blob: f4d7a522233e8ad647781fb96b923871d9baddb0 [file] [log] [blame]
// SwiftShader Software Renderer
//
// Copyright(c) 2005-2013 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
// Buffer.cpp: Implements the Buffer class, representing storage of vertex and/or
// index data. Implements GL buffer objects and related functionality.
#include "Buffer.h"
#include "main.h"
#include "VertexDataManager.h"
#include "IndexDataManager.h"
namespace gl
{
Buffer::Buffer(GLuint name) : NamedObject(name)
{
mContents = 0;
mSize = 0;
mUsage = GL_DYNAMIC_DRAW;
}
Buffer::~Buffer()
{
if(mContents)
{
mContents->destruct();
}
}
void Buffer::bufferData(const void *data, GLsizeiptr size, GLenum usage)
{
if(mContents)
{
mContents->destruct();
mContents = 0;
}
mSize = size;
mUsage = usage;
if(size > 0)
{
const int padding = 1024; // For SIMD processing of vertices
mContents = new sw::Resource(size + padding);
if(!mContents)
{
return error(GL_OUT_OF_MEMORY);
}
if(data)
{
memcpy((void*)mContents->data(), data, size);
}
}
}
void Buffer::bufferSubData(const void *data, GLsizeiptr size, GLintptr offset)
{
if(mContents)
{
char *buffer = (char*)mContents->lock(sw::PUBLIC);
memcpy(buffer + offset, data, size);
mContents->unlock();
}
}
sw::Resource *Buffer::getResource()
{
return mContents;
}
}