increased the amount of shared code between vertex and index buffers fixed GraphicsDevice.Reset() which didn't save the provided presentation parameters and the backbuffer was still bound after the recent changes about the rendertargets Vertex and IndexBuffers that get dynamically generated for the UserDraw methods dispose the buffers now Added DebugNames to Index and VertexBuffers and their Dynamic version.
75 lines
2.1 KiB
C#
75 lines
2.1 KiB
C#
#region Using Statements
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using System;
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using ANX.Framework.NonXNA.Development;
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using ANX.Framework.NonXNA.RenderSystem;
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#endregion
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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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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework.Graphics
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{
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[PercentageComplete(100)]
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[Developer("Glatzemann")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public abstract class Texture : GraphicsResource
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{
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internal INativeTexture nativeTexture;
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public int LevelCount { get; internal set; }
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public SurfaceFormat Format { get; internal set; }
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internal INativeTexture NativeTexture
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{
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get
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{
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if (this.nativeTexture == null)
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{
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ReCreateNativeTextureSurface();
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}
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return this.nativeTexture;
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}
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}
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internal Texture(GraphicsDevice graphicsDevice)
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: base(graphicsDevice)
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{
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base.GraphicsDevice.ResourceCreated += GraphicsDevice_ResourceCreated;
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base.GraphicsDevice.ResourceDestroyed += GraphicsDevice_ResourceDestroyed;
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}
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protected override void Dispose(bool disposeManaged)
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{
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if (disposeManaged)
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{
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base.GraphicsDevice.ResourceCreated -= GraphicsDevice_ResourceCreated;
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base.GraphicsDevice.ResourceDestroyed -= GraphicsDevice_ResourceDestroyed;
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if (nativeTexture != null)
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{
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nativeTexture.Dispose();
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nativeTexture = null;
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}
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}
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base.Dispose(disposeManaged);
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}
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internal abstract void ReCreateNativeTextureSurface();
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private void GraphicsDevice_ResourceDestroyed(object sender, ResourceDestroyedEventArgs e)
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{
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Dispose(true);
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}
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private void GraphicsDevice_ResourceCreated(object sender, ResourceCreatedEventArgs e)
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{
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Dispose(true);
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ReCreateNativeTextureSurface();
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}
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}
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}
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