// // 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 LIBGLESV2_RENDERER_VERTEXBUFFER11_H_ #define LIBGLESV2_RENDERER_VERTEXBUFFER11_H_ #include "libGLESv2/renderer/d3d/VertexBuffer.h" namespace rx { class Renderer11; class VertexBuffer11 : public VertexBuffer { public: explicit VertexBuffer11(rx::Renderer11 *const renderer); virtual ~VertexBuffer11(); virtual gl::Error initialize(unsigned int size, bool dynamicUsage); static VertexBuffer11 *makeVertexBuffer11(VertexBuffer *vetexBuffer); virtual gl::Error storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData ¤tValue, GLint start, GLsizei count, GLsizei instances, unsigned int offset); 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(); ID3D11Buffer *getBuffer() const; private: DISALLOW_COPY_AND_ASSIGN(VertexBuffer11); rx::Renderer11 *const mRenderer; ID3D11Buffer *mBuffer; unsigned int mBufferSize; bool mDynamicUsage; }; } #endif // LIBGLESV2_RENDERER_VERTEXBUFFER11_H_