64 lines
2.3 KiB
C#
Raw Normal View History

#region Using Statements
using System;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA.RenderSystem;
using SharpDX;
#endregion
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
using Dx10 = SharpDX.Direct3D10;
namespace ANX.RenderSystem.Windows.DX10
{
public partial class DxIndexBuffer : Buffer, INativeIndexBuffer, IDisposable
{
#if DEBUG
private static int indexBufferCount = 0;
private static int dynamicIndexBufferCount = 0;
#endif
#region Constructor
public DxIndexBuffer(GraphicsDeviceDX graphics, IndexElementSize size, int indexCount, BufferUsage usage, bool dynamic)
: base(graphics.NativeDevice, usage, dynamic)
{
elementSize = size;
InitializeBuffer(graphics.NativeDevice, size, indexCount, usage, dynamic);
}
internal DxIndexBuffer(Dx10.Device device, IndexElementSize size, int indexCount, BufferUsage usage, bool dynamic)
: base(device, usage, dynamic)
{
elementSize = size;
InitializeBuffer(device, size, indexCount, usage, dynamic);
}
#endregion
#region InitializeBuffer
private void InitializeBuffer(Dx10.Device device, IndexElementSize size, int indexCount, BufferUsage usage, bool dynamic)
{
//TODO: translate and use usage
var description = new Dx10.BufferDescription()
{
Usage = dynamic ? Dx10.ResourceUsage.Dynamic : Dx10.ResourceUsage.Default,
SizeInBytes = GetSizeInBytes(indexCount),
BindFlags = Dx10.BindFlags.IndexBuffer,
CpuAccessFlags = dynamic ? Dx10.CpuAccessFlags.Write : Dx10.CpuAccessFlags.None,
OptionFlags = Dx10.ResourceOptionFlags.None
};
NativeBuffer = new Dx10.Buffer(device, description);
#if DEBUG
if (dynamic)
NativeBuffer.DebugName = "DynamicIndexBuffer_" + dynamicIndexBufferCount++;
else
NativeBuffer.DebugName = "IndexBuffer_" + indexBufferCount++;
#endif
}
#endregion
}
}