Esempio n. 1
0
        public void BindMemory(SoftwareDeviceMemory memory, int memoryOffset)
        {
            this.m_deviceMemory = memory;
            this.m_memoryOffset = memoryOffset;

            if (createInfo.usage.HasFlag(VkBufferUsageFlagBits.VK_BUFFER_USAGE_VERTEX_BUFFER_BIT))
            {
                m_VertexBufferCache = new VertexBufferCache(memory.m_bytes, memoryOffset);
            }
        }
 protected virtual void ProcessVertexBuffer(DynamicModelContent dynamicModel, ContentProcessorContext context, DynamicModelMeshPartContent part)
 {
     if (VertexBufferType != DynamicModelContent.BufferType.Default)
     {
         // Replace the default VertexBufferContent with CpuAnimatedVertexBufferContent.
         if (!VertexBufferCache.TryGetValue(part.VertexBuffer, out var vb))
         {
             vb             = part.VertexBuffer;
             vb.IsWriteOnly = VertexBufferType == DynamicModelContent.BufferType.DynamicWriteOnly;
             VertexBufferCache[part.VertexBuffer] = vb;
         }
         part.VertexBuffer = vb;
     }
 }
Esempio n. 3
0
        public void Flush(CommandList cl)
        {
            var posInBuffer = bufferPos % buffer.Length;
            var bufferCount = (bufferPos - posInBuffer) / buffer.Length + 1;

            if (posInBuffer == 0)
            {
                bufferCount--;
                posInBuffer = buffer.Length;
            }

            if (bufferCount == 0)
            {
                return;
            }

            while (VertexBufferCache.Count < bufferCount)
            {
                var newBuffer = Factory.CreateBuffer(new BufferDescription((uint)(buffer.Length * itemSizeInBytes), BufferUsage.VertexBuffer | BufferUsage.Dynamic));
                VertexBufferCache.Add(newBuffer);
            }
            var bufferToWrite = VertexBufferCache[bufferCount - 1];

            lock (GraphicsDevice)
                GraphicsDevice.UpdateBuffer(bufferToWrite, 0, ref buffer[0], (uint)(posInBuffer * itemSizeInBytes));
            cl.SetVertexBuffer(0, bufferToWrite);

            if (indices == null)
            {
                cl.Draw((uint)posInBuffer);
            }
            else
            {
                cl.SetIndexBuffer(IndexBuffer, IndexFormat.UInt32);
                if (posInBuffer % vertsPerShape != 0)
                {
                    throw new Exception("Submitted an incomplete shape to the buffer flushing");
                }
                cl.DrawIndexed((uint)(posInBuffer / vertsPerShape * indicesPerShape));
            }
        }