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/*
* 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
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