// // 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 "GL41Backend.h" #include namespace gpu { namespace gl41 { class GL41Buffer : public gpu::gl::GLBuffer { using Parent = gpu::gl::GLBuffer; static GLuint allocate() { GLuint result; glGenBuffers(1, &result); return result; } ~GL41Buffer() { if (_texBuffer) { auto backend = _backend.lock(); if (backend) { backend->releaseTexture(_texBuffer, 0); } } } public: GL41Buffer(const std::weak_ptr& backend, const Buffer& buffer, GL41Buffer* original) : Parent(backend, buffer, allocate()) { glBindBuffer(GL_COPY_WRITE_BUFFER, _buffer); glBufferData(GL_COPY_WRITE_BUFFER, _size, nullptr, GL_DYNAMIC_DRAW); glBindBuffer(GL_COPY_WRITE_BUFFER, 0); if (original && original->_size) { glBindBuffer(GL_COPY_WRITE_BUFFER, _buffer); glBindBuffer(GL_COPY_READ_BUFFER, original->_buffer); glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, original->_size); glBindBuffer(GL_COPY_WRITE_BUFFER, 0); glBindBuffer(GL_COPY_READ_BUFFER, 0); (void)CHECK_GL_ERROR(); } Backend::setGPUObject(buffer, this); } void transfer() override { glBindBuffer(GL_COPY_WRITE_BUFFER, _buffer); (void)CHECK_GL_ERROR(); Size offset; Size size; Size currentPage { 0 }; auto data = _gpuObject._renderSysmem.readData(); while (_gpuObject._renderPages.getNextTransferBlock(offset, size, currentPage)) { glBufferSubData(GL_COPY_WRITE_BUFFER, offset, size, data + offset); (void)CHECK_GL_ERROR(); } glBindBuffer(GL_COPY_WRITE_BUFFER, 0); (void)CHECK_GL_ERROR(); _gpuObject._renderPages._flags &= ~PageManager::DIRTY; } // REsource BUffer are implemented with TextureBuffer GLuint _texBuffer { 0 }; GLuint getTexBufferId() { if (!_texBuffer) { glGenTextures(1, &_texBuffer); glActiveTexture(GL_TEXTURE0 + GL41Backend::RESOURCE_BUFFER_TEXBUF_TEX_UNIT); glBindTexture(GL_TEXTURE_BUFFER, _texBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, _buffer); glBindTexture(GL_TEXTURE_BUFFER, 0); (void)CHECK_GL_ERROR(); } return _texBuffer; } }; } } using namespace gpu; using namespace gpu::gl; using namespace gpu::gl41; GLuint GL41Backend::getBufferID(const Buffer& buffer) { return GL41Buffer::getId(*this, buffer); } GLuint GL41Backend::getBufferIDUnsynced(const Buffer& buffer) { return GL41Buffer::getIdUnsynced(*this, buffer); } GLuint GL41Backend::getResourceBufferID(const Buffer& buffer) { auto* object = GL41Buffer::sync(*this, buffer); if (object) { return object->getTexBufferId(); } else { return 0; } } GLBuffer* GL41Backend::syncGPUObject(const Buffer& buffer) { return GL41Buffer::sync(*this, buffer); } bool GL41Backend::bindResourceBuffer(uint32_t slot, const BufferPointer& buffer) { GLuint texBuffer = GL41Backend::getResourceBufferID((*buffer)); if (texBuffer) { glActiveTexture(GL_TEXTURE0 + GL41Backend::RESOURCE_BUFFER_SLOT0_TEX_UNIT + slot); glBindTexture(GL_TEXTURE_BUFFER, texBuffer); (void)CHECK_GL_ERROR(); assign(_resource._buffers[slot], buffer); return true; } return false; } void GL41Backend::releaseResourceBuffer(uint32_t slot) { auto& bufferReference = _resource._buffers[slot]; auto buffer = acquire(bufferReference); if (buffer) { glActiveTexture(GL_TEXTURE0 + GL41Backend::RESOURCE_BUFFER_SLOT0_TEX_UNIT + slot); glBindTexture(GL_TEXTURE_BUFFER, 0); reset(bufferReference); } }