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// SwiftShader Software Renderer
//
// Copyright(c) 2005-2011 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#ifndef D3D9_Direct3DVertexDeclaration9_hpp
#define D3D9_Direct3DVertexDeclaration9_hpp
#include "Unknown.hpp"
#include <d3d9.h>
namespace D3D9
{
class Direct3DDevice9;
class Direct3DVertexDeclaration9 : public IDirect3DVertexDeclaration9, public Unknown
{
public:
Direct3DVertexDeclaration9(Direct3DDevice9 *device, const D3DVERTEXELEMENT9 *vertexElements);
Direct3DVertexDeclaration9(Direct3DDevice9 *device, unsigned long FVF);
virtual ~Direct3DVertexDeclaration9();
// IUnknown methods
long __stdcall QueryInterface(const IID &iid, void **object);
unsigned long __stdcall AddRef();
unsigned long __stdcall Release();
// IDirect3DVertexDeclaration9 methods
long __stdcall GetDevice(IDirect3DDevice9 **device);
long __stdcall GetDeclaration(D3DVERTEXELEMENT9 *declaration, unsigned int *numElements);
// Internal methods
unsigned long getFVF() const;
bool isPreTransformed() const;
private:
unsigned long computeFVF(); // If equivalent to FVF, else 0
// Creation parameters
Direct3DDevice9 *const device;
D3DVERTEXELEMENT9 *vertexElement;
int numElements;
unsigned long FVF;
bool preTransformed;
};
}
#endif // D3D9_Direct3DVertexDeclaration9_hpp