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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
#include "EngineGLImplTraits.hpp"
#include "BufferBase.hpp"
#include "BufferViewGLImpl.hpp" // Required by BufferBase
#include "GLObjectWrapper.hpp"
#include "AsyncWritableResource.hpp"
#include "GLContextState.hpp"
namespace Diligent
{
/// Buffer object implementation in OpenGL backend.
class BufferGLImpl final : public BufferBase<EngineGLImplTraits>, public AsyncWritableResource
{
public:
using TBufferBase = BufferBase<EngineGLImplTraits>;
BufferGLImpl(IReferenceCounters* pRefCounters,
FixedBlockMemoryAllocator& BuffViewObjMemAllocator,
RenderDeviceGLImpl* pDeviceGL,
const BufferDesc& BuffDesc,
GLContextState& CtxState,
const BufferData* pBuffData,
bool bIsDeviceInternal);
BufferGLImpl(IReferenceCounters* pRefCounters,
FixedBlockMemoryAllocator& BuffViewObjMemAllocator,
class RenderDeviceGLImpl* pDeviceGL,
const BufferDesc& BuffDesc,
GLContextState& CtxState,
GLuint GLHandle,
bool bIsDeviceInternal);
~BufferGLImpl();
/// Queries the specific interface, see IObject::QueryInterface() for details
virtual void DILIGENT_CALL_TYPE QueryInterface(const INTERFACE_ID& IID, IObject** ppInterface) override;
void UpdateData(GLContextState& CtxState, Uint32 Offset, Uint32 Size, const void* pData);
void CopyData(GLContextState& CtxState, BufferGLImpl& SrcBufferGL, Uint32 SrcOffset, Uint32 DstOffset, Uint32 Size);
void Map(GLContextState& CtxState, MAP_TYPE MapType, Uint32 MapFlags, PVoid& pMappedData);
void MapRange(GLContextState& CtxState, MAP_TYPE MapType, Uint32 MapFlags, Uint32 Offset, Uint32 Length, PVoid& pMappedData);
void Unmap(GLContextState& CtxState);
__forceinline void BufferMemoryBarrier(MEMORY_BARRIER RequiredBarriers, GLContextState& GLContextState);
const GLObjectWrappers::GLBufferObj& GetGLHandle() { return m_GlBuffer; }
/// Implementation of IBufferGL::GetGLBufferHandle().
virtual GLuint DILIGENT_CALL_TYPE GetGLBufferHandle() override final { return GetGLHandle(); }
/// Implementation of IBuffer::GetNativeHandle() in OpenGL backend.
virtual void* DILIGENT_CALL_TYPE GetNativeHandle() override final
{
return reinterpret_cast<void*>(static_cast<size_t>(GetGLBufferHandle()));
}
private:
virtual void CreateViewInternal(const struct BufferViewDesc& ViewDesc, IBufferView** ppView, bool bIsDefaultView) override;
friend class DeviceContextGLImpl;
friend class VAOCache;
GLObjectWrappers::GLBufferObj m_GlBuffer;
const Uint32 m_BindTarget;
const GLenum m_GLUsageHint;
};
void BufferGLImpl::BufferMemoryBarrier(MEMORY_BARRIER RequiredBarriers, GLContextState& GLState)
{
#if GL_ARB_shader_image_load_store
# ifdef DILIGENT_DEBUG
{
constexpr auto BufferBarriers = MEMORY_BARRIER_ALL_BUFFER_BARRIERS;
VERIFY((RequiredBarriers & BufferBarriers) != 0, "At least one buffer memory barrier flag should be set");
VERIFY((RequiredBarriers & ~BufferBarriers) == 0, "Inappropriate buffer memory barrier flag");
}
# endif
GLState.EnsureMemoryBarrier(RequiredBarriers, this);
#endif
}
} // namespace Diligent
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