SND\AstrorEnales_cp 7546ff78d0 - Added INativeIndexBuffer and INativeVertexBuffer
- All methods in Vertex and IndexBuffer now call the native methods
- Nearly all methods in Texture2D now call the native methods
2012-02-19 13:41:02 +00:00

200 lines
8.2 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using SharpDX.Direct3D11;
using ANX.Framework.Graphics;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA.RenderSystem;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.RenderSystem.Windows.DX11
{
public class VertexBuffer_DX11 : INativeVertexBuffer, IDisposable
{
SharpDX.Direct3D11.Buffer buffer;
int vertexStride;
public VertexBuffer_DX11(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
GraphicsDeviceWindowsDX11 gd11 = graphics.NativeDevice as GraphicsDeviceWindowsDX11;
SharpDX.Direct3D11.DeviceContext context = gd11 != null ? gd11.NativeDevice as SharpDX.Direct3D11.DeviceContext : null;
InitializeBuffer(context.Device, vertexDeclaration, vertexCount, usage);
}
internal VertexBuffer_DX11(SharpDX.Direct3D11.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
InitializeBuffer(device, vertexDeclaration, vertexCount, usage);
}
private void InitializeBuffer(SharpDX.Direct3D11.Device device, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
this.vertexStride = vertexDeclaration.VertexStride;
//TODO: translate and use usage
if (device != null)
{
BufferDescription description = new BufferDescription()
{
Usage = ResourceUsage.Dynamic,
SizeInBytes = vertexDeclaration.VertexStride * vertexCount,
BindFlags = BindFlags.VertexBuffer,
CpuAccessFlags = CpuAccessFlags.Write,
OptionFlags = ResourceOptionFlags.None
};
this.buffer = new SharpDX.Direct3D11.Buffer(device, description);
}
}
public void SetData<T>(GraphicsDevice graphicsDevice, int offsetInBytes, T[] data, int startIndex, int elementCount) where T : struct
{
GraphicsDeviceWindowsDX11 dx11GraphicsDevice = graphicsDevice.NativeDevice as GraphicsDeviceWindowsDX11;
DeviceContext context = dx11GraphicsDevice.NativeDevice;
//TODO: check offsetInBytes parameter for bounds etc.
GCHandle pinnedArray = GCHandle.Alloc(data, GCHandleType.Pinned);
IntPtr dataPointer = pinnedArray.AddrOfPinnedObject();
int dataLength = Marshal.SizeOf(typeof(T)) * data.Length;
unsafe
{
using (var vData = new SharpDX.DataStream(dataPointer, dataLength, true, true))
{
if (offsetInBytes > 0)
{
vData.Seek(offsetInBytes / vertexStride, System.IO.SeekOrigin.Begin);
}
SharpDX.DataStream stream;
SharpDX.DataBox box = context.MapSubresource(this.buffer, MapMode.WriteDiscard, MapFlags.None, out stream);
if (startIndex > 0 || elementCount < data.Length)
{
for (int i = startIndex; i < startIndex + elementCount; i++)
{
vData.Write<T>(data[i]);
}
}
else
{
vData.CopyTo(stream);
}
context.UnmapSubresource(this.buffer, 0);
}
}
pinnedArray.Free();
}
public void SetData<T>(GraphicsDevice graphicsDevice, T[] data) where T : struct
{
SetData<T>(graphicsDevice, data, 0, data.Length);
}
public void SetData<T>(GraphicsDevice graphicsDevice, T[] data, int startIndex, int elementCount) where T : struct
{
SetData<T>(graphicsDevice, 0, data, startIndex, elementCount);
}
public SharpDX.Direct3D11.Buffer NativeBuffer
{
get
{
return this.buffer;
}
}
public void Dispose()
{
if (this.buffer != null)
{
buffer.Dispose();
buffer = null;
}
}
#region INativeVertexBuffer Member
public void GetData<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
{
throw new NotImplementedException();
}
public void SetData<T>(GraphicsDevice graphicsDevice, int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
{
throw new NotImplementedException();
}
#endregion
#region INativeBuffer Member
public void GetData<T>(T[] data) where T : struct
{
throw new NotImplementedException();
}
public void GetData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
#endregion
}
}