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path: root/Graphics/GraphicsEngineOpenGL/src/BufferViewGLImpl.cpp
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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.
 */

#include "pch.h"

#include "BufferViewGLImpl.hpp"

#include "RenderDeviceGLImpl.hpp"
#include "DeviceContextGLImpl.hpp"
#include "BufferGLImpl.hpp"

#include "GLTypeConversions.hpp"

namespace Diligent
{
BufferViewGLImpl::BufferViewGLImpl(IReferenceCounters*   pRefCounters,
                                   RenderDeviceGLImpl*   pDevice,
                                   IDeviceContext*       pContext,
                                   const BufferViewDesc& ViewDesc,
                                   BufferGLImpl*         pBuffer,
                                   bool                  bIsDefaultView) :
    // clang-format off
    TBuffViewBase
    {
        pRefCounters,
        pDevice,
        ViewDesc,
        pBuffer,
        bIsDefaultView
    },
    m_GLTexBuffer{false}
// clang-format on
{
    const auto& BuffDesc = pBuffer->GetDesc();
    if ((ViewDesc.ViewType == BUFFER_VIEW_SHADER_RESOURCE || ViewDesc.ViewType == BUFFER_VIEW_UNORDERED_ACCESS) &&
        (BuffDesc.Mode == BUFFER_MODE_FORMATTED || BuffDesc.Mode == BUFFER_MODE_RAW))
    {
#ifdef _MSC_VER
#    pragma warning(push)
#    pragma warning(disable : 4127) // conditional expression is constant
#endif
        VERIFY(GL_TEXTURE_BUFFER != 0, "GL texture buffers are not supported");
#ifdef _MSC_VER
#    pragma warning(pop)
#endif

        auto* pContextGL   = ValidatedCast<DeviceContextGLImpl>(pContext);
        auto& ContextState = pContextGL->GetContextState();

        m_GLTexBuffer.Create();
        ContextState.BindTexture(-1, GL_TEXTURE_BUFFER, m_GLTexBuffer);

        const auto& BuffFmt  = ViewDesc.Format;
        GLenum      GLFormat = 0;
        if (BuffDesc.Mode == BUFFER_MODE_FORMATTED || BuffFmt.ValueType != VT_UNDEFINED)
        {
            GLFormat = TypeToGLTexFormat(BuffFmt.ValueType, BuffFmt.NumComponents, BuffFmt.IsNormalized);
        }
        else
        {
            GLFormat = GL_R32UI;
        }

        if (ViewDesc.ByteOffset == 0 && ViewDesc.ByteWidth == BuffDesc.uiSizeInBytes)
            glTexBuffer(GL_TEXTURE_BUFFER, GLFormat, pBuffer->GetGLHandle());
        else
        {
#if GL_ARB_texture_buffer_range
            glTexBufferRange(GL_TEXTURE_BUFFER, GLFormat, pBuffer->GetGLHandle(), ViewDesc.ByteOffset, ViewDesc.ByteWidth);
#else
            LOG_ERROR_AND_THROW("Unable to create view '", ViewDesc.Name, "' for buffer '", BuffDesc.Name,
                                "' because GL_ARB_texture_buffer_range extension is not available. "
                                "Only full-buffer views can be created on this device.");
#endif
        }
        CHECK_GL_ERROR_AND_THROW("Failed to create texture buffer");

        ContextState.BindTexture(-1, GL_TEXTURE_BUFFER, GLObjectWrappers::GLTextureObj(false));
    }
}

IMPLEMENT_QUERY_INTERFACE(BufferViewGLImpl, IID_BufferViewGL, TBuffViewBase)

BufferViewGLImpl::~BufferViewGLImpl()
{
}

} // namespace Diligent