MoonWorks/src/Graphics/Resources/Buffer.cs

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C#
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using System;
using RefreshCS;
namespace MoonWorks.Graphics
{
public class Buffer : GraphicsResource
{
protected override Action<IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroyBuffer;
public Buffer(
GraphicsDevice device,
BufferUsageFlags usageFlags,
uint sizeInBytes
) : base(device)
{
Handle = Refresh.Refresh_CreateBuffer(
device.Handle,
(Refresh.BufferUsageFlags) usageFlags,
sizeInBytes
);
}
public unsafe void SetData<T>(
uint offsetInBytes,
T[] data,
uint dataLengthInBytes
) where T : unmanaged
{
fixed (T* ptr = &data[0])
{
Refresh.Refresh_SetBufferData(
Device.Handle,
Handle,
offsetInBytes,
(IntPtr) ptr,
dataLengthInBytes
);
}
}
public unsafe void SetData<T>(
uint offsetInBytes,
T* data,
uint dataLengthInBytes
) where T : unmanaged
{
Refresh.Refresh_SetBufferData(
Device.Handle,
Handle,
offsetInBytes,
(IntPtr) data,
dataLengthInBytes
);
}
// NOTE: You want to wait on the device before calling this
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
);
}
}
}
}