/// <summary>
        /// </summary>
        protected override void UpdateFromShadow()
        {
            if (useShadowBuffer && shadowUpdated && !suppressHardwareUpdate)
            {
                var srcData = shadowBuffer.Lock(lockStart, lockSize, BufferLocking.ReadOnly);
                OpenGL.BindBuffer(All.ElementArrayBuffer, this._bufferId);
                GLES2Config.GlCheckError(this);

                var srcPtr = new IntPtr(srcData.Ptr);
                // Update whole buffer if possible, otherwise normal
                if (lockStart == 0 && lockSize == sizeInBytes)
                {
                    OpenGL.BufferData(All.ElementArrayBuffer, new IntPtr(sizeInBytes), srcPtr, GLES2HardwareBufferManager.GetGLUsage(usage));
                    GLES2Config.GlCheckError(this);
                }
                else
                {
                    OpenGL.BufferSubData(All.ElementArrayBuffer, new IntPtr(lockStart), new IntPtr(lockSize), srcPtr);
                    GLES2Config.GlCheckError(this);
                }
                shadowBuffer.Unlock();
                shadowUpdated = false;
            }
        }
        /// <summary>
        /// </summary>
        /// <param name="offset"> </param>
        /// <param name="length"> </param>
        /// <param name="src"> </param>
        /// <param name="discardWholeBuffer"> </param>
        public override void WriteData(int offset, int length, BufferBase src, bool discardWholeBuffer)
        {
            OpenGL.BindBuffer(All.ElementArrayBuffer, this._bufferId);
            GLES2Config.GlCheckError(this);
            // Update the shadow buffer
            if (useShadowBuffer)
            {
                var destData = shadowBuffer.Lock(offset, length, discardWholeBuffer ? BufferLocking.Discard : BufferLocking.Normal);
                Memory.Copy(src, destData, length);
                shadowBuffer.Unlock();
            }

            var srcPtr = src.Ptr;

            if (offset == 0 && length == sizeInBytes)
            {
                OpenGL.BufferData(All.ElementArrayBuffer, new IntPtr(sizeInBytes), ref srcPtr, GLES2HardwareBufferManager.GetGLUsage(usage));
                GLES2Config.GlCheckError(this);
            }
            else
            {
                if (discardWholeBuffer)
                {
                    OpenGL.BufferData(All.ElementArrayBuffer, new IntPtr(sizeInBytes), IntPtr.Zero, GLES2HardwareBufferManager.GetGLUsage(usage));
                    GLES2Config.GlCheckError(this);
                }
                // Now update the real buffer
                OpenGL.BufferSubData(All.ElementArrayBuffer, new IntPtr(offset), new IntPtr(length), ref srcPtr);
                GLES2Config.GlCheckError(this);
            }

            if (src.Ptr != srcPtr)
            {
                LogManager.Instance.Write("[GLES2] HardwareIndexBuffer.WriteData - buffer pointer modified by GL.BufferData.");
            }
        }
Beispiel #3
0
Datei: GL.cs Projekt: mortend/uno
 public void BufferSubData(GLBufferTarget target, int offset, int sizeInBytes, IntPtr data)
 {
     TKGL.BufferSubData((BufferTarget)target, (IntPtr)offset, sizeInBytes, data);
 }