#include <stdexcept>
+#include <msp/gl/extensions/arb_direct_state_access.h>
+#include <msp/gl/extensions/arb_map_buffer_range.h>
#include "buffer.h"
#include "error.h"
-#include "mesh.h"
#include "misc.h"
+#include "vertexsetup.h"
using namespace std;
{
require_buffer_type(type);
- glGenBuffers(1, &id);
+ if(ARB_direct_state_access)
+ glCreateBuffers(1, &id);
+ else
+ glGenBuffers(1, &id);
}
Buffer::~Buffer()
void Buffer::set_usage(BufferUsage u)
{
+ // TODO OpenGL ES 2.0 doesn't support read or copy usages
usage = u;
}
void Buffer::data(unsigned sz, const void *d)
{
- BindRestore _bind(this, type);
- glBufferData(type, sz, d, usage);
+ if(ARB_direct_state_access)
+ glNamedBufferData(id, sz, d, usage);
+ else
+ {
+ BindRestore _bind(this, type);
+ glBufferData(type, sz, d, usage);
+ }
size = sz;
}
void Buffer::sub_data(unsigned off, unsigned sz, const void *d)
{
- BindRestore _bind(this, type);
- glBufferSubData(type, off, sz, d);
+ if(ARB_direct_state_access)
+ glNamedBufferSubData(id, off, sz, d);
+ else
+ {
+ BindRestore _bind(this, type);
+ glBufferSubData(type, off, sz, d);
+ }
}
BufferRange *Buffer::create_range(unsigned s, unsigned o)
void *Buffer::map(BufferAccess access)
{
- BindRestore _bind(this, type);
- return glMapBuffer(type, access);
+ if(ARB_map_buffer_range)
+ {
+ GLenum access_bits = 0;
+ if(access==READ_ONLY)
+ access_bits = GL_MAP_READ_BIT;
+ else if(access==WRITE_ONLY)
+ access_bits = GL_MAP_WRITE_BIT;
+ else if(access==READ_WRITE)
+ access_bits = GL_MAP_READ_BIT|GL_MAP_WRITE_BIT;
+ if(ARB_direct_state_access)
+ return glMapNamedBufferRange(id, 0, size, access_bits);
+ else
+ {
+ BindRestore _bind(this, type);
+ return glMapBufferRange(type, 0, size, access_bits);
+ }
+ }
+ else if(ARB_direct_state_access)
+ return glMapNamedBuffer(id, access);
+ else if(OES_mapbuffer)
+ {
+ BindRestore _bind(this, type);
+ return glMapBuffer(type, access);
+ }
+ else
+ throw invalid_operation("Buffer::map");
}
bool Buffer::unmap()
{
- BindRestore _bind(this, type);
- return glUnmapBuffer(type);
+ // TODO check if it's mapped
+ if(ARB_direct_state_access)
+ return glUnmapNamedBuffer(id);
+ else if(OES_mapbuffer)
+ {
+ BindRestore _bind(this, type);
+ return glUnmapBuffer(type);
+ }
+ else
+ return true;
}
void Buffer::bind_to(BufferType t) const
if(t!=type)
require_buffer_type(t);
if(t==ELEMENT_ARRAY_BUFFER)
- if(const Mesh *m = Mesh::current())
+ if(const VertexSetup *vs = VertexSetup::current())
{
- // Don't change the binding in a mesh's vertex array object
- if(this==m->get_index_buffer())
+ // Don't change the binding in a vertex array object
+ if(this==vs->get_index_buffer())
return;
throw invalid_operation("Buffer::bind_to(ELEMENT_ARRAY_BUFFER)");
}
const Buffer *Buffer::current(BufferType t)
{
if(t==ELEMENT_ARRAY_BUFFER)
- if(const Mesh *m = Mesh::current())
- return m->get_index_buffer();
+ if(const VertexSetup *vs = VertexSetup::current())
+ return vs->get_index_buffer();
return binding(t);
}
void Buffer::unbind_from(BufferType type)
{
- if(type==ELEMENT_ARRAY_BUFFER && Mesh::current())
+ if(type==ELEMENT_ARRAY_BUFFER && VertexSetup::current())
throw invalid_operation("Buffer::unbind_from(ELEMENT_ARRAY_BUFFER)");
if(set_current(type, 0))
glBindBuffer(type, 0);