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  // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
  #ifndef D3D9_RENDERER_VERTEXBUFFER_H
  #define D3D9_RENDERER_VERTEXBUFFER_H
  
  #include <RendererConfig.h>
  
  #if defined(RENDERER_ENABLE_DIRECT3D9)
  
  #include <RendererVertexBuffer.h>
  #include "D3D9Renderer.h"
  
  namespace SampleRenderer
  {
  
  	class D3D9RendererVertexBuffer : public RendererVertexBuffer, public D3D9RendererResource
  	{
  	public:
  		D3D9RendererVertexBuffer(IDirect3DDevice9 &d3dDevice, D3D9Renderer& renderer, const RendererVertexBufferDesc &desc);
  		virtual ~D3D9RendererVertexBuffer(void);
  
  		void addVertexElements(PxU32 streamIndex, std::vector<D3DVERTEXELEMENT9> &vertexElements) const;
  
  		virtual bool checkBufferWritten(void);
  
  	protected:
  		virtual void  swizzleColor(void *colors, PxU32 stride, PxU32 numColors, RendererVertexBuffer::Format inFormat);
  
  		virtual void *lock(void);
  		virtual void  unlock(void);
  
  		virtual void  bind(PxU32 streamID, PxU32 firstVertex);
  		virtual void  unbind(PxU32 streamID);
  
  	private:
  		virtual void onDeviceLost(void);
  		virtual void onDeviceReset(void);
  
  	private:
  		IDirect3DDevice9             &m_d3dDevice;
  		IDirect3DVertexBuffer9       *m_d3dVertexBuffer;
  
  		DWORD                         m_usage;
  		DWORD                         m_lockFlags;
  		D3DPOOL                       m_pool;
  		UINT                          m_bufferSize;
  
  		bool                          m_bufferWritten;
  		void*						  m_savedData;
  	};
  
  } // namespace SampleRenderer
  
  #endif // #if defined(RENDERER_ENABLE_DIRECT3D9)
  #endif
  