MoonWorks/src/Graphics/Resources/Buffer.cs

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using System;
using System.Runtime.InteropServices;
using RefreshCS;
namespace MoonWorks.Graphics
{
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/// <summary>
/// Buffers are generic data containers that can be used by the GPU.
/// </summary>
public class Buffer : GraphicsResource
{
protected override Action<IntPtr, IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroyBuffer;
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/// <summary>
/// Creates a buffer.
/// </summary>
/// <param name="device">An initialized GraphicsDevice.</param>
/// <param name="usageFlags">Specifies how the buffer will be used.</param>
/// <param name="sizeInBytes">The length of the array. Cannot be resized.</param>
public Buffer(
GraphicsDevice device,
BufferUsageFlags usageFlags,
uint sizeInBytes
) : base(device)
{
Handle = Refresh.Refresh_CreateBuffer(
device.Handle,
(Refresh.BufferUsageFlags) usageFlags,
sizeInBytes
);
}
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/// <summary>
/// Reads data out of a buffer and into an array.
/// This operation is only guaranteed to read up-to-date data if GraphicsDevice.Wait is called first.
/// </summary>
/// <param name="data">The array that data will be copied to.</param>
/// <param name="dataLengthInBytes">The length of the data to read.</param>
public unsafe void GetData<T>(
T[] data,
uint dataLengthInBytes
) where T : unmanaged
{
fixed (T* ptr = &data[0])
{
Refresh.Refresh_GetBufferData(
Device.Handle,
Handle,
(IntPtr) ptr,
dataLengthInBytes
);
}
}
}
}