raze/source/common/rendering/gles/gles_buffers.h

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#pragma once
#include "buffers.h"
#ifdef _MSC_VER
// silence bogus warning C4250: 'GLVertexBuffer': inherits 'GLBuffer::GLBuffer::SetData' via dominance
// According to internet infos, the warning is erroneously emitted in this case.
#pragma warning(disable:4250)
#endif
namespace OpenGLESRenderer
{
class GLBuffer : virtual public IBuffer
{
protected:
const int mUseType;
unsigned int mBufferId = 0;
int mAllocationSize = 0;
bool mPersistent = false;
bool nomap = true;
GLsync mGLSync = 0;
bool isData = false;
char *memory = nullptr;
GLBuffer(int usetype);
~GLBuffer();
void SetData(size_t size, const void *data, BufferUsageType usage) override;
void SetSubData(size_t offset, size_t size, const void *data) override;
void Map() override;
void Unmap() override;
void Resize(size_t newsize) override;
void *Lock(unsigned int size) override;
void Unlock() override;
void GPUDropSync();
void GPUWaitSync();
public:
void Bind();
void Upload(size_t start, size_t end);
};
class GLVertexBuffer : public IVertexBuffer, public GLBuffer
{
// If this could use the modern (since GL 4.3) binding system, things would be simpler... :(
struct GLVertexBufferAttribute
{
int bindingpoint;
int format;
int size;
int offset;
};
int mNumBindingPoints;
GLVertexBufferAttribute mAttributeInfo[VATTR_MAX] = {}; // Thanks to OpenGL's state system this needs to contain info about every attribute that may ever be in use throughout the entire renderer.
size_t mStride = 0;
public:
GLVertexBuffer();
void SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs) override;
void Bind(int *offsets);
};
class GLIndexBuffer : public IIndexBuffer, public GLBuffer
{
public:
GLIndexBuffer();
};
class GLDataBuffer : public IDataBuffer, public GLBuffer
{
int mBindingPoint;
public:
GLDataBuffer(int bindingpoint, bool is_ssbo);
void BindRange(FRenderState* state, size_t start, size_t length);
void BindBase();
};
}