- 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.
98 lines
2.4 KiB
C#
98 lines
2.4 KiB
C#
#region Using Statements
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using System;
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using ANX.Framework.Graphics;
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using SharpDX;
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using System.IO;
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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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#if DX10
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namespace ANX.RenderSystem.Windows.DX10
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#endif
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#if DX11
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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 DxIndexBuffer : IDisposable
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{
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protected IndexElementSize elementSize;
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#region SetData
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public void SetData<S>(GraphicsDevice graphicsDevice, S[] data) where S : struct
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{
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SetData<S>(graphicsDevice, data, 0, data.Length);
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}
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public void SetData<S>(GraphicsDevice graphicsDevice, S[] data, int startIndex, int elementCount) where S : struct
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{
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SetData<S>(graphicsDevice, 0, data, startIndex, elementCount);
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}
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public void SetData<S>(GraphicsDevice graphicsDevice, int offsetInBytes, S[] data, int startIndex, int elementCount)
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where S : struct
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{
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//TODO: check offsetInBytes parameter for bounds etc.
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using (var stream = MapBufferWrite())
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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();
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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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GetData(0, 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, 0, data.Length);
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}
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public void GetData<S>(int offsetInBytes, S[] data, int startIndex, int elementCount) where S : struct
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{
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using (var stream = MapBufferRead())
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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();
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}
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}
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#endregion
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protected int GetSizeInBytes(int indexCount)
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{
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return (elementSize == IndexElementSize.SixteenBits ? 2 : 4) * indexCount;
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}
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#region Dispose
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public void Dispose()
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{
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if (NativeBuffer != null)
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{
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NativeBuffer.Dispose();
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NativeBuffer = null;
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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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