blob: 46b52cb6020d364e5c0725f70510bc07941fa0a6 [file] [log] [blame]
// 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.
#include <stdint.h>
#include "libANGLE/renderer/d3d/VertexBuffer.h"
#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
namespace rx
class Renderer11;
class VertexBuffer11 : public VertexBuffer
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;
~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