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Root/src/Graphics/Vertices/VertexBuffer.cs

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#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
 * Copyright 2009-2016 Ethan Lee and the MonoGame Team
 *
 * Released under the Microsoft Public License.
 * See LICENSE for details.
 */
#endregion
 
#region Using Statements
using System;
using System.Runtime.InteropServices;
#endregion
 
namespace Microsoft.Xna.Framework.Graphics
{
    public class VertexBuffer : GraphicsResource
    {
        #region Public Properties
 
        public BufferUsage BufferUsage
        {
            get;
            private set;
        }
 
        public int VertexCount
        {
            get;
            private set;
        }
 
        public VertexDeclaration VertexDeclaration
        {
            get;
            private set;
        }
 
        #endregion
 
        #region Internal Properties
 
        internal IGLBuffer buffer;
 
        #endregion
 
        #region Public Constructors
 
        public VertexBuffer(
            GraphicsDevice graphicsDevice,
            VertexDeclaration vertexDeclaration,
            int vertexCount,
            BufferUsage bufferUsage
        ) : this(
            graphicsDevice,
            vertexDeclaration,
            vertexCount,
            bufferUsage,
            false
        ) {
        }
 
        public VertexBuffer(
            GraphicsDevice graphicsDevice,
            Type type,
            int vertexCount,
            BufferUsage bufferUsage
        ) : this(
            graphicsDevice,
            VertexDeclaration.FromType(type),
            vertexCount,
            bufferUsage,
            false
        ) {
        }
 
        #endregion
 
        #region Protected Constructor
 
        protected VertexBuffer(
            GraphicsDevice graphicsDevice,
            VertexDeclaration vertexDeclaration,
            int vertexCount,
            BufferUsage bufferUsage,
            bool dynamic
        ) {
            if (graphicsDevice == null)
            {
                throw new ArgumentNullException("graphicsDevice");
            }
 
            GraphicsDevice = graphicsDevice;
            VertexDeclaration = vertexDeclaration;
            VertexCount = vertexCount;
            BufferUsage = bufferUsage;
 
            // Make sure the graphics device is assigned in the vertex declaration.
            if (vertexDeclaration.GraphicsDevice != graphicsDevice)
            {
                vertexDeclaration.GraphicsDevice = graphicsDevice;
            }
 
            buffer = GraphicsDevice.GLDevice.GenVertexBuffer(
                dynamic,
                VertexCount,
                VertexDeclaration.VertexStride
            );
        }
 
        #endregion
 
        #region Protected Dispose Method
 
        protected override void Dispose(bool disposing)
        {
            if (!IsDisposed)
            {
                GraphicsDevice.GLDevice.AddDisposeVertexBuffer(buffer);
            }
            base.Dispose(disposing);
        }
 
        #endregion
 
        #region Public GetData Methods
 
        public void GetData<T>(T[] data) where T : struct
        {
            GetData<T>(
                0,
                data,
                0,
                data.Length,
                Marshal.SizeOf(typeof(T))
            );
        }
 
        public void GetData<T>(
            T[] data,
            int startIndex,
            int elementCount
        ) where T : struct {
            GetData<T>(
                0,
                data,
                startIndex,
                elementCount,
                Marshal.SizeOf(typeof(T))
            );
        }
 
        public void GetData<T>(
            int offsetInBytes,
            T[] data,
            int startIndex,
            int elementCount,
            int vertexStride
        ) where T : struct {
            if (data == null)
            {
                throw new ArgumentNullException("data");
            }
            if (data.Length < (startIndex + elementCount))
            {
                throw new ArgumentOutOfRangeException(
                    "elementCount",
                    "This parameter must be a valid index within the array."
                );
            }
            if (BufferUsage == BufferUsage.WriteOnly)
            {
                throw new NotSupportedException("Calling GetData on a resource that was created with BufferUsage.WriteOnly is not supported.");
            }
 
            if (vertexStride == 0)
            {
                vertexStride = Marshal.SizeOf(typeof(T));
            }
            if (    elementCount > 1 &&
                (elementCount * vertexStride) > (VertexCount * VertexDeclaration.VertexStride)  )
            {
                throw new InvalidOperationException("The array is not the correct size for the amount of data requested.");
            }
 
            GraphicsDevice.GLDevice.GetVertexBufferData(
                buffer,
                offsetInBytes,
                data,
                startIndex,
                elementCount,
                vertexStride
            );
        }
 
        #endregion
 
        #region Public SetData Methods
 
        public void SetData<T>(T[] data) where T : struct
        {
            SetDataInternal<T>(
                0,
                data,
                0,
                data.Length,
                Marshal.SizeOf(typeof(T)),
                SetDataOptions.None
            );
        }
 
        public void SetData<T>(
            T[] data,
            int startIndex,
            int elementCount
        ) where T : struct {
            SetDataInternal<T>(
                0,
                data,
                startIndex,
                elementCount,
                Marshal.SizeOf(typeof(T)),
                SetDataOptions.None
            );
        }
 
        public void SetData<T>(
            int offsetInBytes,
            T[] data,
            int startIndex,
            int elementCount,
            int vertexStride
        ) where T : struct {
            SetDataInternal<T>(
                offsetInBytes,
                data,
                startIndex,
                elementCount,
                vertexStride,
                SetDataOptions.None
            );
        }
 
        #endregion
 
        #region Internal Master SetData Methods
 
        protected void SetDataInternal<T>(
            int offsetInBytes,
            T[] data,
            int startIndex,
            int elementCount,
            int vertexStride,
            SetDataOptions options
        ) where T : struct {
            if (data == null)
            {
                throw new ArgumentNullException("data");
            }
            if ((startIndex + elementCount > data.Length) || elementCount <= 0)
            {
                throw new InvalidOperationException(
                    "The array specified in the data parameter" +
                    " is not the correct size for the amount of" +
                    " data requested."
                );
            }
 
            if (    elementCount > 1 &&
                (elementCount * vertexStride > (int) buffer.BufferSize) )
            {
                throw new InvalidOperationException(
                    "The vertex stride is larger than the vertex buffer."
                );
            }
 
            int elementSizeInBytes = Marshal.SizeOf(typeof(T));
            if (vertexStride == 0)
            {
                vertexStride = elementSizeInBytes;
            }
            if (vertexStride < elementSizeInBytes)
            {
                throw new ArgumentOutOfRangeException(
                    "The vertex stride must be greater than" +
                    " or equal to the size of the specified data (" +
                    elementSizeInBytes.ToString() + ")."
                );
            }
 
            GraphicsDevice.GLDevice.SetVertexBufferData(
                buffer,
                elementSizeInBytes,
                offsetInBytes,
                data,
                startIndex,
                elementCount,
                options
            );
        }
 
        #endregion
 
        #region Internal Context Reset Method
 
        /// <summary>
        /// The GraphicsDevice is resetting, so GPU resources must be recreated.
        /// </summary>
        internal protected override void GraphicsDeviceResetting()
        {
            // FIXME: Do we even want to bother with DeviceResetting for GL? -flibit
        }
 
        #endregion
    }
}

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