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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.
// IndexBuffer11.h: Defines the D3D11 IndexBuffer implementation.
#include "libANGLE/renderer/d3d/IndexBuffer.h"
#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
namespace rx
class Renderer11;
class IndexBuffer11 : public IndexBuffer
explicit IndexBuffer11(Renderer11 *const renderer);
~IndexBuffer11() override;
angle::Result initialize(const gl::Context *context,
unsigned int bufferSize,
gl::DrawElementsType indexType,
bool dynamic) override;
angle::Result mapBuffer(const gl::Context *context,
unsigned int offset,
unsigned int size,
void **outMappedMemory) override;
angle::Result unmapBuffer(const gl::Context *context) override;
gl::DrawElementsType getIndexType() const override;
unsigned int getBufferSize() const override;
angle::Result setSize(const gl::Context *context,
unsigned int bufferSize,
gl::DrawElementsType indexType) override;
angle::Result discard(const gl::Context *context) override;
DXGI_FORMAT getIndexFormat() const;
const d3d11::Buffer &getBuffer() const;
Renderer11 *const mRenderer;
d3d11::Buffer mBuffer;
unsigned int mBufferSize;
gl::DrawElementsType mIndexType;
bool mDynamicUsage;
} // namespace rx