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.
133 lines
4.5 KiB
C#
133 lines
4.5 KiB
C#
#region Using Statements
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using System;
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using System.IO;
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using ANX.Framework.Graphics;
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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 System.Runtime.InteropServices;
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#if DX10
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using Dx = SharpDX.Direct3D10;
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using DxDevice = SharpDX.Direct3D10.Device;
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namespace ANX.RenderSystem.Windows.DX10
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#endif
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#if DX11
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using Dx = SharpDX.Direct3D11;
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using DxDevice = SharpDX.Direct3D11.Device;
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namespace ANX.RenderSystem.Windows.DX11
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#endif
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{
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public partial class DxVertexBuffer
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{
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private int vertexStride;
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#region SetData
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public void SetData<S>(S[] data) where S : struct
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{
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if (data == null)
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throw new ArgumentNullException("data");
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SetData(data, 0, data.Length);
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}
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public void SetData<S>(S[] data, int startIndex, int elementCount) where S : struct
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{
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SetData<S>(0, data, startIndex, elementCount, vertexStride);
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}
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public void SetData<S>(int offsetInBytes, S[] data, int startIndex, int elementCount, int vertexStride)
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where S : struct
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{
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if (data == null)
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throw new ArgumentNullException("data");
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if (startIndex + elementCount > data.Length)
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throw new ArgumentOutOfRangeException("startIndex must be smaller than elementCount + data.Length.");
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if (offsetInBytes + elementCount * Marshal.SizeOf(typeof(S)) > NativeBuffer.Description.SizeInBytes)
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throw new ArgumentOutOfRangeException(string.Format("The offset by \"{0}\" plus the byte length described by \"{1}\" is over the bounds of the buffer.", "offsetInBytes", "elementCount"));
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var buffer = this.NativeBuffer;
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if (!this.WriteNeedsStaging)
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{
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buffer = CreateStagingBuffer(ResourceMapping.Write);
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}
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try
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{
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using (var stream = MapBuffer(buffer, ResourceMapping.Write))
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{
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if (offsetInBytes > 0)
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stream.Seek(offsetInBytes, SeekOrigin.Current);
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if (startIndex > 0 || elementCount < data.Length)
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for (int i = startIndex; i < startIndex + elementCount; i++)
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stream.Write<S>(data[i]);
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else
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for (int i = 0; i < data.Length; i++)
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stream.Write<S>(data[i]);
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UnmapBuffer(buffer);
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}
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}
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finally
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{
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if (!this.WriteNeedsStaging)
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{
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CopySubresource(buffer, this.NativeBuffer);
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buffer.Dispose();
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}
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}
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}
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#endregion
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#region GetData
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public void GetData<S>(S[] data) where S : struct
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{
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if (data == null)
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throw new ArgumentNullException("data");
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GetData(data, 0, data.Length);
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}
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public void GetData<S>(S[] data, int startIndex, int elementCount) where S : struct
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{
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GetData(0, data, startIndex, elementCount, vertexStride);
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}
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public void GetData<S>(int offsetInBytes, S[] data, int startIndex, int elementCount, int vertexStride)
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where S : struct
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{
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if (data == null)
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throw new ArgumentNullException("data");
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if (startIndex + elementCount > data.Length)
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throw new ArgumentOutOfRangeException("startIndex must be smaller than elementCount + data.Length.");
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//TODO: Create a staging buffer only with the needed size that correctly handles startIndex and offsetInBytes.
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using (var stagingBuffer = CreateStagingBuffer(ResourceMapping.Read))
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{
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CopySubresource(NativeBuffer, stagingBuffer);
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using (var stream = MapBuffer(stagingBuffer, ResourceMapping.Read))
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{
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if (offsetInBytes > 0)
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stream.Seek(offsetInBytes, SeekOrigin.Current);
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stream.ReadRange(data, startIndex, elementCount);
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UnmapBuffer(stagingBuffer);
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}
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}
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}
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#endregion
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}
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}
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