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- #include "BsGLHardwareBufferManager.h"
- #include "BsGLVertexBuffer.h"
- #include "BsGLIndexBuffer.h"
- #include "BsGLGpuBuffer.h"
- #include "BsHardwareBuffer.h"
- #include "BsGLGpuParamBlockBuffer.h"
- #include "BsRenderAPI.h"
- #include "BsRenderAPICapabilities.h"
- namespace BansheeEngine
- {
- SPtr<VertexBufferCore> GLHardwareBufferCoreManager::createVertexBufferInternal(UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut)
- {
- SPtr<GLVertexBufferCore> ret = bs_shared_ptr_new<GLVertexBufferCore>(vertexSize, numVerts, usage, streamOut);
- ret->_setThisPtr(ret);
- return ret;
- }
- SPtr<IndexBufferCore> GLHardwareBufferCoreManager::createIndexBufferInternal(IndexType itype, UINT32 numIndexes, GpuBufferUsage usage)
- {
- SPtr<GLIndexBufferCore> ret = bs_shared_ptr_new<GLIndexBufferCore>(itype, numIndexes, usage);
- ret->_setThisPtr(ret);
- return ret;
- }
- SPtr<GpuParamBlockBufferCore> GLHardwareBufferCoreManager::createGpuParamBlockBufferInternal(UINT32 size, GpuParamBlockUsage usage)
- {
- GLGpuParamBlockBufferCore* paramBlockBuffer = new (bs_alloc<GLGpuParamBlockBufferCore>()) GLGpuParamBlockBufferCore(size, usage);
- SPtr<GpuParamBlockBufferCore> paramBlockBufferPtr = bs_shared_ptr<GLGpuParamBlockBufferCore>(paramBlockBuffer);
- paramBlockBufferPtr->_setThisPtr(paramBlockBufferPtr);
- return paramBlockBufferPtr;
- }
- SPtr<GpuBufferCore> GLHardwareBufferCoreManager::createGpuBufferInternal(UINT32 elementCount, UINT32 elementSize,
- GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite, bool useCounter)
- {
- GLGpuBufferCore* buffer = new (bs_alloc<GLGpuBufferCore>()) GLGpuBufferCore(elementCount, elementSize, type, usage, randomGpuWrite, useCounter);
- SPtr<GpuBufferCore> bufferPtr = bs_shared_ptr<GLGpuBufferCore>(buffer);
- bufferPtr->_setThisPtr(bufferPtr);
- return bufferPtr;
- }
- 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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