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//
// 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(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);
Renderer11 *const mRenderer;
ID3D11Buffer *mBuffer;
unsigned int mBufferSize;
bool mDynamicUsage;
};
}
#endif // LIBGLESV2_RENDERER_VERTEXBUFFER11_H_
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