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//
// Copyright 2014 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.
//
// VertexArray9.h: Defines the rx::VertexArray9 class which implements rx::VertexArrayImpl.
#ifndef LIBANGLE_RENDERER_D3D_D3D9_VERTEXARRAY9_H_
#define LIBANGLE_RENDERER_D3D_D3D9_VERTEXARRAY9_H_
#include "libANGLE/Context.h"
#include "libANGLE/renderer/VertexArrayImpl.h"
#include "libANGLE/renderer/d3d/d3d9/Context9.h"
#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
namespace rx
{
class Renderer9;
class VertexArray9 : public VertexArrayImpl
{
public:
VertexArray9(const gl::VertexArrayState &data) : VertexArrayImpl(data) {}
angle::Result syncState(const gl::Context *context,
const gl::VertexArray::DirtyBits &dirtyBits,
gl::VertexArray::DirtyAttribBitsArray *attribBits,
gl::VertexArray::DirtyBindingBitsArray *bindingBits) override;
~VertexArray9() override {}
Serial getCurrentStateSerial() const { return mCurrentStateSerial; }
private:
Serial mCurrentStateSerial;
};
inline angle::Result VertexArray9::syncState(const gl::Context *context,
const gl::VertexArray::DirtyBits &dirtyBits,
gl::VertexArray::DirtyAttribBitsArray *attribBits,
gl::VertexArray::DirtyBindingBitsArray *bindingBits)
{
ASSERT(dirtyBits.any());
Renderer9 *renderer = GetImplAs<Context9>(context)->getRenderer();
mCurrentStateSerial = renderer->generateSerial();
// Clear the dirty bits in the back-end here.
memset(attribBits, 0, sizeof(gl::VertexArray::DirtyAttribBitsArray));
memset(bindingBits, 0, sizeof(gl::VertexArray::DirtyBindingBitsArray));
return angle::Result::Continue;
}
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D9_VERTEXARRAY9_H_