#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 } }