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#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 Dx = SharpDX.Direct3D10;
namespace ANX.RenderSystem.Windows.DX10
{
public partial class DxVertexBuffer : Buffer, INativeVertexBuffer, IDisposable
{
#if DEBUG
private static int vertexBufferCount = 0;
private static int dynamicVertexBufferCount = 0;
#endif
#region Constructor
public DxVertexBuffer(GraphicsDeviceDX graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage, bool dynamic)
: base(graphics.NativeDevice, usage, dynamic)
{
InitializeBuffer(graphics.NativeDevice, vertexDeclaration, vertexCount, usage, dynamic);
}
internal DxVertexBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage, bool dynamic)
: base(device, usage, dynamic)
{
InitializeBuffer(device, vertexDeclaration, vertexCount, usage, dynamic);
}
#endregion
#region InitializeBuffer
private void InitializeBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage, bool dynamic)
{
this.vertexStride = vertexDeclaration.VertexStride;
var description = new Dx.BufferDescription()
{
Usage = dynamic ? Dx.ResourceUsage.Dynamic : Dx.ResourceUsage.Default,
SizeInBytes = vertexDeclaration.VertexStride * vertexCount,
BindFlags = Dx.BindFlags.VertexBuffer,
CpuAccessFlags = dynamic ? Dx.CpuAccessFlags.Write : Dx.CpuAccessFlags.None,
OptionFlags = Dx.ResourceOptionFlags.None
};
NativeBuffer = new Dx.Buffer(device, description);
#if DEBUG
if (dynamic)
NativeBuffer.DebugName = "DynamicVertexBuffer_" + dynamicVertexBufferCount++;
else
NativeBuffer.DebugName = "VertexBuffer_" + vertexBufferCount++;
#endif
}
#endregion
}
}