// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include "VideoBackends/D3D/LineGeometryShader.h" #include "VideoBackends/D3D/PointGeometryShader.h" #include "VideoCommon/VertexManagerBase.h" namespace DX11 { class VertexManager : public ::VertexManager { public: VertexManager(); ~VertexManager(); NativeVertexFormat* CreateNativeVertexFormat() override; void CreateDeviceObjects() override; void DestroyDeviceObjects() override; protected: virtual void ResetBuffer(u32 stride) override; u16* GetIndexBuffer() { return &LocalIBuffer[0]; } private: void PrepareDrawBuffers(u32 stride); void Draw(u32 stride); // temp void vFlush(bool useDstAlpha) override; u32 m_vertexDrawOffset; u32 m_indexDrawOffset; u32 m_currentBuffer; u32 m_bufferCursor; enum { MAX_BUFFER_COUNT = 2 }; ID3D11Buffer* m_buffers[MAX_BUFFER_COUNT]; LineGeometryShader m_lineShader; PointGeometryShader m_pointShader; std::vector LocalVBuffer; std::vector LocalIBuffer; }; } // namespace