//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #include "BsGLIndexBuffer.h" #include "BsGLHardwareBufferManager.h" #include "BsRenderStats.h" #include "BsException.h" namespace BansheeEngine { GLIndexBufferCore::GLIndexBufferCore(IndexType idxType, UINT32 numIndices, GpuBufferUsage usage) :IndexBufferCore(idxType, numIndices, usage) { } GLIndexBufferCore::~GLIndexBufferCore() { BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_IndexBuffer); } void GLIndexBufferCore::initialize() { mBuffer.initialize(GL_ELEMENT_ARRAY_BUFFER, mSizeInBytes, mUsage); BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_IndexBuffer); IndexBufferCore::initialize(); } void* GLIndexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options) { return mBuffer.lock(offset, length, options); } void GLIndexBufferCore::unlockImpl() { mBuffer.unlock(); } void GLIndexBufferCore::readData(UINT32 offset, UINT32 length, void* pDest) { mBuffer.readData(offset, length, pDest); } void GLIndexBufferCore::writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags) { mBuffer.writeData(offset, length, pSource, writeFlags); } }