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//------------------------------------------------------------------------------
//
// <copyright file="RenderCapability.cs" company="Microsoft">
// Copyright (C) Microsoft Corporation. All rights reserved.
// </copyright>
//
// Description:
// The RenderCapability class allows clients to query for the current
// render tier associated with their Dispatcher and to register for
// notification on change.
//
//------------------------------------------------------------------------------
using System;
using System.Diagnostics;
namespace System.Windows.Media
{
/// <summary>
/// RenderCapability -
/// The RenderCapability class allows clients to query for the current
/// render tier associated with their Dispatcher and to register for
/// notification on change.
/// </summary>
public static class RenderCapability
{
/// <summary>
/// Tier Property - returns the current render tier for the Dispatcher associated
/// with the current thread.
/// </summary>
public static int Tier
{
get
{
MediaContext mediaContext = MediaContext.CurrentMediaContext;
// The Dispatcher auto-creates if there is no Dispatcher associated with this
// thread, and the MediaContext does the same. Thus, mediaContext should never
// be null.
Debug.Assert(mediaContext != null);
return mediaContext.Tier;
}
}
/// <summary>
/// Returns whether the specified PixelShader major/minor version is
/// supported by this version of WPF, and whether Effects using the
/// specified major/minor version can run on the GPU.
/// </summary>
public static bool IsPixelShaderVersionSupported(short majorVersionRequested, short minorVersionRequested)
{
bool isSupported = false;
//
// For now, we only support PS 2.0 and 3.0. Can only return true if this is
// the version asked for.
//
if (majorVersionRequested == 2 && minorVersionRequested == 0 ||
majorVersionRequested == 3 && minorVersionRequested == 0)
{
// Now actually check.
MediaContext mediaContext = MediaContext.CurrentMediaContext;
byte majorVersion = (byte)((mediaContext.PixelShaderVersion >> 8) & 0xFF);
byte minorVersion = (byte)((mediaContext.PixelShaderVersion >> 0) & 0xFF);
// We assume here that a higher version does in fact support the
// version we're requiring.
if (majorVersion >= majorVersionRequested)
{
isSupported = true;
}
else if (majorVersion == majorVersionRequested && minorVersion >= minorVersionRequested)
{
isSupported = true;
}
}
return isSupported;
}
/// <summary>
/// Returns whether Effects can be rendered in software on this machine.
/// </summary>
public static bool IsPixelShaderVersionSupportedInSoftware(short majorVersionRequested, short minorVersionRequested)
{
bool isSupported = false;
//
// Software rendering is only supported for PS 2.0.
//
if (majorVersionRequested == 2 && minorVersionRequested == 0)
{
// Now actually check.
MediaContext mediaContext = MediaContext.CurrentMediaContext;
isSupported = mediaContext.HasSSE2Support;
}
return isSupported;
}
/// <summary>
/// Returns whether Effects can be rendered in software on this machine.
/// </summary>
[Obsolete(IsShaderEffectSoftwareRenderingSupported_Deprecated)]
public static bool IsShaderEffectSoftwareRenderingSupported
{
get
{
MediaContext mediaContext = MediaContext.CurrentMediaContext;
return mediaContext.HasSSE2Support;
}
}
/// <summary>
/// Returns the maximum number of instruction slots supported.
/// The number of instruction slots supported by PS 3.0 varies, but will be at least 512.
/// </summary>
public static int MaxPixelShaderInstructionSlots(short majorVersionRequested, short minorVersionRequested)
{
if (majorVersionRequested == 2 && minorVersionRequested == 0)
{
// ps_2_0 supports 32 texture + 64 arithmetic = 96 instruction slots.
return 96;
}
else if (majorVersionRequested == 3 && minorVersionRequested == 0)
{
MediaContext mediaContext = MediaContext.CurrentMediaContext;
return (int)mediaContext.MaxPixelShader30InstructionSlots;
}
else
{
// anything other than ps_2_0 and ps_3_0 are not supported.
return 0;
}
}
/// <summary>
/// Returns the maximum width and height for texture creation of the underlying
/// hardware device. If there are multiple devices, this returns the minumum size
/// among them.
/// </summary>
public static Size MaxHardwareTextureSize
{
get
{
MediaContext mediaContext = MediaContext.CurrentMediaContext;
return mediaContext.MaxTextureSize;
}
}
/// <summary>
/// TierChanged event -
/// This event is raised when the Tier for a given Dispatcher changes.
/// </summary>
public static event EventHandler TierChanged
{
add
{
MediaContext mediaContext = MediaContext.CurrentMediaContext;
// The Dispatcher auto-creates if there is no Dispatcher associated with this
// thread, and the MediaContext does the same. Thus, mediaContext should never
// be null.
Debug.Assert(mediaContext != null);
mediaContext.TierChanged += value;
}
remove
{
MediaContext mediaContext = MediaContext.CurrentMediaContext;
// The Dispatcher auto-creates if there is no Dispatcher associated with this
// thread, and the MediaContext does the same. Thus, mediaContext should never
// be null.
Debug.Assert(mediaContext != null);
mediaContext.TierChanged -= value;
}
}
private const string IsShaderEffectSoftwareRenderingSupported_Deprecated = "IsShaderEffectSoftwareRenderingSupported property is deprecated. Use IsPixelShaderVersionSupportedInSoftware static method instead.";
}
}
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