// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // VertexBuffer11.h: Defines the D3D11 VertexBuffer implementation. #ifndef LIBANGLE_RENDERER_D3D_D3D11_VERTEXBUFFER11_H_ #define LIBANGLE_RENDERER_D3D_D3D11_VERTEXBUFFER11_H_ #include #include "libANGLE/renderer/d3d/VertexBuffer.h" #include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h" namespace rx { class Renderer11; class VertexBuffer11 : public VertexBuffer { public: explicit VertexBuffer11(Renderer11 *const renderer); gl::Error initialize(unsigned int size, bool dynamicUsage) override; // Warning: you should ensure binding really matches attrib.bindingIndex before using this // function. gl::Error storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexBinding &binding, GLenum currentValueType, GLint start, GLsizei count, GLsizei instances, unsigned int offset, const uint8_t *sourceData) override; unsigned int getBufferSize() const override; gl::Error setBufferSize(unsigned int size) override; gl::Error discard() override; void hintUnmapResource() override; const d3d11::Buffer &getBuffer() const; private: ~VertexBuffer11() override; gl::Error mapResource(); Renderer11 *const mRenderer; d3d11::Buffer mBuffer; unsigned int mBufferSize; bool mDynamicUsage; uint8_t *mMappedResourceData; }; } // namespace rx #endif // LIBANGLE_RENDERER_D3D_D3D11_VERTEXBUFFER11_H_