///////////////////////////////////////////////////////////////////////////////
// Allocate: try to allocate a buffer of given number of vertices (each of 
// given size), with the given type, and using the given texture - return null 
// if no free chunks available
CVertexBuffer::VBChunk* CVertexBufferManager::Allocate(size_t vertexSize, size_t numVertices, GLenum usage, GLenum target, void* backingStore)
{
	CVertexBuffer::VBChunk* result=0;

	ENSURE(usage == GL_STREAM_DRAW || usage == GL_STATIC_DRAW || usage == GL_DYNAMIC_DRAW);

	ENSURE(target == GL_ARRAY_BUFFER || target == GL_ELEMENT_ARRAY_BUFFER);

	if (CVertexBuffer::UseStreaming(usage))
		ENSURE(backingStore != NULL);

	// TODO, RC - run some sanity checks on allocation request

	typedef std::list<CVertexBuffer*>::iterator Iter;

#if DUMP_VB_STATS
	debug_printf("\n============================\n# allocate vsize=%d nverts=%d\n\n", vertexSize, numVertices);
	for (Iter iter = m_Buffers.begin(); iter != m_Buffers.end(); ++iter) {
		CVertexBuffer* buffer = *iter;
		if (buffer->CompatibleVertexType(vertexSize, usage, target))
		{
			debug_printf("%p\n", buffer);
			buffer->DumpStatus();
		}
	}
#endif

	// iterate through all existing buffers testing for one that'll 
	// satisfy the allocation
	for (Iter iter = m_Buffers.begin(); iter != m_Buffers.end(); ++iter) {
		CVertexBuffer* buffer = *iter;
		result = buffer->Allocate(vertexSize, numVertices, usage, target, backingStore);
		if (result)
			return result;
	}

	// got this far; need to allocate a new buffer
	CVertexBuffer* buffer = new CVertexBuffer(vertexSize, usage, target);
	m_Buffers.push_front(buffer);
	result = buffer->Allocate(vertexSize, numVertices, usage, target, backingStore);
	
	if (!result)
	{
		LOGERROR("Failed to create VBOs (%lu*%lu)", (unsigned long)vertexSize, (unsigned long)numVertices);
	}

	return result;
}