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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 Dx11 = SharpDX.Direct3D11;
namespace ANX.RenderSystem.Windows.DX11
{
public partial class DxIndexBuffer : Buffer, INativeIndexBuffer
{
#if DEBUG
private static int indexBufferCount = 0;
private static int dynamicIndexBufferCount = 0;
#endif
public DxIndexBuffer(GraphicsDeviceDX graphics, IndexElementSize size, int indexCount, BufferUsage usage, bool dynamic)
: base(graphics.NativeDevice.Device, usage, dynamic)
{
InitializeBuffer(graphics.NativeDevice.Device, size, indexCount, usage, dynamic);
}
internal DxIndexBuffer(SharpDX.Direct3D11.Device device, IndexElementSize size, int indexCount, BufferUsage usage, bool dynamic)
: base(device, usage, dynamic)
{
elementSize = size;
InitializeBuffer(device, size, indexCount, usage, dynamic);
}
private void InitializeBuffer(Dx11.Device device, IndexElementSize size, int indexCount, BufferUsage usage, bool dynamic)
{
var description = new Dx11.BufferDescription()
{
Usage = dynamic ? Dx11.ResourceUsage.Dynamic : Dx11.ResourceUsage.Default,
SizeInBytes = GetSizeInBytes(indexCount),
BindFlags = Dx11.BindFlags.IndexBuffer,
CpuAccessFlags = dynamic ? Dx11.CpuAccessFlags.Write : Dx11.CpuAccessFlags.None,
OptionFlags = Dx11.ResourceOptionFlags.None
};
NativeBuffer = new SharpDX.Direct3D11.Buffer(device, description);
#if DEBUG
if (dynamic)
NativeBuffer.DebugName = "DynamicIndexBuffer_" + dynamicIndexBufferCount++;
else
NativeBuffer.DebugName = "IndexBuffer_" + indexBufferCount++;
#endif
}
}
}