//
// Copyright (c) 2002-2012 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.
//

// VertexBuffer9.h: Defines the D3D9 VertexBuffer implementation.

#ifndef LIBANGLE_RENDERER_D3D_D3D9_VERTEXBUFFER9_H_
#define LIBANGLE_RENDERER_D3D_D3D9_VERTEXBUFFER9_H_

#include "libANGLE/renderer/d3d/VertexBuffer.h"

namespace rx
{
class Renderer9;

class VertexBuffer9 : public VertexBuffer
{
  public:
    explicit VertexBuffer9(Renderer9 *renderer);

    angle::Result initialize(const gl::Context *context,
                             unsigned int size,
                             bool dynamicUsage) override;

    // Warning: you should ensure binding really matches attrib.bindingIndex before using this
    // function.
    angle::Result storeVertexAttributes(const gl::Context *context,
                                        const gl::VertexAttribute &attrib,
                                        const gl::VertexBinding &binding,
                                        GLenum currentValueType,
                                        GLint start,
                                        size_t count,
                                        GLsizei instances,
                                        unsigned int offset,
                                        const uint8_t *sourceData) override;

    unsigned int getBufferSize() const override;
    angle::Result setBufferSize(const gl::Context *context, unsigned int size) override;
    angle::Result discard(const gl::Context *context) override;

    IDirect3DVertexBuffer9 *getBuffer() const;

  private:
    ~VertexBuffer9() override;
    Renderer9 *mRenderer;

    IDirect3DVertexBuffer9 *mVertexBuffer;
    unsigned int mBufferSize;
    bool mDynamicUsage;
};

}

#endif // LIBANGLE_RENDERER_D3D_D3D9_VERTEXBUFFER9_H_
