text: /*
  **  ClanLib SDK
  **  Copyright (c) 1997-2016 The ClanLib Team
  **
  **  This software is provided 'as-is', without any express or implied
  **  warranty.  In no event will the authors be held liable for any damages
  **  arising from the use of this software.
  **
  **  Permission is granted to anyone to use this software for any purpose,
  **  including commercial applications, and to alter it and redistribute it
  **  freely, subject to the following restrictions:
  **
  **  1. The origin of this software must not be misrepresented; you must not
  **     claim that you wrote the original software. If you use this software
  **     in a product, an acknowledgment in the product documentation would be
  **     appreciated but is not required.
  **  2. Altered source versions must be plainly marked as such, and must not be
  **     misrepresented as being the original software.
  **  3. This notice may not be removed or altered from any source distribution.
  **
  **  Note: Some of the libraries ClanLib may link to may have additional
  **  requirements or restrictions.
  **
  **  File Author(s):
  **
  **    Magnus Norddahl
  **    Mark Page
  */
  
  #include "GL/precomp.h"
  #include "gl3_pixel_buffer_provider.h"
  #include "gl3_graphic_context_provider.h"
  #include "API/GL/opengl_wrap.h"
  #include "API/Display/Render/shared_gc_data.h"
  
  namespace clan
  {
  	GL3PixelBufferProvider::GL3PixelBufferProvider()
  	{
  	}
  
  	GL3PixelBufferProvider::~GL3PixelBufferProvider()
  	{
  	}
  
  	void GL3PixelBufferProvider::create(const void *data, const Size &new_size, PixelBufferDirection direction, TextureFormat new_format, BufferUsage usage)
  	{
  		data_locked = false;
  		texture_format = new_format;
  		size = new_size;
  		if (direction == data_from_gpu)
  		{
  			selected_binding = GL_PIXEL_PACK_BUFFER_BINDING;
  			selected_target = GL_PIXEL_PACK_BUFFER;
  		}
  		else
  		{
  			selected_binding = GL_PIXEL_UNPACK_BUFFER_BINDING;
  			selected_target = GL_PIXEL_UNPACK_BUFFER;
  		}
  
  		int total_size = PixelBuffer::get_bytes_per_pixel(new_format);
  		bytes_per_pixel = total_size;
  		pitch = bytes_per_pixel * size.width;
  		total_size = pitch * size.height;
  
  		buffer.create(data, total_size, usage, selected_binding, selected_target);
  	}
  
  	void GL3PixelBufferProvider::upload_data(GraphicContext &gc, const Rect &dest_rect, const void *data)
  	{
  		// Handle the simple base
  		if ((dest_rect.left == 0) && (dest_rect.get_width() == size.width))
  		{
  			int offset = dest_rect.top * pitch;
  			int total_size = dest_rect.get_height() * pitch;
  			buffer.upload_data(gc, offset, data, total_size);
  		}
  		else
  		{
  			// Need to upload in blocks here
  			throw Exception("GL3PixelBufferProvider::upload_data() Implement me for this situation");
  		}
  	}
  
  	void *GL3PixelBufferProvider::get_data()
  	{
  		if (!data_locked)
  			throw Exception("lock() not called before get_data()");
  
  		return buffer.get_data();
  	}
  }
  