// // 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" namespace rx { class Renderer11; class VertexBuffer11 : public VertexBuffer { public: explicit VertexBuffer11(Renderer11 *const renderer); virtual ~VertexBuffer11(); virtual gl::Error initialize(unsigned int size, bool dynamicUsage); gl::Error storeVertexAttributes(const gl::VertexAttribute &attrib, GLenum currentValueType, GLint start, GLsizei count, GLsizei instances, unsigned int offset, const uint8_t *sourceData) override; virtual gl::Error getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances, unsigned int *outSpaceRequired) const; virtual unsigned int getBufferSize() const; virtual gl::Error setBufferSize(unsigned int size); virtual gl::Error discard(); virtual void hintUnmapResource(); ID3D11Buffer *getBuffer() const; private: gl::Error mapResource(); Renderer11 *const mRenderer; ID3D11Buffer *mBuffer; unsigned int mBufferSize; bool mDynamicUsage; uint8_t *mMappedResourceData; }; } #endif // LIBANGLE_RENDERER_D3D_D3D11_VERTEXBUFFER11_H_