DX11 plugin: Use a better mechanism to load vertex and index buffers; prevent a potential bug where triangles, lines, and points could fight over the same buffers

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6292 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check
2010-10-20 02:17:16 +00:00
parent 0e534dd033
commit b1d6417f13
2 changed files with 97 additions and 97 deletions

View File

@ -22,6 +22,7 @@
#include "VertexLoader.h"
#include "VertexManagerBase.h"
#include "D3DBase.h"
namespace DX11
{
@ -33,9 +34,21 @@ public:
~VertexManager();
private:
void Draw(u32 stride, bool alphapass);
void CreateDeviceObjects();
void DestroyDeviceObjects();
void LoadBuffers();
void Draw(UINT stride, bool alphapass);
// temp
void vFlush();
UINT m_indexBufferCursor;
UINT m_vertexBufferCursor;
UINT m_vertexDrawOffset;
UINT m_triangleDrawIndex;
UINT m_lineDrawIndex;
UINT m_pointDrawIndex;
ID3D11Buffer* m_indexBuffer;
ID3D11Buffer* m_vertexBuffer;
};
} // namespace