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//
// Copyright 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// VertexArray11.h: Defines the rx::VertexArray11 class which implements rx::VertexArrayImpl.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_
#include "libANGLE/renderer/VertexArrayImpl.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
namespace rx
{
class Renderer11;
class VertexArray11 : public VertexArrayImpl
{
public:
VertexArray11(const gl::VertexArray::Data &data);
~VertexArray11() override;
void syncState(const gl::VertexArray::DirtyBits &dirtyBits) override;
gl::Error updateDirtyAndDynamicAttribs(VertexDataManager *vertexDataManager,
const gl::State &state,
GLint start,
GLsizei count,
GLsizei instances);
const std::vector<TranslatedAttribute> &getTranslatedAttribs() const;
private:
void updateVertexAttribStorage(size_t attribIndex);
void markBufferDataDirty(size_t attribIndex);
std::vector<VertexStorageType> mAttributeStorageTypes;
std::vector<TranslatedAttribute> mTranslatedAttribs;
// The mask of attributes marked as dynamic.
gl::AttributesMask mDynamicAttribsMask;
// A mask of attributes that need to be re-evaluated.
gl::AttributesMask mAttribsToUpdate;
// A set of attributes we know are dirty, and need to be re-translated.
gl::AttributesMask mAttribsToTranslate;
// We need to keep a safe pointer to the Buffer so we can attach the correct dirty callbacks.
std::vector<BindingPointer<gl::Buffer>> mCurrentBuffers;
std::vector<NotificationCallback> mOnBufferDataDirty;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_