#pragma once #include "IShaderDevice.h" class IShaderConstantBuffer { public: virtual void Create( size_t nBufferSize, bool bDynamic = true ) = 0; virtual void Update( void *pNewData ) = 0; virtual void Destroy() = 0; virtual ConstantBufferHandle_t GetBuffer() const = 0; // Do we need to update the data to the graphics card? virtual bool NeedsUpdate() const = 0; virtual void UploadToGPU() = 0; //virtual void Bind() = 0; };