/* * Copyright 2019-2021 Diligent Graphics LLC * Copyright 2015-2019 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #pragma once namespace Diligent { enum MEMORY_BARRIER : Uint32 { MEMORY_BARRIER_NONE = 0, MEMORY_BARRIER_ALL = GL_ALL_BARRIER_BITS, // Buffer barriers. // Driver does not handle buffer write access in shader and write/read access to a persistent mapped memory. MEMORY_BARRIER_VERTEX_BUFFER = GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT, // map/storage -> vertex MEMORY_BARRIER_INDEX_BUFFER = GL_ELEMENT_ARRAY_BARRIER_BIT, // map/storage -> index MEMORY_BARRIER_UNIFORM_BUFFER = GL_UNIFORM_BARRIER_BIT, // map/storage -> uniform MEMORY_BARRIER_BUFFER_UPDATE = GL_BUFFER_UPDATE_BARRIER_BIT, // map/storage -> host read/write/map or copy MEMORY_BARRIER_CLIENT_MAPPED_BUFFER = GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT, // map/storage -> map, only for persistent mapped memory without GL_MAP_COHERENT_BIT MEMORY_BARRIER_STORAGE_BUFFER = GL_SHADER_STORAGE_BARRIER_BIT, // map/storage -> storage MEMORY_BARRIER_INDIRECT_BUFFER = GL_COMMAND_BARRIER_BIT, // map/storage -> indirect MEMORY_BARRIER_TEXEL_BUFFER = GL_TEXTURE_FETCH_BARRIER_BIT, // map/storage -> texel buffer fetch MEMORY_BARRIER_PIXEL_BUFFER = GL_PIXEL_BUFFER_BARRIER_BIT, // map/storage -> copy to/from texture MEMORY_BARRIER_IMAGE_BUFFER = GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, // map/storage -> image buffer MEMORY_BARRIER_ALL_BUFFER_BARRIERS = MEMORY_BARRIER_VERTEX_BUFFER | MEMORY_BARRIER_INDEX_BUFFER | MEMORY_BARRIER_UNIFORM_BUFFER | MEMORY_BARRIER_BUFFER_UPDATE | MEMORY_BARRIER_CLIENT_MAPPED_BUFFER | MEMORY_BARRIER_STORAGE_BUFFER | MEMORY_BARRIER_INDIRECT_BUFFER | MEMORY_BARRIER_TEXEL_BUFFER | MEMORY_BARRIER_IMAGE_BUFFER, // Texture barriers MEMORY_BARRIER_TEXTURE_FETCH = GL_TEXTURE_FETCH_BARRIER_BIT, // storage -> fetch MEMORY_BARRIER_STORAGE_IMAGE = GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, // storage -> storage MEMORY_BARRIER_TEXTURE_UPDATE = GL_TEXTURE_UPDATE_BARRIER_BIT, // storage -> host read/write or copy MEMORY_BARRIER_FRAMEBUFFER = GL_FRAMEBUFFER_BARRIER_BIT, // storage -> framebuffer MEMORY_BARRIER_ALL_TEXTURE_BARRIERS = MEMORY_BARRIER_TEXTURE_FETCH | MEMORY_BARRIER_STORAGE_IMAGE | MEMORY_BARRIER_TEXTURE_UPDATE | MEMORY_BARRIER_FRAMEBUFFER, }; DEFINE_FLAG_ENUM_OPERATORS(MEMORY_BARRIER); class AsyncWritableResource { public: AsyncWritableResource() noexcept {} void SetPendingMemoryBarriers(MEMORY_BARRIER Barriers) { m_PendingMemoryBarriers |= Barriers; } MEMORY_BARRIER GetPendingMemortBarriers() { return m_PendingMemoryBarriers; } private: friend class GLContextState; void ResetPendingMemoryBarriers(MEMORY_BARRIER Barriers) { m_PendingMemoryBarriers = Barriers; } void ClearPendingMemoryBarriers(MEMORY_BARRIER Barriers) { m_PendingMemoryBarriers &= ~Barriers; } MEMORY_BARRIER m_PendingMemoryBarriers = MEMORY_BARRIER_NONE; }; } // namespace Diligent