// 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;
}
}
}