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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.
//
// 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_
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