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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/VertexArray11.h b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/VertexArray11.h
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+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/VertexArray11.h
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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/Framebuffer.h"
+#include "libANGLE/renderer/VertexArrayImpl.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+namespace rx
+{
+class Renderer11;
+
+class VertexArray11 : public VertexArrayImpl
+{
+ public:
+ VertexArray11(const gl::VertexArrayState &data);
+ ~VertexArray11() override;
+ void destroy(const gl::Context *context) override;
+
+ // Does not apply any state updates - these are done in syncStateForDraw which as access to
+ // the draw call parameters.
+ angle::Result syncState(const gl::Context *context,
+ const gl::VertexArray::DirtyBits &dirtyBits,
+ gl::VertexArray::DirtyAttribBitsArray *attribBits,
+ gl::VertexArray::DirtyBindingBitsArray *bindingBits) override;
+
+ // Applied buffer pointers are updated here.
+ angle::Result syncStateForDraw(const gl::Context *context,
+ GLint firstVertex,
+ GLsizei vertexOrIndexCount,
+ gl::DrawElementsType indexTypeOrInvalid,
+ const void *indices,
+ GLsizei instances,
+ GLint baseVertex,
+ GLuint baseInstance,
+ bool promoteDynamic);
+
+ // This will check the dynamic attribs mask.
+ bool hasActiveDynamicAttrib(const gl::Context *context);
+
+ const std::vector<TranslatedAttribute> &getTranslatedAttribs() const;
+
+ Serial getCurrentStateSerial() const { return mCurrentStateSerial; }
+
+ // In case of a multi-view program change, we have to update all attributes so that the divisor
+ // is adjusted.
+ void markAllAttributeDivisorsForAdjustment(int numViews);
+
+ const TranslatedIndexData &getCachedIndexInfo() const;
+ void updateCachedIndexInfo(const TranslatedIndexData &indexInfo);
+ bool isCachedIndexInfoValid() const;
+
+ gl::DrawElementsType getCachedDestinationIndexType() const;
+
+ private:
+ void updateVertexAttribStorage(const gl::Context *context,
+ StateManager11 *stateManager,
+ size_t attribIndex);
+ angle::Result updateDirtyAttribs(const gl::Context *context,
+ const gl::AttributesMask &activeDirtyAttribs);
+ angle::Result updateDynamicAttribs(const gl::Context *context,
+ VertexDataManager *vertexDataManager,
+ GLint firstVertex,
+ GLsizei vertexOrIndexCount,
+ gl::DrawElementsType indexTypeOrInvalid,
+ const void *indices,
+ GLsizei instances,
+ GLint baseVertex,
+ GLuint baseInstance,
+ bool promoteDynamic,
+ const gl::AttributesMask &activeDynamicAttribs);
+
+ angle::Result updateElementArrayStorage(const gl::Context *context,
+ GLsizei indexCount,
+ gl::DrawElementsType indexType,
+ const void *indices,
+ bool restartEnabled);
+
+ std::vector<VertexStorageType> mAttributeStorageTypes;
+ std::vector<TranslatedAttribute> mTranslatedAttribs;
+
+ // The mask of attributes marked as dynamic.
+ gl::AttributesMask mDynamicAttribsMask;
+
+ // A set of attributes we know are dirty, and need to be re-translated.
+ gl::AttributesMask mAttribsToTranslate;
+
+ Serial mCurrentStateSerial;
+
+ // The numViews value used to adjust the divisor.
+ int mAppliedNumViewsToDivisor;
+
+ // If the index buffer needs re-streaming.
+ Optional<gl::DrawElementsType> mLastDrawElementsType;
+ Optional<const void *> mLastDrawElementsIndices;
+ Optional<bool> mLastPrimitiveRestartEnabled;
+ IndexStorageType mCurrentElementArrayStorage;
+ Optional<TranslatedIndexData> mCachedIndexInfo;
+ gl::DrawElementsType mCachedDestinationIndexType;
+};
+
+} // namespace rx
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_