Code:
/ Dotnetfx_Vista_SP2 / Dotnetfx_Vista_SP2 / 8.0.50727.4016 / DEVDIV / depot / DevDiv / releases / Orcas / QFE / wpf / src / Core / CSharp / System / Windows / Media / Effects / Generated / ShaderEffect.cs / 1 / 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) { // 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; } ShaderEffect target = ((ShaderEffect) d); 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(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. //---------------------------------------------------------------------------- // //// 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) { // 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; } ShaderEffect target = ((ShaderEffect) d); 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(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. 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