// 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