#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 } } }