// // 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. // // VertexArray9.h: Defines the rx::VertexArray9 class which implements rx::VertexArrayImpl. #ifndef LIBANGLE_RENDERER_D3D_D3D9_VERTEXARRAY9_H_ #define LIBANGLE_RENDERER_D3D_D3D9_VERTEXARRAY9_H_ #include "libANGLE/Context.h" #include "libANGLE/renderer/VertexArrayImpl.h" #include "libANGLE/renderer/d3d/d3d9/Context9.h" #include "libANGLE/renderer/d3d/d3d9/Renderer9.h" namespace rx { class Renderer9; class VertexArray9 : public VertexArrayImpl { public: VertexArray9(const gl::VertexArrayState &data) : VertexArrayImpl(data) {} angle::Result syncState(const gl::Context *context, const gl::VertexArray::DirtyBits &dirtyBits, gl::VertexArray::DirtyAttribBitsArray *attribBits, gl::VertexArray::DirtyBindingBitsArray *bindingBits) override; ~VertexArray9() override {} Serial getCurrentStateSerial() const { return mCurrentStateSerial; } private: Serial mCurrentStateSerial; }; inline angle::Result VertexArray9::syncState(const gl::Context *context, const gl::VertexArray::DirtyBits &dirtyBits, gl::VertexArray::DirtyAttribBitsArray *attribBits, gl::VertexArray::DirtyBindingBitsArray *bindingBits) { ASSERT(dirtyBits.any()); Renderer9 *renderer = GetImplAs(context)->getRenderer(); mCurrentStateSerial = renderer->generateSerial(); // Clear the dirty bits in the back-end here. memset(attribBits, 0, sizeof(gl::VertexArray::DirtyAttribBitsArray)); memset(bindingBits, 0, sizeof(gl::VertexArray::DirtyBindingBitsArray)); return angle::Result::Continue; } } // namespace rx #endif // LIBANGLE_RENDERER_D3D_D3D9_VERTEXARRAY9_H_