// // Copyright (c) 2002-2012 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. // // Indexffer9.h: Defines the D3D9 IndexBuffer implementation. #ifndef LIBGLESV2_RENDERER_INDEXBUFFER9_H_ #define LIBGLESV2_RENDERER_INDEXBUFFER9_H_ #include "libGLESv2/renderer/IndexBuffer.h" namespace rx { class Renderer9; class IndexBuffer9 : public IndexBuffer { public: explicit IndexBuffer9(Renderer9 *const renderer); virtual ~IndexBuffer9(); virtual bool initialize(unsigned int bufferSize, GLenum indexType, bool dynamic); static IndexBuffer9 *makeIndexBuffer9(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(); D3DFORMAT getIndexFormat() const; IDirect3DIndexBuffer9 *getBuffer() const; private: DISALLOW_COPY_AND_ASSIGN(IndexBuffer9); rx::Renderer9 *const mRenderer; IDirect3DIndexBuffer9 *mIndexBuffer; unsigned int mBufferSize; GLenum mIndexType; bool mDynamic; }; } #endif // LIBGLESV2_RENDERER_INDEXBUFFER9_H_