mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
Comments By: phosit, Stan Differential Revision: https://code.wildfiregames.com/D4876 This was SVN commit r27412.
82 lines
2 KiB
C++
82 lines
2 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "Buffer.h"
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#include "lib/code_annotation.h"
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#include "lib/config2.h"
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#include "ps/CLogger.h"
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#include "ps/ConfigDB.h"
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#include "renderer/backend/gl/Device.h"
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#include "renderer/backend/gl/Texture.h"
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namespace Renderer
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{
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namespace Backend
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{
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namespace GL
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{
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// static
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std::unique_ptr<CBuffer> CBuffer::Create(
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CDevice* device, const char* name,
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const Type type, const uint32_t size, const bool dynamic)
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{
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ENSURE(type == Type::VERTEX || type == Type::INDEX);
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std::unique_ptr<CBuffer> buffer(new CBuffer());
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buffer->m_Device = device;
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buffer->m_Type = type;
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buffer->m_Size = size;
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buffer->m_Dynamic = dynamic;
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glGenBuffersARB(1, &buffer->m_Handle);
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const GLenum target = type == Type::INDEX ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
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glBindBufferARB(target, buffer->m_Handle);
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glBufferDataARB(target, size, nullptr, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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#if !CONFIG2_GLES
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if (buffer->m_Device->GetCapabilities().debugLabels)
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{
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glObjectLabel(GL_BUFFER, buffer->m_Handle, -1, name);
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}
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#else
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UNUSED2(name);
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#endif
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glBindBufferARB(target, 0);
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return buffer;
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}
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CBuffer::CBuffer() = default;
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CBuffer::~CBuffer()
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{
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if (m_Handle)
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glDeleteBuffersARB(1, &m_Handle);
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}
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IDevice* CBuffer::GetDevice()
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{
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return m_Device;
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}
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} // namespace GL
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} // namespace Backend
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} // namespace Renderer
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