- removed ANX.BaseDirectX and replaced it using shared source files - renamed ANX.Framework.Windows.DX10 to ANX.RenderSystem.Windows.DX10 - some refactoring in ANX.RenderSystem.Windows.DX10 - some refactoring in ANX.RenderSystem.Windows.DX11 - fixed some minor issues in DX10 stock shader generation - fixed sample projects There's still an issue with the AddIn-System: The WindowsGame sample does not work currently.
72 lines
2.0 KiB
C#
72 lines
2.0 KiB
C#
#region Using Statements
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using System;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA.RenderSystem;
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using SharpDX;
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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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using Dx10 = SharpDX.Direct3D10;
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namespace ANX.RenderSystem.Windows.DX10
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{
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public partial class DxIndexBuffer : INativeIndexBuffer, IDisposable
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{
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public Dx10.Buffer NativeBuffer { get; protected set; }
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#region Constructor
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public DxIndexBuffer(GraphicsDevice graphics, IndexElementSize size, int indexCount, BufferUsage usage)
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{
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elementSize = size;
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GraphicsDeviceDX gd10 = graphics.NativeDevice as GraphicsDeviceDX;
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Dx10.Device device = gd10 != null ? gd10.NativeDevice as Dx10.Device : null;
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InitializeBuffer(device, size, indexCount, usage);
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}
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internal DxIndexBuffer(Dx10.Device device, IndexElementSize size, int indexCount, BufferUsage usage)
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{
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elementSize = size;
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InitializeBuffer(device, size, indexCount, usage);
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}
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#endregion
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#region InitializeBuffer
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private void InitializeBuffer(Dx10.Device device, IndexElementSize size, int indexCount, BufferUsage usage)
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{
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//TODO: translate and use usage
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var description = new Dx10.BufferDescription()
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{
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Usage = Dx10.ResourceUsage.Dynamic,
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SizeInBytes = GetSizeInBytes(indexCount),
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BindFlags = Dx10.BindFlags.IndexBuffer,
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CpuAccessFlags = Dx10.CpuAccessFlags.Write,
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OptionFlags = Dx10.ResourceOptionFlags.None
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};
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NativeBuffer = new Dx10.Buffer(device, description);
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NativeBuffer.Unmap();
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}
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#endregion
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protected DataStream MapBufferWrite()
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{
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return NativeBuffer.Map(Dx10.MapMode.WriteDiscard);
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}
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protected DataStream MapBufferRead()
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{
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return NativeBuffer.Map(Dx10.MapMode.Read);
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}
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protected void UnmapBuffer()
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{
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NativeBuffer.Unmap();
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}
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}
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}
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