// 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(); void Draw(u32 stride); // temp void vFlush(bool useDstAlpha) override; u32 m_vertex_buffer_cursor; u32 m_vertex_draw_offset; u32 m_index_buffer_cursor; u32 m_index_draw_offset; u32 m_current_vertex_buffer; u32 m_current_index_buffer; typedef ID3D11Buffer* PID3D11Buffer; PID3D11Buffer* m_index_buffers; PID3D11Buffer* m_vertex_buffers; LineGeometryShader m_lineShader; PointGeometryShader m_pointShader; std::vector LocalVBuffer; std::vector LocalIBuffer; }; } // namespace