ShaderEffect.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ 4.0 / 4.0 / untmp / DEVDIV_TFS / Dev10 / Releases / RTMRel / wpf / src / Core / CSharp / System / Windows / Media / Effects / Generated / ShaderEffect.cs / 1305600 / ShaderEffect.cs

                            //---------------------------------------------------------------------------- 
//
// 
//    Copyright (C) Microsoft Corporation.  All rights reserved.
//  
//
// This file was generated, please do not edit it directly. 
// 
// Please see http://wiki/default.aspx/Microsoft.Projects.Avalon/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 System.Security.Permissions;
using SR=MS.Internal.PresentationCore.SR; 
using SRID=MS.Internal.PresentationCore.SRID;
// 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

        ///  
        ///     Shadows inherited Clone() with a strongly typed
        ///     version for convenience. 
        ///  
        public new ShaderEffect Clone()
        { 
            return (ShaderEffect)base.Clone();
        }

        ///  
        ///     Shadows inherited CloneCurrentValue() with a strongly typed
        ///     version for convenience. 
        ///  
        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 

        ///  
        ///     PixelShader - PixelShader.  Default value is null. 
        /// 
        protected PixelShader PixelShader 
        {
            get
            {
                return (PixelShader) GetValue(PixelShaderProperty); 
            }
            set 
            { 
                SetValueInternal(PixelShaderProperty, value);
            } 
        }

        #endregion Public Properties
 
        //------------------------------------------------------
        // 
        //  Protected Methods 
        //
        //------------------------------------------------------ 

        #region Protected Methods

        ///  
        /// Implementation of Freezable.CreateInstanceCore.
        ///  
        /// The new Freezable. 
        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
 
        /// 
        ///     Critical: This code calls into an unsafe code block
        ///     TreatAsSafe: This code does not return any critical data.It is ok to expose
        ///     Channels are safe to call into and do not go cross domain and cross process 
        /// 
        [SecurityCritical,SecurityTreatAsSafe] 
        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

        ///  
        ///     The DependencyProperty for the ShaderEffect.PixelShader property.
        ///  
        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.  (Windows OS Bug #947272) 
            // 

 
            // Initializations
            Type typeofThis = typeof(ShaderEffect);
            PixelShaderProperty =
                  RegisterProperty("PixelShader", 
                                   typeof(PixelShader),
                                   typeofThis, 
                                   null, 
                                   new PropertyChangedCallback(PixelShaderPropertyChanged),
                                   null, 
                                   /* isIndependentlyAnimated  = */ false,
                                   /* coerceValueCallback */ null);
        }
 

 
        #endregion Constructors 

    } 
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.


                        

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