(f0d812055) v0.9.9.0
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@@ -238,6 +238,44 @@ namespace Microsoft.Xna.Framework.Graphics
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}
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}
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public void Draw(Texture2D texture, VertexPositionColorTexture[] vertices, float layerDepth)
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{
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CheckValid(texture);
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float sortKey = 0f;
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// set SortKey based on SpriteSortMode.
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switch (_sortMode)
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{
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// Comparison of Texture objects.
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case SpriteSortMode.Texture:
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sortKey = texture.SortingKey;
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break;
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// Comparison of Depth
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case SpriteSortMode.FrontToBack:
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sortKey = layerDepth;
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break;
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// Comparison of Depth in reverse
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case SpriteSortMode.BackToFront:
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sortKey = -layerDepth;
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break;
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}
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int iters = vertices.Length / 4;
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for (int i=0;i<iters;i++)
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{
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var item = _batcher.CreateBatchItem();
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item.Texture = texture;
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item.SortKey = sortKey;
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item.vertexTL = vertices[(i * 4) + 0];
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item.vertexTR = vertices[(i * 4) + 1];
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item.vertexBL = vertices[(i * 4) + 2];
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item.vertexBR = vertices[(i * 4) + 3];
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}
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}
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/// <summary>
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/// Submit a sprite for drawing in the current batch.
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/// </summary>
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@@ -1220,6 +1258,7 @@ namespace Microsoft.Xna.Framework.Graphics
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}
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}
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}
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_batcher.Dispose();
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base.Dispose(disposing);
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}
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}
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@@ -22,7 +22,7 @@ namespace Microsoft.Xna.Framework.Graphics
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vertexBL = new VertexPositionColorTexture();
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vertexBR = new VertexPositionColorTexture();
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}
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public void Set ( float x, float y, float dx, float dy, float w, float h, float sin, float cos, Color color, Vector2 texCoordTL, Vector2 texCoordBR, float depth )
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{
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// TODO, Should we be just assigning the Depth Value to Z?
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@@ -13,7 +13,7 @@ namespace Microsoft.Xna.Framework.Graphics
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/// batched and will process them into short.MaxValue groups (strided by 6 for the number of vertices
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/// sent to the GPU).
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/// </summary>
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internal class SpriteBatcher
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internal class SpriteBatcher : IDisposable
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{
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/*
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* Note that this class is fundamental to high performance for SpriteBatch games. Please exercise
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@@ -54,6 +54,9 @@ namespace Microsoft.Xna.Framework.Graphics
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private VertexPositionColorTexture[] _vertexArray;
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private VertexBuffer vertexBuffer;
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private IndexBuffer indexBuffer;
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public SpriteBatcher (GraphicsDevice device)
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{
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_device = device;
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@@ -136,6 +139,12 @@ namespace Microsoft.Xna.Framework.Graphics
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_index = newIndex;
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_vertexArray = new VertexPositionColorTexture[4 * numBatchItems];
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indexBuffer?.Dispose();
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vertexBuffer?.Dispose();
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indexBuffer = new IndexBuffer(_device, IndexElementSize.SixteenBits, _index.Length, BufferUsage.WriteOnly);
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indexBuffer.SetData(_index);
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vertexBuffer = new VertexBuffer(_device, VertexPositionColorTexture.VertexDeclaration, _vertexArray.Length, BufferUsage.WriteOnly);
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}
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/// <summary>
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@@ -225,7 +234,8 @@ namespace Microsoft.Xna.Framework.Graphics
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}
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// return items to the pool.
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_batchItemCount = 0;
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}
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_device.Textures[0] = null;
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}
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/// <summary>
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/// Sends the triangle list to the graphics device. Here is where the actual drawing starts.
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@@ -241,6 +251,7 @@ namespace Microsoft.Xna.Framework.Graphics
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var vertexCount = end - start;
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_device.Indices = indexBuffer;
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// If the effect is not null, then apply each pass and render the geometry
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if (effect != null)
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{
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@@ -252,31 +263,26 @@ namespace Microsoft.Xna.Framework.Graphics
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// Whatever happens in pass.Apply, make sure the texture being drawn
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// ends up in Textures[0].
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_device.Textures[0] = texture;
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_device.DrawUserIndexedPrimitives(
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PrimitiveType.TriangleList,
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_vertexArray,
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0,
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vertexCount,
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_index,
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0,
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(vertexCount / 4) * 2,
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VertexPositionColorTexture.VertexDeclaration);
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vertexBuffer.SetData(_vertexArray, start, vertexCount);
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_device.SetVertexBuffer(vertexBuffer);
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_device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, (vertexCount / 4) * 2);
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}
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}
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else
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{
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// If no custom effect is defined, then simply render.
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_device.DrawUserIndexedPrimitives(
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PrimitiveType.TriangleList,
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_vertexArray,
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0,
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vertexCount,
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_index,
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0,
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(vertexCount / 4) * 2,
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VertexPositionColorTexture.VertexDeclaration);
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vertexBuffer.SetData(_vertexArray, start, vertexCount);
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_device.SetVertexBuffer(vertexBuffer);
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_device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, (vertexCount / 4) * 2);
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}
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_device.Indices = null;
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}
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public void Dispose()
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{
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indexBuffer?.Dispose();
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vertexBuffer?.Dispose();
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}
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}
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}
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@@ -74,7 +74,10 @@ namespace Microsoft.Xna.Framework.Graphics
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lock (d3dContext)
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{
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d3dContext.UpdateSubresource(GetTexture(), subresourceIndex, region, dataPtr, GetPitch(w), 0);
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d3dContext.GenerateMips(GetShaderResourceView());
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if (_mipmap)
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{
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d3dContext.GenerateMips(GetShaderResourceView());
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}
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}
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}
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finally
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+4
-5
@@ -500,19 +500,18 @@
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<EmbeddedResource Include="Graphics\Effect\Resources\SpriteEffect.dx11.mgfxo" />
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Properties\" />
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="SharpDX" Version="4.2.0" />
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<PackageReference Include="SharpDX.Direct2D1" Version="4.2.0" />
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<PackageReference Include="SharpDX.Direct3D11" Version="4.2.0" />
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<PackageReference Include="SharpDX.DXGI" Version="4.2.0" />
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<PackageReference Include="SharpDX.MediaFoundation" Version="4.2.0" />
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<PackageReference Include="SharpDX.XInput" Version="4.2.0" />
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Properties\" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\..\XNATypes\XNATypes.csproj" />
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</ItemGroup>
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@@ -0,0 +1,8 @@
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{
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"profiles": {
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"MonoGame.Framework.Windows.NetStandard": {
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"commandName": "Project",
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"nativeDebugging": false
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}
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}
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}
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