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kc3-lang/angle/src/libGLESv2/Buffer.h

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  • Author : daniel@transgaming.com
    Date : 2010-07-28 19:21:12
    Hash : 9ecb9f9d
    Message : Sharing for buffer, texture and renderbuffer objects. TRAC #12496 Derive Renderbuffer, Texture and Buffer from RefCountObject. This class keeps a reference count for all objects that need cross-context reference counting, and also the object id. Restructure Renderbuffers to create a wrapper object and a storage object. Use BindingPointer for all binding points instead of binding by object id. Signed-off-by: Shannon Woods Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/trunk@364 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/Buffer.h
  • //
    // Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Buffer.h: Defines the gl::Buffer class, representing storage of vertex and/or
    // index data. Implements GL buffer objects and related functionality.
    // [OpenGL ES 2.0.24] section 2.9 page 21.
    
    #ifndef LIBGLESV2_BUFFER_H_
    #define LIBGLESV2_BUFFER_H_
    
    #include <cstddef>
    #include <vector>
    
    #define GL_APICALL
    #include <GLES2/gl2.h>
    
    #include "common/angleutils.h"
    #include "libGLESv2/RefCountObject.h"
    
    namespace gl
    {
    
    class Buffer : public RefCountObject
    {
      public:
        explicit Buffer(GLuint id);
    
        virtual ~Buffer();
    
        void bufferData(const void *data, GLsizeiptr size, GLenum usage);
        void bufferSubData(const void *data, GLsizeiptr size, GLintptr offset);
    
        void *data() { return mContents; }
        size_t size() const { return mSize; }
        GLenum usage() const { return mUsage; }
    
      private:
        DISALLOW_COPY_AND_ASSIGN(Buffer);
    
        GLubyte *mContents;
        size_t mSize;
        GLenum mUsage;
    };
    
    }
    
    #endif   // LIBGLESV2_BUFFER_H_