text: /*
  -----------------------------------------------------------------------------
  This source file is part of OGRE
  (Object-oriented Graphics Rendering Engine)
  For the latest info, see http://www.ogre3d.org/
  
  Copyright (c) 2000-2011 Torus Knot Software Ltd
  
  Permission is hereby granted, free of charge, to any person obtaining a copy
  of this software and associated documentation files (the "Software"), to deal
  in the Software without restriction, including without limitation the rights
  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  copies of the Software, and to permit persons to whom the Software is
  furnished to do so, subject to the following conditions:
  
  The above copyright notice and this permission notice shall be included in
  all copies or substantial portions of the Software.
  
  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  THE SOFTWARE.
  -----------------------------------------------------------------------------
  */
  #include "OgreGLDefaultHardwareBufferManager.h"
  #include "OgreException.h"
  
  namespace Ogre {
  
  	GLDefaultHardwareVertexBuffer::GLDefaultHardwareVertexBuffer(size_t vertexSize, size_t numVertices, 
  																 HardwareBuffer::Usage usage)
  	: HardwareVertexBuffer(0, vertexSize, numVertices, usage, true, false) // always software, never shadowed
  	{
          mpData = static_cast<unsigned char*>(OGRE_MALLOC_SIMD(mSizeInBytes, MEMCATEGORY_GEOMETRY));
  	}
  	//-----------------------------------------------------------------------
  	GLDefaultHardwareVertexBuffer::GLDefaultHardwareVertexBuffer(HardwareBufferManagerBase* mgr, size_t vertexSize, size_t numVertices, 
  		HardwareBuffer::Usage usage)
          : HardwareVertexBuffer(mgr, vertexSize, numVertices, usage, true, false) // always software, never shadowed
  	{
          mpData = static_cast<unsigned char*>(OGRE_MALLOC_SIMD(mSizeInBytes, MEMCATEGORY_GEOMETRY));
  	}
  	//-----------------------------------------------------------------------
      GLDefaultHardwareVertexBuffer::~GLDefaultHardwareVertexBuffer()
  	{
  		OGRE_FREE_SIMD(mpData, MEMCATEGORY_GEOMETRY);
  	}
  	//-----------------------------------------------------------------------
      void* GLDefaultHardwareVertexBuffer::lockImpl(size_t offset, size_t length, LockOptions options)
  	{
          // Only for use internally, no 'locking' as such
  		return mpData + offset;
  	}
  	//-----------------------------------------------------------------------
  	void GLDefaultHardwareVertexBuffer::unlockImpl(void)
  	{
          // Nothing to do
  	}
  	//-----------------------------------------------------------------------
      void* GLDefaultHardwareVertexBuffer::lock(size_t offset, size_t length, LockOptions options)
  	{
          mIsLocked = true;
  		return mpData + offset;
  	}
  	//-----------------------------------------------------------------------
  	void GLDefaultHardwareVertexBuffer::unlock(void)
  	{
          mIsLocked = false;
          // Nothing to do
  	}
  	//-----------------------------------------------------------------------
      void GLDefaultHardwareVertexBuffer::readData(size_t offset, size_t length, void* pDest)
  	{
  		assert((offset + length) <= mSizeInBytes);
  		memcpy(pDest, mpData + offset, length);
  	}
  	//-----------------------------------------------------------------------
      void GLDefaultHardwareVertexBuffer::writeData(size_t offset, size_t length, const void* pSource,
  			bool discardWholeBuffer)
  	{
  		assert((offset + length) <= mSizeInBytes);
  		// ignore discard, memory is not guaranteed to be zeroised
  		memcpy(mpData + offset, pSource, length);
  
  	}
  	//-----------------------------------------------------------------------
  
  	GLDefaultHardwareIndexBuffer::GLDefaultHardwareIndexBuffer(IndexType idxType, 
  		size_t numIndexes, HardwareBuffer::Usage usage) 
  		: HardwareIndexBuffer(0, idxType, numIndexes, usage, true, false) // always software, never shadowed
  	{
  		mpData = new unsigned char[mSizeInBytes];
  	}
  	//-----------------------------------------------------------------------
      GLDefaultHardwareIndexBuffer::~GLDefaultHardwareIndexBuffer()
  	{
  		delete [] mpData;
  	}
  	//-----------------------------------------------------------------------
      void* GLDefaultHardwareIndexBuffer::lockImpl(size_t offset, size_t length, LockOptions options)
  	{
          // Only for use internally, no 'locking' as such
  		return mpData + offset;
  	}
  	//-----------------------------------------------------------------------
  	void GLDefaultHardwareIndexBuffer::unlockImpl(void)
  	{
          // Nothing to do
  	}
  	//-----------------------------------------------------------------------
      void* GLDefaultHardwareIndexBuffer::lock(size_t offset, size_t length, LockOptions options)
  	{
          mIsLocked = true;
  		return mpData + offset;
  	}
  	//-----------------------------------------------------------------------
  	void GLDefaultHardwareIndexBuffer::unlock(void)
  	{
          mIsLocked = false;
          // Nothing to do
  	}
  	//-----------------------------------------------------------------------
      void GLDefaultHardwareIndexBuffer::readData(size_t offset, size_t length, void* pDest)
  	{
  		assert((offset + length) <= mSizeInBytes);
  		memcpy(pDest, mpData + offset, length);
  	}
  	//-----------------------------------------------------------------------
      void GLDefaultHardwareIndexBuffer::writeData(size_t offset, size_t length, const void* pSource,
  			bool discardWholeBuffer)
  	{
  		assert((offset + length) <= mSizeInBytes);
  		// ignore discard, memory is not guaranteed to be zeroised
  		memcpy(mpData + offset, pSource, length);
  
  	}
  	//-----------------------------------------------------------------------
  	
  	
      //-----------------------------------------------------------------------
      GLDefaultHardwareBufferManagerBase::GLDefaultHardwareBufferManagerBase()
  	{
  	}
      //-----------------------------------------------------------------------
      GLDefaultHardwareBufferManagerBase::~GLDefaultHardwareBufferManagerBase()
  	{
          destroyAllDeclarations();
          destroyAllBindings();
  	}
      //-----------------------------------------------------------------------
  	HardwareVertexBufferSharedPtr 
          GLDefaultHardwareBufferManagerBase::createVertexBuffer(size_t vertexSize, 
  		size_t numVerts, HardwareBuffer::Usage usage, bool useShadowBuffer)
  	{
  		return HardwareVertexBufferSharedPtr(
  			new GLDefaultHardwareVertexBuffer(this, vertexSize, numVerts, usage));
  	}
      //-----------------------------------------------------------------------
  	HardwareIndexBufferSharedPtr 
          GLDefaultHardwareBufferManagerBase::createIndexBuffer(HardwareIndexBuffer::IndexType itype, 
  		size_t numIndexes, HardwareBuffer::Usage usage, bool useShadowBuffer)
  	{
  		return HardwareIndexBufferSharedPtr(
  			new GLDefaultHardwareIndexBuffer(itype, numIndexes, usage) );
  	}
      //-----------------------------------------------------------------------
  	RenderToVertexBufferSharedPtr 
  		GLDefaultHardwareBufferManagerBase::createRenderToVertexBuffer()
  	{
  		OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, 
  				"Cannot create RenderToVertexBuffer in GLDefaultHardwareBufferManagerBase", 
  				"GLDefaultHardwareBufferManagerBase::createRenderToVertexBuffer");
  	}
  }
  