//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsGLPrerequisites.h" #include "RenderAPI/BsGpuBuffer.h" #include "BsGLBuffer.h" namespace bs { namespace ct { /** @addtogroup GL * @{ */ /** OpenGL implementation of a generic GPU buffer. */ class GLGpuBuffer : public GpuBuffer { public: ~GLGpuBuffer(); /** @copydoc GpuBuffer::lock */ void* lock(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 deviceIdx = 0, UINT32 queueIdx = 0) override; /** @copydoc GpuBuffer::unlock */ void unlock() override; /** @copydoc GpuBuffer::readData */ void readData(UINT32 offset, UINT32 length, void* dest, UINT32 deviceIdx = 0, UINT32 queueIdx = 0) override; /** @copydoc GpuBuffer::writeData */ void writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags = BWT_NORMAL, UINT32 queueIdx = 0) override; /** @copydoc GpuBuffer::copyData */ void copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer = false, const SPtr& commandBuffer = nullptr) override; /** * Returns internal OpenGL buffer ID. If binding the buffer to the pipeline, bind the texture using * getGLTextureId() instead. */ GLuint getGLBufferId() const { return mBuffer.getGLBufferId(); } /** Returns internal OpenGL texture ID. */ GLuint getGLTextureId() const { return mTextureID; } /** Returns the internal OpenGL format used by the elements of the buffer. */ GLuint getGLFormat() const { return mFormat; } protected: friend class GLHardwareBufferManager; GLGpuBuffer(const GPU_BUFFER_DESC& desc, GpuDeviceFlags deviceMask); /** @copydoc GpuBuffer::initialize */ void initialize() override; GLuint mTextureID; GLBuffer mBuffer; GLenum mFormat; }; /** @} */ }}