Line data Source code
1 : /* Copyright (C) 2023 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #include "precompiled.h"
19 :
20 : #include "Buffer.h"
21 :
22 : #include "lib/code_annotation.h"
23 : #include "lib/config2.h"
24 : #include "ps/CLogger.h"
25 : #include "ps/ConfigDB.h"
26 : #include "renderer/backend/gl/Device.h"
27 : #include "renderer/backend/gl/Texture.h"
28 :
29 : namespace Renderer
30 : {
31 :
32 : namespace Backend
33 : {
34 :
35 : namespace GL
36 : {
37 :
38 : // static
39 0 : std::unique_ptr<CBuffer> CBuffer::Create(
40 : CDevice* device, const char* name,
41 : const Type type, const uint32_t size, const bool dynamic)
42 : {
43 0 : ENSURE(type == Type::VERTEX || type == Type::INDEX);
44 0 : std::unique_ptr<CBuffer> buffer(new CBuffer());
45 0 : buffer->m_Device = device;
46 0 : buffer->m_Type = type;
47 0 : buffer->m_Size = size;
48 0 : buffer->m_Dynamic = dynamic;
49 0 : glGenBuffersARB(1, &buffer->m_Handle);
50 0 : const GLenum target = type == Type::INDEX ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
51 0 : glBindBufferARB(target, buffer->m_Handle);
52 0 : glBufferDataARB(target, size, nullptr, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
53 : #if !CONFIG2_GLES
54 0 : if (buffer->m_Device->GetCapabilities().debugLabels)
55 : {
56 0 : glObjectLabel(GL_BUFFER, buffer->m_Handle, -1, name);
57 : }
58 : #else
59 : UNUSED2(name);
60 : #endif
61 0 : glBindBufferARB(target, 0);
62 0 : return buffer;
63 : }
64 :
65 : CBuffer::CBuffer() = default;
66 :
67 0 : CBuffer::~CBuffer()
68 : {
69 0 : if (m_Handle)
70 0 : glDeleteBuffersARB(1, &m_Handle);
71 0 : }
72 :
73 0 : IDevice* CBuffer::GetDevice()
74 : {
75 0 : return m_Device;
76 : }
77 :
78 : } // namespace GL
79 :
80 : } // namespace Backend
81 :
82 3 : } // namespace Renderer
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