// // 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. // // IndexBuffer11.h: Defines the D3D11 IndexBuffer implementation. #ifndef LIBGLESV2_RENDERER_INDEXBUFFER11_H_ #define LIBGLESV2_RENDERER_INDEXBUFFER11_H_ #include "libGLESv2/renderer/IndexBuffer.h" namespace rx { class Renderer11; class IndexBuffer11 : public IndexBuffer { public: explicit IndexBuffer11(Renderer11 *const renderer); virtual ~IndexBuffer11(); virtual bool initialize(unsigned int bufferSize, GLenum indexType, bool dynamic); static IndexBuffer11 *makeIndexBuffer11(IndexBuffer *indexBuffer); virtual bool mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory); virtual bool unmapBuffer(); virtual GLenum getIndexType() const; virtual unsigned int getBufferSize() const; virtual bool setSize(unsigned int bufferSize, GLenum indexType); virtual bool discard(); DXGI_FORMAT getIndexFormat() const; ID3D11Buffer *getBuffer() const; private: DISALLOW_COPY_AND_ASSIGN(IndexBuffer11); rx::Renderer11 *const mRenderer; ID3D11Buffer *mBuffer; unsigned int mBufferSize; GLenum mIndexType; bool mDynamicUsage; }; } #endif // LIBGLESV2_RENDERER_INDEXBUFFER11_H_