68 lines
3.6 KiB
C#
68 lines
3.6 KiB
C#
// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace SharpDX.Direct2D1
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{
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public partial class VertexBuffer
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{
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/// <summary>
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/// Initializes a new instance of <see cref="VertexBuffer"/> class.
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/// </summary>
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/// <param name="context">Instance of an effect context</param>
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/// <param name="resourceId"></param>
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/// <param name="vertexBufferProperties"></param>
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/// <param name="customVertexBufferProperties"></param>
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public VertexBuffer(EffectContext context, System.Guid resourceId, SharpDX.Direct2D1.VertexBufferProperties vertexBufferProperties, CustomVertexBufferProperties customVertexBufferProperties) : base(IntPtr.Zero)
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{
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unsafe {
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var customVertexBufferPropertiesNative = new CustomVertexBufferProperties.__Native();
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customVertexBufferProperties.__MarshalTo(ref customVertexBufferPropertiesNative);
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var inputElementsNative = new InputElement.__Native[customVertexBufferProperties.InputElements.Length];
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try
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{
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for (int i = 0; i < customVertexBufferProperties.InputElements.Length; i++)
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customVertexBufferProperties.InputElements[i].__MarshalTo(ref inputElementsNative[i]);
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fixed (void* pInputElements = inputElementsNative)
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{
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customVertexBufferPropertiesNative.InputElementsPointer = (IntPtr)pInputElements;
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customVertexBufferPropertiesNative.ElementCount = customVertexBufferProperties.InputElements.Length;
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fixed (void* pInputSignature = customVertexBufferProperties.InputSignature)
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{
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customVertexBufferPropertiesNative.ShaderBufferSize = customVertexBufferProperties.InputSignature.Length;
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customVertexBufferPropertiesNative.ShaderBufferWithInputSignature = (IntPtr)pInputSignature;
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context.CreateVertexBuffer(vertexBufferProperties, resourceId, new IntPtr(&customVertexBufferPropertiesNative), this);
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}
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}
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}
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finally
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{
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for (int i = 0; i < inputElementsNative.Length; i++)
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customVertexBufferProperties.InputElements[i].__MarshalFree(ref inputElementsNative[i]);
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}
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}
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}
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}
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} |