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- #include "BsGLHardwareBufferManager.h"
- #include "BsGLVertexBuffer.h"
- #include "BsGLIndexBuffer.h"
- #include "BsGLGpuBuffer.h"
- #include "BsHardwareBuffer.h"
- #include "BsGLGpuParamBlockBuffer.h"
- #include "BsRenderSystem.h"
- #include "BsRenderSystemCapabilities.h"
- namespace BansheeEngine
- {
- GpuParamBlockBufferPtr GLHardwareBufferManager::createGpuParamBlockBufferImpl()
- {
- return bs_core_ptr<GLGpuParamBlockBuffer, PoolAlloc>(new (bs_alloc<GLGpuParamBlockBuffer, PoolAlloc>()) GLGpuParamBlockBuffer());
- }
- GpuBufferPtr GLHardwareBufferManager::createGpuBufferImpl(UINT32 elementCount, UINT32 elementSize,
- GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite, bool useCounter)
- {
- return bs_core_ptr<GLGpuBuffer, PoolAlloc>(new (bs_alloc<GLGpuBuffer, PoolAlloc>()) GLGpuBuffer(elementCount, elementSize, type, usage, randomGpuWrite, useCounter));
- }
- SPtr<VertexBufferCore> GLHardwareBufferCoreManager::createVertexBufferInternal(UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut)
- {
- return bs_shared_ptr<GLVertexBufferCore>(vertexSize, numVerts, usage, streamOut);
- }
- SPtr<IndexBufferCore> GLHardwareBufferCoreManager::createIndexBufferInternal(IndexType itype, UINT32 numIndexes, GpuBufferUsage usage)
- {
- return bs_shared_ptr<GLIndexBufferCore>(itype, numIndexes, usage);
- }
- GLenum GLHardwareBufferCoreManager::getGLUsage(GpuBufferUsage usage)
- {
- switch(usage)
- {
- case GBU_STATIC:
- return GL_STATIC_DRAW;
- case GBU_DYNAMIC:
- return GL_DYNAMIC_DRAW;
- default:
- return GL_DYNAMIC_DRAW;
- };
- }
- GLenum GLHardwareBufferCoreManager::getGLType(VertexElementType type)
- {
- switch(type)
- {
- case VET_FLOAT1:
- case VET_FLOAT2:
- case VET_FLOAT3:
- case VET_FLOAT4:
- return GL_FLOAT;
- case VET_SHORT1:
- case VET_SHORT2:
- case VET_SHORT3:
- case VET_SHORT4:
- return GL_SHORT;
- case VET_COLOR:
- case VET_COLOR_ABGR:
- case VET_COLOR_ARGB:
- case VET_UBYTE4:
- return GL_UNSIGNED_BYTE;
- default:
- return 0;
- };
- }
- }
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