D3D: move streaming buffer fallback into D3D backend

Neith OGL nor VideoCommon doen't use it, so there is no need to have it in VideoCommon.
This commit is contained in:
degasus
2014-01-23 15:27:18 +01:00
parent 62f1905978
commit 1ff681a412
4 changed files with 20 additions and 19 deletions

View File

@ -77,6 +77,12 @@ void VertexManager::DestroyDeviceObjects()
VertexManager::VertexManager()
{
LocalVBuffer.resize(MAXVBUFFERSIZE);
s_pCurBufferPointer = s_pBaseBufferPointer = &LocalVBuffer[0];
s_pEndBufferPointer = s_pBaseBufferPointer + LocalVBuffer.size();
LocalIBuffer.resize(MAXIBUFFERSIZE);
CreateDeviceObjects();
}
@ -222,4 +228,10 @@ void VertexManager::vFlush()
g_renderer->RestoreState();
}
void VertexManager::ResetBuffer(u32 stride)
{
s_pCurBufferPointer = s_pBaseBufferPointer;
IndexGenerator::Start(GetIndexBuffer());
}
} // namespace

View File

@ -22,6 +22,10 @@ public:
void CreateDeviceObjects();
void DestroyDeviceObjects();
protected:
virtual void ResetBuffer(u32 stride);
u16* GetIndexBuffer() { return &LocalIBuffer[0]; }
private:
void PrepareDrawBuffers();
@ -41,6 +45,9 @@ private:
LineGeometryShader m_lineShader;
PointGeometryShader m_pointShader;
std::vector<u8> LocalVBuffer;
std::vector<u16> LocalIBuffer;
};
} // namespace