Fixed Dx11 Vertex Buffer problem with some Textures not being drawn.
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@ -1,15 +1,7 @@
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#region Using Statements
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using System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using ANX.Framework.NonXNA;
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using SharpDX.Direct3D11;
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using ANX.Framework.Graphics;
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using ANX.Framework.Graphics;
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using System.Runtime.InteropServices;
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using ANX.Framework.NonXNA.RenderSystem;
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using ANX.Framework.NonXNA.RenderSystem;
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using SharpDX.Direct3D11;
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#endregion // Using Statements
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// This file is part of the ANX.Framework created by the
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// "ANX.Framework developer group" and released under the Ms-PL license.
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@ -17,140 +9,129 @@ using ANX.Framework.NonXNA.RenderSystem;
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namespace ANX.RenderSystem.Windows.DX11
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namespace ANX.RenderSystem.Windows.DX11
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{
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{
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public class VertexBuffer_DX11 : INativeVertexBuffer, IDisposable
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public class VertexBuffer_DX11 : INativeVertexBuffer, IDisposable
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{
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{
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SharpDX.Direct3D11.Buffer buffer;
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SharpDX.Direct3D11.Buffer buffer;
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int vertexStride;
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int vertexStride;
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public VertexBuffer_DX11(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
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public VertexBuffer_DX11(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
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{
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{
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GraphicsDeviceWindowsDX11 gd11 = graphics.NativeDevice as GraphicsDeviceWindowsDX11;
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GraphicsDeviceWindowsDX11 gd11 = graphics.NativeDevice as GraphicsDeviceWindowsDX11;
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SharpDX.Direct3D11.DeviceContext context = gd11 != null ? gd11.NativeDevice as SharpDX.Direct3D11.DeviceContext : null;
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SharpDX.Direct3D11.DeviceContext context = gd11 != null ? gd11.NativeDevice as SharpDX.Direct3D11.DeviceContext : null;
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InitializeBuffer(context.Device, vertexDeclaration, vertexCount, usage);
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InitializeBuffer(context.Device, vertexDeclaration, vertexCount, usage);
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}
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internal VertexBuffer_DX11(SharpDX.Direct3D11.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
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{
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InitializeBuffer(device, vertexDeclaration, vertexCount, usage);
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}
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private void InitializeBuffer(SharpDX.Direct3D11.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
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{
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this.vertexStride = vertexDeclaration.VertexStride;
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//TODO: translate and use usage
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if (device != null)
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{
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BufferDescription description = new BufferDescription()
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{
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Usage = ResourceUsage.Dynamic,
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SizeInBytes = vertexDeclaration.VertexStride * vertexCount,
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BindFlags = BindFlags.VertexBuffer,
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CpuAccessFlags = CpuAccessFlags.Write,
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OptionFlags = ResourceOptionFlags.None
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};
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this.buffer = new SharpDX.Direct3D11.Buffer(device, description);
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}
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, int offsetInBytes, T[] data, int startIndex, int elementCount) where T : struct
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{
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GraphicsDeviceWindowsDX11 dx11GraphicsDevice = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX11;
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DeviceContext context = dx11GraphicsDevice.NativeDevice;
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//TODO: check offsetInBytes parameter for bounds etc.
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GCHandle pinnedArray = GCHandle.Alloc(data, GCHandleType.Pinned);
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IntPtr dataPointer = pinnedArray.AddrOfPinnedObject();
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int dataLength = Marshal.SizeOf(typeof(T)) * data.Length;
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unsafe
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{
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using (var vData = new SharpDX.DataStream(dataPointer, dataLength, true, true))
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{
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if (offsetInBytes > 0)
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{
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vData.Seek(offsetInBytes / vertexStride, System.IO.SeekOrigin.Begin);
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}
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SharpDX.DataStream stream;
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SharpDX.DataBox box = context.MapSubresource(this.buffer, MapMode.WriteDiscard, MapFlags.None, out stream);
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if (startIndex > 0 || elementCount < data.Length)
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{
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for (int i = startIndex; i < startIndex + elementCount; i++)
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{
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vData.Write<T>(data[i]);
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}
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}
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else
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{
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vData.CopyTo(stream);
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}
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context.UnmapSubresource(this.buffer, 0);
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}
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}
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pinnedArray.Free();
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, T[] data) where T : struct
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{
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SetData<T>(graphicsDevice, data, 0, data.Length);
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, T[] data, int startIndex, int elementCount) where T : struct
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{
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SetData<T>(graphicsDevice, 0, data, startIndex, elementCount);
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}
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public SharpDX.Direct3D11.Buffer NativeBuffer
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{
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get
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{
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return this.buffer;
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}
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}
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public void Dispose()
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{
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if (this.buffer != null)
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{
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buffer.Dispose();
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buffer = null;
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}
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}
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#region INativeVertexBuffer Member
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public void GetData<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
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{
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throw new NotImplementedException();
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
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{
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throw new NotImplementedException();
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}
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#endregion
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#region INativeBuffer Member
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public void GetData<T>(T[] data) where T : struct
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{
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throw new NotImplementedException();
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}
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public void GetData<T>(T[] data, int startIndex, int elementCount) where T : struct
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{
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throw new NotImplementedException();
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}
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#endregion
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}
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}
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internal VertexBuffer_DX11(SharpDX.Direct3D11.Device device, VertexDeclaration vertexDeclaration, int vertexCount,
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BufferUsage usage)
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{
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InitializeBuffer(device, vertexDeclaration, vertexCount, usage);
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}
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private void InitializeBuffer(SharpDX.Direct3D11.Device device, VertexDeclaration vertexDeclaration, int vertexCount,
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BufferUsage usage)
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{
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this.vertexStride = vertexDeclaration.VertexStride;
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//TODO: translate and use usage
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if (device != null)
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{
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BufferDescription description = new BufferDescription()
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{
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Usage = ResourceUsage.Dynamic,
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SizeInBytes = vertexDeclaration.VertexStride * vertexCount,
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BindFlags = BindFlags.VertexBuffer,
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CpuAccessFlags = CpuAccessFlags.Write,
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OptionFlags = ResourceOptionFlags.None
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};
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this.buffer = new SharpDX.Direct3D11.Buffer(device, description);
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}
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, int offsetInBytes, T[] data, int startIndex, int elementCount)
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where T : struct
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{
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GraphicsDeviceWindowsDX11 dx11GraphicsDevice = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX11;
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DeviceContext context = dx11GraphicsDevice.NativeDevice;
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//TODO: check offsetInBytes parameter for bounds etc.
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SharpDX.DataStream stream;
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context.MapSubresource(this.buffer, MapMode.WriteDiscard, MapFlags.None, out stream);
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if (startIndex > 0 || elementCount < data.Length)
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{
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for (int i = startIndex; i < startIndex + elementCount; i++)
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{
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stream.Write<T>(data[i]);
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}
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}
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else
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{
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for (int i = 0; i < data.Length; i++)
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{
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stream.Write<T>(data[i]);
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}
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}
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context.UnmapSubresource(this.buffer, 0);
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, T[] data) where T : struct
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{
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SetData<T>(graphicsDevice, data, 0, data.Length);
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, T[] data, int startIndex, int elementCount) where T : struct
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{
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SetData<T>(graphicsDevice, 0, data, startIndex, elementCount);
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}
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public SharpDX.Direct3D11.Buffer NativeBuffer
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{
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get
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{
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return this.buffer;
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}
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}
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public void Dispose()
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{
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if (this.buffer != null)
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{
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buffer.Dispose();
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buffer = null;
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}
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}
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#region INativeVertexBuffer Member
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public void GetData<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
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{
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throw new NotImplementedException();
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}
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public void SetData<T>(GraphicsDevice graphicsDevice, int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
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{
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throw new NotImplementedException();
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}
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#endregion
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#region INativeBuffer Member
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public void GetData<T>(T[] data) where T : struct
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{
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throw new NotImplementedException();
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}
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public void GetData<T>(T[] data, int startIndex, int elementCount) where T : struct
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{
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throw new NotImplementedException();
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}
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#endregion
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}
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}
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}
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