// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #ifndef _VERTEXMANAGER_H #define _VERTEXMANAGER_H #include "VertexManagerBase.h" #include "LineGeometryShader.h" #include "PointGeometryShader.h" namespace DX11 { class VertexManager : public ::VertexManager { public: VertexManager(); ~VertexManager(); NativeVertexFormat* CreateNativeVertexFormat(); void CreateDeviceObjects(); void DestroyDeviceObjects(); private: void LoadBuffers(); void Draw(UINT stride); // temp void vFlush(); UINT m_indexBufferCursor; UINT m_vertexBufferCursor; UINT m_vertexDrawOffset; UINT m_triangleDrawIndex; UINT m_lineDrawIndex; UINT m_pointDrawIndex; UINT m_activeVertexBuffer; UINT m_activeIndexBuffer; UINT m_LastVertexBuffer; UINT m_LastIndexBuffer; typedef ID3D11Buffer* PID3D11Buffer; PID3D11Buffer* m_indexBuffers; PID3D11Buffer* m_vertexBuffers; LineGeometryShader m_lineShader; PointGeometryShader m_pointShader; }; } // namespace #endif