddxUvDdyUvRegisterIndex = effect._ddxUvDdyUvRegisterIndex;
}
private struct SamplerData
{
public Brush _brush;
public SamplingMode _samplingMode;
}
private const SamplingMode _defaultSamplingMode = SamplingMode.Auto;
// Instance data
private double _topPadding = 0.0;
private double _bottomPadding = 0.0;
private double _leftPadding = 0.0;
private double _rightPadding = 0.0;
private List<MilColorF?> _floatRegisters = null;
private List<MilColorI?> _intRegisters = null;
private List<bool?> _boolRegisters = null;
private List<SamplerData?> _samplerData = null;
private uint _floatCount = 0;
private uint _intCount = 0;
private uint _boolCount = 0;
private uint _samplerCount = 0;
private int _ddxUvDdyUvRegisterIndex = -1;
private const int PS_2_0_FLOAT_REGISTER_LIMIT = 32;
private const int PS_3_0_FLOAT_REGISTER_LIMIT = 224;
private const int PS_3_0_INT_REGISTER_LIMIT = 16;
private const int PS_3_0_BOOL_REGISTER_LIMIT = 16;
// ps_2_0 allows max 16, but some cards seem to have trouble with 16 samplers being set.
// Restricting to 4 for now.
private const int PS_2_0_SAMPLER_LIMIT = 4;
private const int PS_3_0_SAMPLER_LIMIT = 8;
}
}
|