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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Buffer.cpp: Implements the gl::Buffer class, representing storage of vertex and/or
8// index data. Implements GL buffer objects and related functionality.
9// [OpenGL ES 2.0.24] section 2.9 page 21.
10
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000011#include "libGLESv2/Buffer.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000012
daniel@transgaming.com83921382011-01-08 05:46:00 +000013#include "libGLESv2/main.h"
daniel@transgaming.com8fd34bd2011-02-18 02:52:14 +000014#include "libGLESv2/VertexDataManager.h"
15#include "libGLESv2/IndexDataManager.h"
daniel@transgaming.com83921382011-01-08 05:46:00 +000016
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000017namespace gl
18{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000019
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +000020Buffer::Buffer(GLuint id) : RefCountObject(id)
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +000021{
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +000022 mContents = NULL;
23 mSize = 0;
24 mUsage = GL_DYNAMIC_DRAW;
daniel@transgaming.com83921382011-01-08 05:46:00 +000025
26 mVertexBuffer = NULL;
27 mIndexBuffer = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000028}
29
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +000030Buffer::~Buffer()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000031{
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +000032 delete[] mContents;
daniel@transgaming.com83921382011-01-08 05:46:00 +000033 delete mVertexBuffer;
34 delete mIndexBuffer;
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +000035}
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000036
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +000037void Buffer::bufferData(const void *data, GLsizeiptr size, GLenum usage)
38{
daniel@transgaming.comc103b602010-04-23 18:34:58 +000039 if (size == 0)
40 {
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +000041 delete[] mContents;
42 mContents = NULL;
daniel@transgaming.comc103b602010-04-23 18:34:58 +000043 }
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +000044 else if (size != mSize)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000045 {
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +000046 delete[] mContents;
47 mContents = new GLubyte[size];
48 memset(mContents, 0, size);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000049 }
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +000050
51 if (data != NULL && size > 0)
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +000052 {
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +000053 memcpy(mContents, data, size);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +000054 }
55
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +000056 mSize = size;
daniel@transgaming.comaa0ccbd2010-04-15 20:45:05 +000057 mUsage = usage;
daniel@transgaming.com83921382011-01-08 05:46:00 +000058
59 invalidateStaticData();
60
61 if (usage == GL_STATIC_DRAW)
62 {
63 mVertexBuffer = new StaticVertexBuffer(getDevice());
64 mIndexBuffer = new StaticIndexBuffer(getDevice());
65 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000066}
67
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +000068void Buffer::bufferSubData(const void *data, GLsizeiptr size, GLintptr offset)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000069{
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +000070 memcpy(mContents + offset, data, size);
daniel@transgaming.com83921382011-01-08 05:46:00 +000071
72 if ((mVertexBuffer && mVertexBuffer->size() != 0) || (mIndexBuffer && mIndexBuffer->size() != 0))
73 {
74 invalidateStaticData();
75
76 if (mUsage == GL_STATIC_DRAW)
77 {
daniel@transgaming.com5ee2ad02011-01-08 05:46:20 +000078 // If applications update the buffer data after it has already been used in a draw call,
79 // it most likely isn't used as a static buffer so we should fall back to streaming usage
80 // for best performance. So ignore the usage hint and don't create new static buffers.
81 // mVertexBuffer = new StaticVertexBuffer(getDevice());
82 // mIndexBuffer = new StaticIndexBuffer(getDevice());
daniel@transgaming.com83921382011-01-08 05:46:00 +000083 }
84 }
85}
86
87StaticVertexBuffer *Buffer::getVertexBuffer()
88{
89 return mVertexBuffer;
90}
91
92StaticIndexBuffer *Buffer::getIndexBuffer()
93{
94 return mIndexBuffer;
95}
96
97void Buffer::invalidateStaticData()
98{
99 delete mVertexBuffer;
100 mVertexBuffer = NULL;
101
102 delete mIndexBuffer;
103 mIndexBuffer = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000104}
105
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000106}