Konstantin Koch 85322e2363 Migrated Primitives, RecordingSample, RenderTarget and SimpleSprite. Also implemented DynamicBuffers and fixed many Dispose functions
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.
2015-10-04 21:30:00 +02:00

68 lines
2.4 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 : Buffer, INativeVertexBuffer
{
#if DEBUG
private static int vertexBufferCount = 0;
private static int dynamicVertexBufferCount = 0;
#endif
public DxVertexBuffer(GraphicsDeviceDX graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage, bool dynamic)
: base(graphics.NativeDevice.Device, usage, dynamic)
{
InitializeBuffer(graphics.NativeDevice.Device, vertexDeclaration, vertexCount, usage, dynamic);
}
internal DxVertexBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage, bool dynamic)
: base(device, usage, dynamic)
{
InitializeBuffer(device, vertexDeclaration, vertexCount, usage, dynamic);
}
private void InitializeBuffer(Dx.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage, bool dynamic)
{
vertexStride = vertexDeclaration.VertexStride;
var description = new Dx.BufferDescription()
{
Usage = dynamic ? Dx.ResourceUsage.Dynamic : Dx.ResourceUsage.Default,
SizeInBytes = vertexDeclaration.VertexStride * vertexCount,
BindFlags = Dx.BindFlags.VertexBuffer,
CpuAccessFlags = dynamic ? Dx.CpuAccessFlags.Write : Dx.CpuAccessFlags.None,
OptionFlags = Dx.ResourceOptionFlags.None
};
NativeBuffer = new Dx.Buffer(device, description);
#if DEBUG
if (dynamic)
NativeBuffer.DebugName = "DynamicVertexBuffer_" + dynamicVertexBufferCount++;
else
NativeBuffer.DebugName = "VertexBuffer_" + vertexBufferCount++;
#endif
}
}
}