#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 } }