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//
// Copyright 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 LIBANGLE_RENDERER_D3D_D3D11_VERTEXBUFFER11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_VERTEXBUFFER11_H_
#include <stdint.h>
#include "libANGLE/renderer/d3d/VertexBuffer.h"
#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
namespace rx
{
class Renderer11;
class VertexBuffer11 : public VertexBuffer
{
public:
explicit VertexBuffer11(Renderer11 *const renderer);
angle::Result initialize(const gl::Context *context,
unsigned int size,
bool dynamicUsage) override;
// Warning: you should ensure binding really matches attrib.bindingIndex before using this
// function.
angle::Result storeVertexAttributes(const gl::Context *context,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
gl::VertexAttribType currentValueType,
GLint start,
size_t count,
GLsizei instances,
unsigned int offset,
const uint8_t *sourceData) override;
unsigned int getBufferSize() const override;
angle::Result setBufferSize(const gl::Context *context, unsigned int size) override;
angle::Result discard(const gl::Context *context) override;
void hintUnmapResource() override;
const d3d11::Buffer &getBuffer() const;
private:
~VertexBuffer11() override;
angle::Result mapResource(const gl::Context *context);
Renderer11 *const mRenderer;
d3d11::Buffer mBuffer;
unsigned int mBufferSize;
bool mDynamicUsage;
uint8_t *mMappedResourceData;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_VERTEXBUFFER11_H_