Move the index data manager and draw calls into the renderer implementation.

TRAC #22016
Signed-off-by: Daniel Koch
Signed-off-by: Geoff Lang
Author: Nicolas Capens

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1492 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index ab4047d..7bd4022 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -230,16 +230,6 @@
     delete [] (configDescList);
 }
 
-void Renderer11::startScene()
-{
-    // TODO: nop in d3d11?
-}
-
-void Renderer11::endScene()
-{
-    // TODO: nop in d3d11?
-}
-
 void Renderer11::sync(bool block)
 {
     // TODO
@@ -436,7 +426,15 @@
     return true;
 }
 
-bool Renderer11::applyRenderTarget(gl::Framebuffer *frameBuffer)
+bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
+{
+    // TODO
+    UNIMPLEMENTED();
+
+    return false;
+}
+
+bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
 {
     // TODO
     UNIMPLEMENTED();
@@ -447,7 +445,7 @@
     return true;
 }
 
-GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
+GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
 {
     // TODO
     UNIMPLEMENTED();
@@ -455,6 +453,26 @@
     return GL_OUT_OF_MEMORY;
 }
 
+GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo)
+{
+    // TODO
+    UNIMPLEMENTED();
+
+    return GL_OUT_OF_MEMORY;
+}
+
+void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
+{
+    // TODO
+    UNIMPLEMENTED();
+}
+
+void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer)
+{
+    // TODO
+    UNIMPLEMENTED();
+}
+
 void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
 {
     // TODO