/* Copyright (C) 2024 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Buffer.h" #include "lib/code_annotation.h" #include "lib/config2.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "renderer/backend/gl/Device.h" #include "renderer/backend/gl/Texture.h" namespace Renderer { namespace Backend { namespace GL { // static std::unique_ptr CBuffer::Create( CDevice* device, const char* name, const Type type, const uint32_t size, const uint32_t usage) { ENSURE(type == Type::VERTEX || type == Type::INDEX); std::unique_ptr buffer(new CBuffer()); buffer->m_Device = device; buffer->m_Type = type; buffer->m_Size = size; buffer->m_Usage = usage; glGenBuffersARB(1, &buffer->m_Handle); const GLenum target = type == Type::INDEX ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER; glBindBufferARB(target, buffer->m_Handle); glBufferDataARB(target, size, nullptr, (usage & IBuffer::Usage::DYNAMIC) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); #if !CONFIG2_GLES if (buffer->m_Device->GetCapabilities().debugLabels) { glObjectLabel(GL_BUFFER, buffer->m_Handle, -1, name); } #else UNUSED2(name); #endif glBindBufferARB(target, 0); return buffer; } CBuffer::CBuffer() = default; CBuffer::~CBuffer() { if (m_Handle) glDeleteBuffersARB(1, &m_Handle); } IDevice* CBuffer::GetDevice() { return m_Device; } } // namespace GL } // namespace Backend } // namespace Renderer