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| NULLBufferInterface (size_t vboPoolIdx) |
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| ~NULLBufferInterface () override |
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void | _firstUpload (const void *data, size_t elementStart, size_t elementCount) |
| Only use this function for the first upload. More...
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void | _notifyBuffer (BufferPacked *buffer) override |
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void | advanceFrame () override |
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void | copyTo (BufferInterface *dstBuffer, size_t dstOffsetBytes, size_t srcOffsetBytes, size_t sizeBytes) override |
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uint8 * | getNullDataPtr () |
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size_t | getVboPoolIndex () |
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void *RESTRICT_ALIAS_RETURN | map (size_t elementStart, size_t elementCount, MappingState prevMappingState, bool advanceFrame=true) override |
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void | nullDataPtr () |
| will null the data ptr so it wont be freed on destruction More...
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void | regressFrame () override |
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void | unmap (UnmapOptions unmapOption, size_t flushStartElem=0, size_t flushSizeElem=0) override |
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| BufferInterface () |
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virtual | ~BufferInterface () |
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virtual void | _ensureDelayedImmutableBuffersAreReady () |
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BufferPacked * | getBufferPacked () |
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void | upload (const void *data, size_t elementStart, size_t elementCount) |
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For GL3+, most (if not all) buffers, can be treated with the same code.
Hence most equivalent functionality is encapsulated here.