//// Created by Bradley Austin Davis on 2016/05/15// Copyright 2013-2016 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//#include "GL45Backend.h"#include <gpu/gl/GLBuffer.h> namespace gpu { namespace gl45 { using namespace gpu::gl; class GL45Buffer : public GLBuffer { using Parent = GLBuffer; static GLuint allocate() { GLuint result; glCreateBuffers(1, &result); return result; } public: GL45Buffer(const std::weak_ptr<GLBackend>& backend, const Buffer& buffer, GLBuffer* original) : Parent(backend, buffer, allocate()) { glNamedBufferStorage(_buffer, _size == 0 ? 256 : _size, nullptr, GL_DYNAMIC_STORAGE_BIT); if (original && original->_size) { glCopyNamedBufferSubData(original->_buffer, _buffer, 0, 0, std::min(original->_size, _size)); } Backend::setGPUObject(buffer, this); } void transfer() override { Size offset; Size size; Size currentPage { 0 }; auto data = _gpuObject._renderSysmem.readData(); while (_gpuObject._renderPages.getNextTransferBlock(offset, size, currentPage)) { glNamedBufferSubData(_buffer, (GLintptr)offset, (GLsizeiptr)size, data + offset); } (void)CHECK_GL_ERROR(); _gpuObject._renderPages._flags &= ~PageManager::DIRTY; } };} } using namespace gpu;using namespace gpu::gl;using namespace gpu::gl45; GLuint GL45Backend::getBufferID(const Buffer& buffer) { return GL45Buffer::getId<GL45Buffer>(*this, buffer);} GLuint GL45Backend::getBufferIDUnsynced(const Buffer& buffer) { return GL45Buffer::getIdUnsynced<GL45Buffer>(*this, buffer);} GLBuffer* GL45Backend::syncGPUObject(const Buffer& buffer) { return GL45Buffer::sync<GL45Buffer>(*this, buffer);} bool GL45Backend::bindResourceBuffer(uint32_t slot, const BufferPointer& buffer) { auto bo = getBufferIDUnsynced((*buffer)); if (bo) { glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot, bo); (void)CHECK_GL_ERROR(); assign(_resource._buffers[slot], buffer); return true; } return false;} void GL45Backend::releaseResourceBuffer(uint32_t slot) { auto& bufferReference = _resource._buffers[slot]; auto buffer = acquire(bufferReference); if (buffer) { glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot, 0); reset(bufferReference); }}
//
// Created by Bradley Austin Davis on 2016/05/15
// Copyright 2013-2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "GL45Backend.h"
#include <gpu/gl/GLBuffer.h>
namespace gpu { namespace gl45 {
using namespace gpu::gl;
class GL45Buffer : public GLBuffer {
using Parent = GLBuffer;
static GLuint allocate() {
GLuint result;
glCreateBuffers(1, &result);
return result;
}
public:
GL45Buffer(const std::weak_ptr<GLBackend>& backend, const Buffer& buffer, GLBuffer* original) : Parent(backend, buffer, allocate()) {
glNamedBufferStorage(_buffer, _size == 0 ? 256 : _size, nullptr, GL_DYNAMIC_STORAGE_BIT);
if (original && original->_size) {
glCopyNamedBufferSubData(original->_buffer, _buffer, 0, 0, std::min(original->_size, _size));
}
Backend::setGPUObject(buffer, this);
}
void transfer() override {
Size offset;
Size size;
Size currentPage { 0 };
auto data = _gpuObject._renderSysmem.readData();
while (_gpuObject._renderPages.getNextTransferBlock(offset, size, currentPage)) {
glNamedBufferSubData(_buffer, (GLintptr)offset, (GLsizeiptr)size, data + offset);
}
(void)CHECK_GL_ERROR();
_gpuObject._renderPages._flags &= ~PageManager::DIRTY;
}
};
} }
using namespace gpu;
using namespace gpu::gl;
using namespace gpu::gl45;
GLuint GL45Backend::getBufferID(const Buffer& buffer) {
return GL45Buffer::getId<GL45Buffer>(*this, buffer);
}
GLuint GL45Backend::getBufferIDUnsynced(const Buffer& buffer) {
return GL45Buffer::getIdUnsynced<GL45Buffer>(*this, buffer);
}
GLBuffer* GL45Backend::syncGPUObject(const Buffer& buffer) {
return GL45Buffer::sync<GL45Buffer>(*this, buffer);
}
bool GL45Backend::bindResourceBuffer(uint32_t slot, const BufferPointer& buffer) {
auto bo = getBufferIDUnsynced((*buffer));
if (bo) {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot, bo);
(void)CHECK_GL_ERROR();
assign(_resource._buffers[slot], buffer);
return true;
}
return false;
}
void GL45Backend::releaseResourceBuffer(uint32_t slot) {
auto& bufferReference = _resource._buffers[slot];
auto buffer = acquire(bufferReference);
if (buffer) {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot, 0);
reset(bufferReference);
}
}