Added vertex buffer creation methods to renderer.

TRAC #22226 Signed-off-by: Nicolas Capens Signed-off-by: Daniel Koch Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1588 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent b80a1901
......@@ -53,6 +53,7 @@ namespace rx
{
class TextureStorage2D;
class TextureStorageCubeMap;
class VertexBuffer;
class Blit;
struct TranslatedIndexData;
......@@ -170,6 +171,9 @@ class Renderer
virtual Image *createImage() = 0;
virtual void generateMipmap(Image *dest, Image *source) = 0;
// Buffer creation
virtual VertexBuffer *createVertexBuffer() = 0;
protected:
bool initializeCompiler();
ID3DBlob *compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, bool alternateFlags);
......
......@@ -1238,6 +1238,13 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch
return executable;
}
VertexBuffer *Renderer11::createVertexBuffer()
{
// TODO
UNIMPLEMENTED();
return NULL;
}
bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
bool blitRenderTarget, bool blitDepthStencil)
{
......
......@@ -136,6 +136,9 @@ class Renderer11 : public Renderer
virtual Image *createImage();
virtual void generateMipmap(Image *dest, Image *source);
// Buffer creation
virtual VertexBuffer *createVertexBuffer();
// D3D11-renderer specific methods
ID3D11Device *getDevice() { return mDevice; }
ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
......
......@@ -24,6 +24,7 @@
#include "libGLESv2/renderer/Image9.h"
#include "libGLESv2/renderer/Blit.h"
#include "libGLESv2/renderer/RenderTarget9.h"
#include "libGLESv2/renderer/VertexBuffer9.h"
#include "libEGL/Config.h"
#include "libEGL/Display.h"
......@@ -588,6 +589,11 @@ HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexB
return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
}
VertexBuffer *Renderer9::createVertexBuffer()
{
return new VertexBuffer9(this);
}
HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
{
D3DPOOL Pool = getBufferPool(Usage);
......
......@@ -170,6 +170,9 @@ class Renderer9 : public Renderer
virtual Image *createImage();
virtual void generateMipmap(Image *dest, Image *source);
// Buffer creation
virtual VertexBuffer *createVertexBuffer();
// D3D9-renderer specific methods
bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
......
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