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// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef D3D8_Direct3DVertexBuffer8_hpp
#define D3D8_Direct3DVertexBuffer8_hpp
#include "Direct3DResource8.hpp"
#include <d3d8.h>
namespace sw
{
class Resource;
}
namespace D3D8
{
class Direct3DVertexBuffer8 : public IDirect3DVertexBuffer8, public Direct3DResource8
{
public:
Direct3DVertexBuffer8(Direct3DDevice8 *device, unsigned int length, unsigned long usage, long FVF, D3DPOOL pool);
virtual ~Direct3DVertexBuffer8();
// IUnknown methods
long __stdcall QueryInterface(const IID &iid, void **object);
unsigned long __stdcall AddRef();
unsigned long __stdcall Release();
// IDirect3DResource8 methods
long __stdcall FreePrivateData(const GUID &guid);
long __stdcall GetPrivateData(const GUID &guid, void *data, unsigned long *size);
void __stdcall PreLoad();
long __stdcall SetPrivateData(const GUID &guid, const void *data, unsigned long size, unsigned long flags);
long __stdcall GetDevice(IDirect3DDevice8 **device);
unsigned long __stdcall SetPriority(unsigned long newPriority);
unsigned long __stdcall GetPriority();
D3DRESOURCETYPE __stdcall GetType();
// IDirect3DVertexBuffer8 methods
long __stdcall Lock(unsigned int offset, unsigned int size, unsigned char **data, unsigned long flags);
long __stdcall Unlock();
long __stdcall GetDesc(D3DVERTEXBUFFER_DESC *description);
// Internal methods
int getLength() const;
sw::Resource *getResource() const;
private:
// Creation parameters
const unsigned int length;
const long usage;
const long FVF;
const D3DPOOL pool;
unsigned int lockOffset;
unsigned int lockSize;
unsigned char *lockData;
sw::Resource *vertexBuffer;
};
}
#endif // D3D8_Direct3DVertexBuffer8_hpp