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

113 lines
3.8 KiB
C#

#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
#if DX10
using Dx = SharpDX.Direct3D10;
using DxDevice = SharpDX.Direct3D10.Device;
namespace ANX.RenderSystem.Windows.DX10
#endif
#if DX11
using Dx = SharpDX.Direct3D11;
using DxDevice = SharpDX.Direct3D11.Device;
namespace ANX.RenderSystem.Windows.DX11
#endif
{
public partial class DxVertexBuffer : INativeVertexBuffer, IDisposable
{
public Dx.Buffer NativeBuffer { get; protected set; }
private Dx.DeviceContext context;
#region Constructor
public DxVertexBuffer(GraphicsDeviceDX graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
this.context = graphics.NativeDevice;
InitializeBuffer(context.Device, vertexDeclaration, vertexCount, usage);
}
internal DxVertexBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
InitializeBuffer(device, vertexDeclaration, vertexCount, usage);
}
#endregion
#region InitializeBuffer (TODO)
private void InitializeBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
vertexStride = vertexDeclaration.VertexStride;
//TODO: translate and use usage
var description = new Dx.BufferDescription()
{
Usage = Dx.ResourceUsage.Dynamic,
SizeInBytes = vertexDeclaration.VertexStride * vertexCount,
BindFlags = Dx.BindFlags.VertexBuffer,
CpuAccessFlags = Dx.CpuAccessFlags.Write,
OptionFlags = Dx.ResourceOptionFlags.None
};
NativeBuffer = new Dx.Buffer(device, description);
}
#endregion
private SharpDX.DataStream MapBufferWrite()
{
Dx.DeviceContext context = NativeBuffer.Device.ImmediateContext;
DataStream stream;
context.MapSubresource(NativeBuffer, Dx.MapMode.WriteDiscard, Dx.MapFlags.None, out stream);
return stream;
}
private SharpDX.DataStream MapBufferRead(Dx.Resource buffer)
{
DataStream stream;
buffer.Device.ImmediateContext.MapSubresource(buffer, 0, Dx.MapMode.Read, Dx.MapFlags.None, out stream);
return stream;
}
private void UnmapBuffer()
{
Dx.DeviceContext context = NativeBuffer.Device.ImmediateContext;
context.UnmapSubresource(NativeBuffer, 0);
}
private void CopySubresource(Dx.Buffer source, Dx.Buffer destination)
{
BufferHelper.ValidateCopyResource(source, destination);
this.context.CopyResource(source, destination);
}
private void UnmapBuffer(Dx.Resource buffer)
{
buffer.Device.ImmediateContext.UnmapSubresource(buffer, 0);
}
private Dx.Buffer CreateStagingBuffer()
{
var description = new Dx.BufferDescription()
{
Usage = Dx.ResourceUsage.Staging,
SizeInBytes = NativeBuffer.Description.SizeInBytes,
BindFlags = Dx.BindFlags.VertexBuffer,
CpuAccessFlags = Dx.CpuAccessFlags.Read,
OptionFlags = Dx.ResourceOptionFlags.None
};
return new Dx.Buffer(context.Device, description);
}
}
}