OpenSubdiv/opensubdiv/osd/glVertexBuffer.cpp
David G Yu 82988d04ad Updated EXT to ARB for GL direct_state_access
The ARB_direct_state_access API is more consistent with
the 4.5 and 4.6 core API and is also more widely supported.
2020-03-06 11:37:55 -08:00

125 lines
3.3 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#include "glLoader.h"
#include "../osd/glVertexBuffer.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
GLVertexBuffer::GLVertexBuffer(int numElements, int numVertices)
: _numElements(numElements),
_numVertices(numVertices),
_vbo(0) {
// Initialize internal OpenGL loader library if necessary
OpenSubdiv::internal::GLLoader::libraryInitializeGL();
}
GLVertexBuffer::~GLVertexBuffer() {
glDeleteBuffers(1, &_vbo);
}
GLVertexBuffer *
GLVertexBuffer::Create(int numElements, int numVertices, void *) {
GLVertexBuffer *instance =
new GLVertexBuffer(numElements, numVertices);
if (instance->allocate()) return instance;
delete instance;
return 0;
}
void
GLVertexBuffer::UpdateData(const float *src, int startVertex, int numVertices,
void * /*deviceContext*/) {
int size = numVertices * _numElements * sizeof(float);
#if defined(GL_ARB_direct_state_access)
if (OSD_OPENGL_HAS(ARB_direct_state_access)) {
glNamedBufferSubData(_vbo,
startVertex * _numElements * sizeof(float),
size, src);
} else
#endif
{
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferSubData(GL_ARRAY_BUFFER,
startVertex * _numElements * sizeof(float), size, src);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}
int
GLVertexBuffer::GetNumElements() const {
return _numElements;
}
int
GLVertexBuffer::GetNumVertices() const {
return _numVertices;
}
GLuint
GLVertexBuffer::BindVBO(void * /*deviceContext*/) {
return _vbo;
}
bool
GLVertexBuffer::allocate() {
int size = _numElements * _numVertices * sizeof(float);
#if defined(GL_ARB_direct_state_access)
if (OSD_OPENGL_HAS(ARB_direct_state_access)) {
glCreateBuffers(1, &_vbo);
glNamedBufferDataEXT(_vbo, size, 0, GL_DYNAMIC_DRAW);
} else
#endif
{
GLint prev = 0;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prev);
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, size, 0, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, prev);
}
return true;
}
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv