text: /*
  -----------------------------------------------------------------------------
  This source file is part of OGRE-Next
  (Object-oriented Graphics Rendering Engine)
  For the latest info, see http://www.ogre3d.org
  
  Copyright (c) 2000-2014 Torus Knot Software Ltd
  
  Permission is hereby granted, free of charge, to any person obtaining a copy
  of this software and associated documentation files (the "Software"), to deal
  in the Software without restriction, including without limitation the rights
  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  copies of the Software, and to permit persons to whom the Software is
  furnished to do so, subject to the following conditions:
  
  The above copyright notice and this permission notice shall be included in
  all copies or substantial portions of the Software.
  
  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  THE SOFTWARE.
  -----------------------------------------------------------------------------
  */
  
  #ifndef _Ogre_D3D11CompatBufferInterface_H_
  #define _Ogre_D3D11CompatBufferInterface_H_
  
  #include "OgreD3D11Prerequisites.h"
  
  #include "Vao/OgreD3D11BufferInterfaceBase.h"
  
  namespace Ogre
  {
      /** In D3D11, const buffers can't be bound by offset. Their size at
          creation defines the size to be bound to the shader, and the max
          limit is 64kb.
          This is unless we're using D3D11.1 on Windows 8.1; which for simplicity
          we treat it the same as D3D11.
      @par
          This limitation prevents us from allocating 3x size for triple buffering.
      @par
          Therefore we need the traditional scheme of mapping with NO_OVERWRITE
          and then use DISCARD when we've filled the buffer.
      @par
          In D3D11.0, only index and vertex buffers can be mapped with NO_OVERWRITE.
          That leaves only DISCARD to be used on those systems.
          NO_OVERWRITE is used if used D3D 11.1 though.
      @par
          This buffer interface is for compatibility with these systems.
      */
      class _OgreD3D11Export D3D11CompatBufferInterface final : public D3D11BufferInterfaceBase
      {
      protected:
          D3D11Device &mDevice;
  
      public:
          D3D11CompatBufferInterface( size_t vboPoolIdx, ID3D11Buffer *d3dBuffer, D3D11Device &device );
          ~D3D11CompatBufferInterface() override;
  
          void *RESTRICT_ALIAS_RETURN map( size_t elementStart, size_t elementCount,
                                           MappingState prevMappingState,
                                           bool         advanceFrame = true ) override;
  
          void unmap( UnmapOptions unmapOption, size_t flushStartElem = 0,
                      size_t flushSizeElem = 0 ) override;
          void advanceFrame() override;
          void regressFrame() override;
      };
  }  // namespace Ogre
  
  #endif
  