/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2011 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #include "CmGLDefaultHardwareBufferManager.h" #include "CmException.h" namespace CamelotEngine { GLDefaultHardwareVertexBuffer::GLDefaultHardwareVertexBuffer(size_t vertexSize, size_t numVertices, HardwareBuffer::Usage usage) : HardwareVertexBuffer(0, vertexSize, numVertices, usage, true, false) // always software, never shadowed { mpData = static_cast(_aligned_malloc(mSizeInBytes, CM_SIMD_ALIGNMENT)); } //----------------------------------------------------------------------- GLDefaultHardwareVertexBuffer::GLDefaultHardwareVertexBuffer(HardwareBufferManagerBase* mgr, size_t vertexSize, size_t numVertices, HardwareBuffer::Usage usage) : HardwareVertexBuffer(mgr, vertexSize, numVertices, usage, true, false) // always software, never shadowed { mpData = static_cast(_aligned_malloc(mSizeInBytes, CM_SIMD_ALIGNMENT)); } //----------------------------------------------------------------------- GLDefaultHardwareVertexBuffer::~GLDefaultHardwareVertexBuffer() { _aligned_free(mpData); } //----------------------------------------------------------------------- void* GLDefaultHardwareVertexBuffer::lockImpl(size_t offset, size_t length, LockOptions options) { // Only for use internally, no 'locking' as such return mpData + offset; } //----------------------------------------------------------------------- void GLDefaultHardwareVertexBuffer::unlockImpl(void) { // Nothing to do } //----------------------------------------------------------------------- void* GLDefaultHardwareVertexBuffer::lock(size_t offset, size_t length, LockOptions options) { mIsLocked = true; return mpData + offset; } //----------------------------------------------------------------------- void GLDefaultHardwareVertexBuffer::unlock(void) { mIsLocked = false; // Nothing to do } //----------------------------------------------------------------------- void GLDefaultHardwareVertexBuffer::readData(size_t offset, size_t length, void* pDest) { assert((offset + length) <= mSizeInBytes); memcpy(pDest, mpData + offset, length); } //----------------------------------------------------------------------- void GLDefaultHardwareVertexBuffer::writeData(size_t offset, size_t length, const void* pSource, bool discardWholeBuffer) { assert((offset + length) <= mSizeInBytes); // ignore discard, memory is not guaranteed to be zeroised memcpy(mpData + offset, pSource, length); } //----------------------------------------------------------------------- GLDefaultHardwareIndexBuffer::GLDefaultHardwareIndexBuffer(IndexType idxType, size_t numIndexes, HardwareBuffer::Usage usage) : HardwareIndexBuffer(0, idxType, numIndexes, usage, true, false) // always software, never shadowed { mpData = new unsigned char[mSizeInBytes]; } //----------------------------------------------------------------------- GLDefaultHardwareIndexBuffer::~GLDefaultHardwareIndexBuffer() { delete [] mpData; } //----------------------------------------------------------------------- void* GLDefaultHardwareIndexBuffer::lockImpl(size_t offset, size_t length, LockOptions options) { // Only for use internally, no 'locking' as such return mpData + offset; } //----------------------------------------------------------------------- void GLDefaultHardwareIndexBuffer::unlockImpl(void) { // Nothing to do } //----------------------------------------------------------------------- void* GLDefaultHardwareIndexBuffer::lock(size_t offset, size_t length, LockOptions options) { mIsLocked = true; return mpData + offset; } //----------------------------------------------------------------------- void GLDefaultHardwareIndexBuffer::unlock(void) { mIsLocked = false; // Nothing to do } //----------------------------------------------------------------------- void GLDefaultHardwareIndexBuffer::readData(size_t offset, size_t length, void* pDest) { assert((offset + length) <= mSizeInBytes); memcpy(pDest, mpData + offset, length); } //----------------------------------------------------------------------- void GLDefaultHardwareIndexBuffer::writeData(size_t offset, size_t length, const void* pSource, bool discardWholeBuffer) { assert((offset + length) <= mSizeInBytes); // ignore discard, memory is not guaranteed to be zeroised memcpy(mpData + offset, pSource, length); } //----------------------------------------------------------------------- //----------------------------------------------------------------------- GLDefaultHardwareBufferManagerBase::GLDefaultHardwareBufferManagerBase() { } //----------------------------------------------------------------------- GLDefaultHardwareBufferManagerBase::~GLDefaultHardwareBufferManagerBase() { destroyAllDeclarations(); destroyAllBindings(); } //----------------------------------------------------------------------- HardwareVertexBufferPtr GLDefaultHardwareBufferManagerBase::createVertexBuffer(size_t vertexSize, size_t numVerts, HardwareBuffer::Usage usage, bool useShadowBuffer) { return HardwareVertexBufferPtr( new GLDefaultHardwareVertexBuffer(this, vertexSize, numVerts, usage)); } //----------------------------------------------------------------------- HardwareIndexBufferPtr GLDefaultHardwareBufferManagerBase::createIndexBuffer(HardwareIndexBuffer::IndexType itype, size_t numIndexes, HardwareBuffer::Usage usage, bool useShadowBuffer) { return HardwareIndexBufferPtr( new GLDefaultHardwareIndexBuffer(itype, numIndexes, usage) ); } }