// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. using System; namespace SharpDX.Direct3D10 { public partial class Buffer { /// /// Initializes a new instance of the class. /// /// The device with which to associate the buffer. /// The description of the buffer. public Buffer(Device device, BufferDescription description) : base(IntPtr.Zero) { device.CreateBuffer(ref description, null, this); } /// /// Initializes a new instance of the class. /// /// The device with which to associate the buffer. /// Initial data used to initialize the buffer. /// The description of the buffer. public Buffer(Device device, DataStream data, BufferDescription description) : base(IntPtr.Zero) { device.CreateBuffer(ref description, new DataBox(data.PositionPointer, 0, 0), this); } /// /// Initializes a new instance of the class. /// /// The device with which to associate the buffer. /// The size, in bytes, of the buffer. /// The usage pattern for the buffer. /// Flags specifying how the buffer will be bound to the pipeline. /// Flags specifying how the buffer will be accessible from the CPU. /// Miscellaneous resource options. public Buffer(Device device, int sizeInBytes, ResourceUsage usage, BindFlags bindFlags, CpuAccessFlags accessFlags, ResourceOptionFlags optionFlags) : base(IntPtr.Zero) { var description = new BufferDescription() { BindFlags = bindFlags, CpuAccessFlags = accessFlags, OptionFlags = optionFlags, SizeInBytes = sizeInBytes, Usage = usage, }; device.CreateBuffer(ref description, null, this); } /// /// Initializes a new instance of the class. /// /// The device with which to associate the buffer. /// Initial data used to initialize the buffer. /// The size, in bytes, of the buffer. /// The usage pattern for the buffer. /// Flags specifying how the buffer will be bound to the pipeline. /// Flags specifying how the buffer will be accessible from the CPU. /// Miscellaneous resource options. public Buffer(Device device, DataStream data, int sizeInBytes, ResourceUsage usage, BindFlags bindFlags, CpuAccessFlags accessFlags, ResourceOptionFlags optionFlags) : base(IntPtr.Zero) { var description = new BufferDescription() { BindFlags = bindFlags, CpuAccessFlags = accessFlags, OptionFlags = optionFlags, SizeInBytes = sizeInBytes, Usage = usage, }; device.CreateBuffer(ref description, new DataBox(data.PositionPointer, 0, 0), this); } /// /// Get a reference to the data contained in the resource and deny GPU access to the resource. /// /// /// For the CPU to write the contents of a resource, the resource must be created with the dynamic usage flag, D3D10_USAGE_DYNAMIC. To both read and write those contents, the resource must be created with the staging usage flag, D3D10_USAGE_STAGING. (For more information about these flags, see .) ID3D10Buffer::Map will retrieve a reference to the resource data. For a discussion on how to access resources efficiently, see {{Copying and Accessing Resource Data (Direct3D 10)}}. Call to signify that the application has finished accessing the resource. ID3D10Buffer::Map has a few other restrictions. For example: The same buffer cannot be mapped multiple times; in other words, do not call ID3D10Buffer::Map on a buffer that is already mapped. Any buffer that is bound to the pipeline must be unmapped before any rendering operation (that is, ) can be executed. Differences between Direct3D 9 and Direct3D 10: ID3D10Buffer::Map in Direct3D 10 is analogous to resource {{Lock}} in Direct3D 9. ? /// /// Flag that specifies the CPU's permissions for the reading and writing of a resource. For possible values, see . /// If this function succeeds returns a with the size this buffer. /// HRESULT ID3D10Buffer::Map([In] D3D10_MAP MapType,[In] int MapFlags,[Out] void** ppData) public DataStream Map(SharpDX.Direct3D10.MapMode mapType) { return Map(mapType, MapFlags.None); } /// /// Get a reference to the data contained in the resource and deny GPU access to the resource. /// /// /// For the CPU to write the contents of a resource, the resource must be created with the dynamic usage flag, D3D10_USAGE_DYNAMIC. To both read and write those contents, the resource must be created with the staging usage flag, D3D10_USAGE_STAGING. (For more information about these flags, see .) ID3D10Buffer::Map will retrieve a reference to the resource data. For a discussion on how to access resources efficiently, see {{Copying and Accessing Resource Data (Direct3D 10)}}. Call to signify that the application has finished accessing the resource. ID3D10Buffer::Map has a few other restrictions. For example: The same buffer cannot be mapped multiple times; in other words, do not call ID3D10Buffer::Map on a buffer that is already mapped. Any buffer that is bound to the pipeline must be unmapped before any rendering operation (that is, ) can be executed. Differences between Direct3D 9 and Direct3D 10: ID3D10Buffer::Map in Direct3D 10 is analogous to resource {{Lock}} in Direct3D 9. ? /// /// Flag that specifies the CPU's permissions for the reading and writing of a resource. For possible values, see . /// Flag that specifies what the CPU should do when the GPU is busy (see ). This flag is optional. /// If this function succeeds returns a with the size this buffer. /// HRESULT ID3D10Buffer::Map([In] D3D10_MAP MapType,[In] int MapFlags,[Out] void** ppData) public DataStream Map(SharpDX.Direct3D10.MapMode mode, SharpDX.Direct3D10.MapFlags mapFlags) { int sizeInBytes = Description.SizeInBytes; IntPtr data; Map(mode, mapFlags, out data); bool canRead = mode == MapMode.Read || mode == MapMode.ReadWrite; bool canWrite = mode != MapMode.Read; return new DataStream(data, sizeInBytes, canRead, canWrite); } /// /// Creates a new instance of the class. /// /// Type of the data to upload /// The device with which to associate the buffer. /// Flags specifying how the buffer will be bound to the pipeline. /// Initial data used to initialize the buffer. /// The size, in bytes, of the buffer. If 0 is specified, sizeof(T) is used. /// The usage pattern for the buffer. /// Flags specifying how the buffer will be accessible from the CPU. /// Miscellaneous resource options. /// The size (in bytes) of the structure element for structured buffers. /// An initialized buffer public static Buffer Create( Device device, BindFlags bindFlags, ref T data, int sizeInBytes = 0, ResourceUsage usage = ResourceUsage.Default, CpuAccessFlags accessFlags = CpuAccessFlags.None, ResourceOptionFlags optionFlags = ResourceOptionFlags.None, int structureByteStride = 0) where T : struct { var buffer = new Buffer(IntPtr.Zero); var description = new BufferDescription() { BindFlags = bindFlags, CpuAccessFlags = accessFlags, OptionFlags = optionFlags, SizeInBytes = sizeInBytes == 0 ? Utilities.SizeOf() : sizeInBytes, Usage = usage, }; unsafe { device.CreateBuffer(ref description, new DataBox((IntPtr)Interop.Fixed(ref data)), buffer); } return buffer; } /// /// Creates a new instance of the class. /// /// Type of the data to upload /// The device with which to associate the buffer. /// Flags specifying how the buffer will be bound to the pipeline. /// Initial data used to initialize the buffer. /// The size, in bytes, of the buffer. If 0 is specified, sizeof(T) is used. /// The usage pattern for the buffer. /// Flags specifying how the buffer will be accessible from the CPU. /// Miscellaneous resource options. /// The size (in bytes) of the structure element for structured buffers. /// An initialized buffer public static Buffer Create(Device device, BindFlags bindFlags, T[] data, int sizeInBytes = 0, ResourceUsage usage = ResourceUsage.Default, CpuAccessFlags accessFlags = CpuAccessFlags.None, ResourceOptionFlags optionFlags = ResourceOptionFlags.None, int structureByteStride = 0) where T : struct { var buffer = new Buffer(IntPtr.Zero); var description = new BufferDescription() { BindFlags = bindFlags, CpuAccessFlags = accessFlags, OptionFlags = optionFlags, SizeInBytes = sizeInBytes == 0 ? Utilities.SizeOf() * data.Length : sizeInBytes, Usage = usage, }; unsafe { device.CreateBuffer(ref description, new DataBox((IntPtr)Interop.Fixed(data)), buffer); } return buffer; } /// /// Creates a new instance of the class. /// /// Type of the data to upload /// The device with which to associate the buffer. /// Initial data used to initialize the buffer. /// The description. /// /// An initialized buffer /// public static Buffer Create(Device device, ref T data, BufferDescription description) where T : struct { var buffer = new Buffer(IntPtr.Zero); unsafe { if (description.SizeInBytes == 0) description.SizeInBytes = Utilities.SizeOf(); device.CreateBuffer(ref description, new DataBox((IntPtr)Interop.Fixed(ref data)), buffer); } return buffer; } /// /// Creates a new instance of the class. /// /// Type of the data to upload /// The device with which to associate the buffer. /// Initial data used to initialize the buffer. /// The description. /// /// An initialized buffer /// public static Buffer Create(Device device, T[] data, BufferDescription description) where T : struct { var buffer = new Buffer(IntPtr.Zero); unsafe { if (description.SizeInBytes == 0) description.SizeInBytes = Utilities.SizeOf() * data.Length; device.CreateBuffer(ref description, new DataBox((IntPtr)Interop.Fixed(data)), buffer); } return buffer; } } }