Konstantin Koch 55ab328f79 Updated BasicEffectSample, DualTextureSample, KeyboardSample and MultiRenderTarget. Also reduced the memory usage for multiple rendertargets
Also did some Refactoring for Classes that implement and use
INativeBuffer.
The memory usage reduction for rendertargets resulted in some
refactoring of the directx texture classes.
Also added DebugNames for some DirectX resources in case of a debug
build.
2015-09-30 21:31:15 +02:00

160 lines
4.4 KiB
C#

using System;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.Development;
using ANX.Framework.NonXNA.RenderSystem;
// 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
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Untested)]
[Developer("Glatzemann")]
public class VertexBuffer : GraphicsResource, IGraphicsResource
{
#region Private
private INativeVertexBuffer nativeVertexBuffer;
#endregion
#region Public
// This is now internal because via befriending the assemblies
// it's usable in the modules but doesn't confuse the enduser.
internal INativeVertexBuffer NativeVertexBuffer
{
get
{
if (nativeVertexBuffer == null)
CreateNativeBuffer();
return nativeVertexBuffer;
}
}
public BufferUsage BufferUsage { get; private set; }
public int VertexCount { get; private set; }
public VertexDeclaration VertexDeclaration { get; private set; }
#endregion
#region Constructor
public VertexBuffer(GraphicsDevice graphicsDevice, Type vertexType, int vertexCount, BufferUsage usage)
: this(graphicsDevice, VertexTypeHelper.GetDeclaration(vertexType), vertexCount, usage)
{
}
public VertexBuffer(GraphicsDevice graphicsDevice, VertexDeclaration vertexDeclaration, int vertexCount,
BufferUsage usage)
: base(graphicsDevice)
{
VertexCount = vertexCount;
VertexDeclaration = vertexDeclaration;
BufferUsage = usage;
base.GraphicsDevice.ResourceCreated += GraphicsDevice_ResourceCreated;
base.GraphicsDevice.ResourceDestroyed += GraphicsDevice_ResourceDestroyed;
CreateNativeBuffer();
}
~VertexBuffer()
{
Dispose();
base.GraphicsDevice.ResourceCreated -= GraphicsDevice_ResourceCreated;
base.GraphicsDevice.ResourceDestroyed -= GraphicsDevice_ResourceDestroyed;
}
#endregion
#region GraphicsDevice_ResourceDestroyed
private void GraphicsDevice_ResourceDestroyed(object sender, ResourceDestroyedEventArgs e)
{
if (nativeVertexBuffer != null)
{
nativeVertexBuffer.Dispose();
nativeVertexBuffer = null;
}
}
#endregion
#region GraphicsDevice_ResourceCreated
private void GraphicsDevice_ResourceCreated(object sender, ResourceCreatedEventArgs e)
{
if (nativeVertexBuffer != null)
{
nativeVertexBuffer.Dispose();
nativeVertexBuffer = null;
}
CreateNativeBuffer();
}
#endregion
#region CreateNativeBuffer
private void CreateNativeBuffer()
{
var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
this.nativeVertexBuffer = creator.CreateVertexBuffer(GraphicsDevice, this, VertexDeclaration, VertexCount,
BufferUsage);
}
#endregion
#region GetData
public void GetData<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
{
NativeVertexBuffer.GetData(offsetInBytes, data, startIndex, elementCount, vertexStride);
}
public void GetData<T>(T[] data) where T : struct
{
NativeVertexBuffer.GetData(data);
}
public void GetData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
NativeVertexBuffer.GetData(data, startIndex, elementCount);
}
#endregion
#region SetData
public void SetData<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
{
NativeVertexBuffer.SetData(offsetInBytes, data, startIndex, elementCount, vertexStride);
}
public void SetData<T>(T[] data) where T : struct
{
NativeVertexBuffer.SetData(data);
}
public void SetData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
NativeVertexBuffer.SetData(data, startIndex, elementCount);
}
#endregion
#region Dispose
public override void Dispose()
{
if (nativeVertexBuffer != null)
{
nativeVertexBuffer.Dispose();
nativeVertexBuffer = null;
}
// do not dispose the VertexDeclaration here, because it's only a reference
if (VertexDeclaration != null)
VertexDeclaration = null;
}
protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
{
if (disposeManaged)
{
Dispose();
}
}
#endregion
}
}