/// <summary> /// Writes data from the array to the index buffer. /// </summary> /// <typeparam name="T">The type of data in the index buffer - int or short.</typeparam> /// <param name="data">Array to copy the data from</param> /// <param name="startIndex">Starting index in the array at which to start copying from</param> /// <param name="elementCount">Number of indices to write</param> /// <param name="offsetInBytes">Offset from the start of the index buffer at which to start writing at</param> /// <param name="writeOptions">Write options, used only if this is a dynamic buffer. None, discard, no overwrite</param> /// <remarks>See implementors for exceptions that may occur.</remarks> public override void SetData <T>(T[] data, int startIndex, int elementCount, int offsetInBytes, DataWriteOptions writeOptions) { if (_buffer == null || _buffer.Disposed) { throw new ObjectDisposedException(GetType().Name); } //Throws null or out of range exception D3D10Helper.CheckArrayBounds(data, startIndex, elementCount); int numBytes = MemoryHelper.SizeOf <T>(); int ibSize = base.IndexCount * ((base.IndexFormat == IndexFormat.SixteenBits) ? 2 : 4); int dataSize = elementCount * numBytes; if (offsetInBytes < 0 || offsetInBytes > ibSize) { throw new ArgumentOutOfRangeException("offsetInBytes", "Byte offset is out of range."); } if ((offsetInBytes + dataSize) > ibSize) { throw new ArgumentOutOfRangeException("data", "Byte offset and the number of elements to write will cause a buffer overflow."); } bool usesStaging = false; if (base.BufferUsage == ResourceUsage.Static || writeOptions == DataWriteOptions.None) { CreateStaging(); usesStaging = true; } try { if (usesStaging) { using (SDX.DataStream ds = _staging.Map(D3D.MapMode.Write, D3D.MapFlags.None)) { ds.Position = offsetInBytes; ds.WriteRange <T>(data, startIndex, elementCount); _staging.Unmap(); //If we're writing to the entire IB just copy the whole thing if (offsetInBytes == 0 && startIndex == 0 && dataSize == ibSize) { _graphicsDevice.CopyResource(_staging, _buffer); } else { D3D.ResourceRegion region = new D3D.ResourceRegion(); region.Left = offsetInBytes; region.Right = offsetInBytes + dataSize; region.Front = region.Top = 0; region.Back = region.Bottom = 1; _graphicsDevice.CopySubresourceRegion(_staging, 0, region, _buffer, 0, offsetInBytes, 0, 0); } } } else { D3D.MapMode mode = (writeOptions == DataWriteOptions.Discard) ? D3D.MapMode.WriteDiscard : D3D.MapMode.WriteNoOverwrite; using (SDX.DataStream ds = _buffer.Map(mode, D3D.MapFlags.None)) { ds.Position = offsetInBytes; ds.WriteRange <T>(data, startIndex, elementCount); _buffer.Unmap(); } } } catch (Exception e) { throw new TeslaException("Error writing to D3D10 Buffer.", e); } }
/// <summary> /// Sets the vertex data from an array source. /// </summary> /// <typeparam name="T">The type of data in the vertex buffer.</typeparam> /// <param name="data">Array that holds the vertex data</param> /// <param name="startIndex">Starting index of the element in the array at which to start copying from</param> /// <param name="elementCount">Number of elements to copy from the array</param> /// <param name="offsetInBytes">Offset in bytes from the beginning of the vertex buffer to the data.</param> /// <param name="vertexStride">Size of an element in bytes.</param> /// <param name="writeOptions">Writing options for the vertex buffer. None, discard, or no overwrite.</param> /// <exception cref="System.ObjectDisposedException">Thrown if Dispose() has been called.</exception> /// <exception cref="System.InvalidOperationException">Thrown if the write options are incompatible with the resource usage of the buffer.</exception> /// <exception cref="System.ArgumentOutOfRangeException">Thrown if the data's vertex stride is too small, the offset in bytes is out of range, /// or the byte offset and number of elements to write will cause overflow.</exception> /// <exception cref="Tesla.Core.TeslaException">Thrown if there was an error writing to the buffer.</exception> public override void SetData <T>(T[] data, int startIndex, int elementCount, int offsetInBytes, int vertexStride, DataWriteOptions writeOptions) { if (_buffer == null || _buffer.Disposed) { throw new ObjectDisposedException(GetType().Name); } //Throw an error if an invalid write options is specified if (base.BufferUsage == ResourceUsage.Static && writeOptions != DataWriteOptions.None) { throw new InvalidOperationException("Can only specify write options other than DataWriteOptions.None for dynamic vertex buffers."); } //Check if array bounds are out of range D3D10Helper.CheckArrayBounds(data, startIndex, elementCount); VertexDeclaration vertexDecl = base.VertexDeclaration; int vertexCount = base.VertexCount; int vbSize = vertexCount * vertexDecl.VertexStride; int elemSize = MemoryHelper.SizeOf <T>(); int dataSize = elementCount * elemSize; int vertexStep = vertexStride; if (vertexStride != 0) { vertexStep -= elemSize; if (vertexStep < 0) { throw new ArgumentOutOfRangeException("vertexStride", "Vertex stride is too small for requested data size."); } //If we get this far, we need to make sure the actual bytes we're going to look at matches up, //since we can grab specific parts of a vertex and not the whole thing if (elementCount > 1) { dataSize = ((elementCount - 1) * vertexStep) + dataSize; } } //Prevent overflow out of range errors if ((offsetInBytes < 0) || (offsetInBytes > vbSize)) { throw new ArgumentOutOfRangeException("offsetInbytes", "Byte offset is out of range."); } if ((offsetInBytes + dataSize) > vbSize) { throw new ArgumentOutOfRangeException("data", "Byte offset and elements to write will cause in buffer overflow."); } //Create scratch buffer, if it hasn't been created already bool usesStaging = false; if (base.BufferUsage == ResourceUsage.Static || writeOptions == DataWriteOptions.None) { CreateStaging(); usesStaging = true; } try { if (usesStaging) { //If we're not going to be writing the entire vertex structure, we need to first //copy the contents of the affected vertex data into the staging buffer if (vertexStep != vertexStride) { //If we're going to be working with all the verts, no need to copy a subresource region if (offsetInBytes == 0 && startIndex == 0 && vertexCount == data.Length) { _graphicsDevice.CopyResource(_buffer, _staging); } else { D3D.ResourceRegion region = new D3D.ResourceRegion(); region.Left = offsetInBytes; region.Right = offsetInBytes + dataSize; region.Front = region.Top = 0; region.Back = region.Bottom = 1; _graphicsDevice.CopySubresourceRegion(_buffer, 0, region, _staging, 0, offsetInBytes, 0, 0); } } using (SDX.DataStream ds = _staging.Map(D3D.MapMode.Read, D3D.MapFlags.None)) { //If the step is zero, that means we're dealing with the entire vertex and not a subset of it if (vertexStep == 0) { ds.Position = offsetInBytes; ds.WriteRange <T>(data, startIndex, elementCount); } else { ds.Position = offsetInBytes; int count = elementCount - 1; int index = startIndex; ds.Write <T>(data[index++]); while (count > 0) { ds.Position += vertexStep; ds.Write <T>(data[index]); count--; index++; } } _staging.Unmap(); //If we're writing to the entire VB just copy the whole thing if (offsetInBytes == 0 && startIndex == 0 && dataSize == vbSize) { _graphicsDevice.CopyResource(_staging, _buffer); } else { D3D.ResourceRegion region = new D3D.ResourceRegion(); region.Left = offsetInBytes; region.Right = offsetInBytes + dataSize; region.Front = region.Top = 0; region.Back = region.Bottom = 1; _graphicsDevice.CopySubresourceRegion(_staging, 0, region, _buffer, 0, offsetInBytes, 0, 0); } } //Dynamic vertex buffers only } else { D3D.MapMode mode = (writeOptions == DataWriteOptions.Discard) ? D3D.MapMode.WriteDiscard : D3D.MapMode.WriteNoOverwrite; using (SDX.DataStream ds = _buffer.Map(mode, D3D.MapFlags.None)) { //If the step is zero, that means we're dealing with the entire vertex and not a subset of it if (vertexStep == 0) { ds.Position = offsetInBytes; ds.WriteRange <T>(data, startIndex, elementCount); } else { ds.Position = offsetInBytes; int count = elementCount - 1; int index = startIndex; ds.Write <T>(data[index++]); while (count > 0) { ds.Position += vertexStep; ds.Write <T>(data[index]); count--; index++; } } _buffer.Unmap(); } } } catch (Exception e) { throw new TeslaException("Error reading from D3D10 Buffer.", e); } }