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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 D3D9_Direct3DVertexBuffer9_hpp
#define D3D9_Direct3DVertexBuffer9_hpp
#include "Direct3DResource9.hpp"
#include <d3d9.h>
namespace sw
{
class Resource;
}
namespace D3D9
{
class Direct3DVertexBuffer9 : public IDirect3DVertexBuffer9, public Direct3DResource9
{
public:
Direct3DVertexBuffer9(Direct3DDevice9 *device, unsigned int length, unsigned long usage, long FVF, D3DPOOL pool);
virtual ~Direct3DVertexBuffer9();
// IUnknown methods
long __stdcall QueryInterface(const IID &iid, void **object);
unsigned long __stdcall AddRef();
unsigned long __stdcall Release();
// IDirect3DResource9 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(IDirect3DDevice9 **device);
unsigned long __stdcall SetPriority(unsigned long newPriority);
unsigned long __stdcall GetPriority();
D3DRESOURCETYPE __stdcall GetType();
// IDirect3DVertexBuffer9 methods
long __stdcall Lock(unsigned int offset, unsigned int size, void **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;
sw::Resource *vertexBuffer;
int lockCount;
};
}
#endif // D3D9_Direct3DVertexBuffer9_hpp