Files
ppsspp/Common/GPU/OpenGL/GLMemory.h
T

182 lines
4.3 KiB
C++

#pragma once
#include <vector>
#include <cstdint>
#include <cstring>
#include "Common/GPU/OpenGL/GLCommon.h"
#include "Common/Log.h"
enum class GLBufferStrategy {
SUBDATA = 0,
MASK_FLUSH = 0x10,
MASK_INVALIDATE = 0x20,
// Map/unmap the buffer each frame.
FRAME_UNMAP = 1,
// Map/unmap and also invalidate the buffer on map.
INVALIDATE_UNMAP = MASK_INVALIDATE,
// Map/unmap and explicitly flushed changed ranges.
FLUSH_UNMAP = MASK_FLUSH,
// Map/unmap, invalidate on map, and explicit flush.
FLUSH_INVALIDATE_UNMAP = MASK_FLUSH | MASK_INVALIDATE,
};
static inline int operator &(const GLBufferStrategy &lhs, const GLBufferStrategy &rhs) {
return (int)lhs & (int)rhs;
}
class GLRBuffer {
public:
GLRBuffer(GLuint target, size_t size) : target_(target), size_((int)size) {}
~GLRBuffer() {
if (buffer_) {
glDeleteBuffers(1, &buffer_);
}
}
void *Map(GLBufferStrategy strategy);
bool Unmap();
bool Mapped() const {
return mapped_;
}
GLuint buffer_ = 0;
GLuint target_;
int size_;
private:
bool mapped_ = false;
bool hasStorage_ = false;
};
class GLRenderManager;
// Similar to VulkanPushBuffer but is currently less efficient - it collects all the data in
// RAM then does a big memcpy/buffer upload at the end of the frame. This is at least a lot
// faster than the hundreds of buffer uploads or memory array buffers we used before.
// On modern GL we could avoid the copy using glBufferStorage but not sure it's worth the
// trouble.
// We need to manage the lifetime of this together with the other resources so its destructor
// runs on the render thread.
class GLPushBuffer {
public:
friend class GLRenderManager;
struct BufInfo {
GLRBuffer *buffer = nullptr;
uint8_t *localMemory = nullptr;
uint8_t *deviceMemory = nullptr;
size_t flushOffset = 0;
size_t size;
};
GLPushBuffer(GLRenderManager *render, GLuint target, size_t size);
~GLPushBuffer();
void Reset() { offset_ = 0; }
private:
// Needs context in case of defragment.
void Begin() {
buf_ = 0;
offset_ = 0;
// Note: we must defrag because some buffers may be smaller than size_.
Defragment();
Map();
_dbg_assert_(writePtr_);
}
void BeginNoReset() {
Map();
}
void End() {
Unmap();
}
public:
void Map();
void Unmap();
bool IsReady() const {
return writePtr_ != nullptr;
}
// When using the returned memory, make sure to bind the returned vkbuf.
// This will later allow for handling overflow correctly.
size_t Allocate(size_t numBytes, GLRBuffer **vkbuf) {
size_t out = offset_;
if (offset_ + ((numBytes + 3) & ~3) >= size_) {
NextBuffer(numBytes);
out = offset_;
offset_ += (numBytes + 3) & ~3;
} else {
offset_ += (numBytes + 3) & ~3; // Round up to 4 bytes.
}
*vkbuf = buffers_[buf_].buffer;
return out;
}
// Returns the offset that should be used when binding this buffer to get this data.
size_t Push(const void *data, size_t size, GLRBuffer **vkbuf) {
_dbg_assert_(writePtr_);
size_t off = Allocate(size, vkbuf);
memcpy(writePtr_ + off, data, size);
return off;
}
uint32_t PushAligned(const void *data, size_t size, int align, GLRBuffer **vkbuf) {
_dbg_assert_(writePtr_);
offset_ = (offset_ + align - 1) & ~(align - 1);
size_t off = Allocate(size, vkbuf);
memcpy(writePtr_ + off, data, size);
return (uint32_t)off;
}
size_t GetOffset() const {
return offset_;
}
// "Zero-copy" variant - you can write the data directly as you compute it.
// Recommended.
void *Push(size_t size, uint32_t *bindOffset, GLRBuffer **vkbuf) {
_dbg_assert_(writePtr_);
size_t off = Allocate(size, vkbuf);
*bindOffset = (uint32_t)off;
return writePtr_ + off;
}
void *PushAligned(size_t size, uint32_t *bindOffset, GLRBuffer **vkbuf, int align) {
_dbg_assert_(writePtr_);
offset_ = (offset_ + align - 1) & ~(align - 1);
size_t off = Allocate(size, vkbuf);
*bindOffset = (uint32_t)off;
return writePtr_ + off;
}
size_t GetTotalSize() const;
void Destroy(bool onRenderThread);
void Flush();
protected:
void MapDevice(GLBufferStrategy strategy);
void UnmapDevice();
private:
bool AddBuffer();
void NextBuffer(size_t minSize);
void Defragment();
GLRenderManager *render_;
std::vector<BufInfo> buffers_;
size_t buf_ = 0;
size_t offset_ = 0;
size_t size_ = 0;
uint8_t *writePtr_ = nullptr;
GLuint target_;
GLBufferStrategy strategy_ = GLBufferStrategy::SUBDATA;
};