/* 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