mirror of https://github.com/stenzek/duckstation
GPU: Add base functionality for GL streaming buffers
parent
c52c0608ae
commit
407fee9ec3
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#include "gl_stream_buffer.h"
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namespace GL {
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StreamBuffer::StreamBuffer(GLenum target, GLuint buffer_id, u32 size)
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: m_target(target), m_buffer_id(buffer_id), m_size(size), m_cpu_buffer(size)
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{
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}
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StreamBuffer::~StreamBuffer()
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{
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glDeleteBuffers(1, &m_buffer_id);
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}
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void StreamBuffer::Bind()
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{
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glBindBuffer(m_target, m_buffer_id);
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}
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StreamBuffer::MappingResult StreamBuffer::Map(u32 alignment, u32 min_size)
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{
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return MappingResult{static_cast<void*>(m_cpu_buffer.data()), 0, m_size / alignment};
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}
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void StreamBuffer::Unmap(u32 used_size)
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{
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if (used_size == 0)
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return;
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glBindBuffer(m_target, m_buffer_id);
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glBufferSubData(m_target, 0, used_size, m_cpu_buffer.data());
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}
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std::unique_ptr<StreamBuffer> StreamBuffer::Create(GLenum target, u32 size)
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{
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glGetError();
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GLuint buffer_id;
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glGenBuffers(1, &buffer_id);
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glBindBuffer(target, buffer_id);
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glBufferData(target, size, nullptr, GL_STREAM_DRAW);
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GLenum err = glGetError();
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if (err != GL_NO_ERROR)
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{
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glDeleteBuffers(1, &buffer_id);
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return {};
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}
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return std::unique_ptr<StreamBuffer>(new StreamBuffer(target, buffer_id, size));
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}
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} // namespace GL
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#pragma once
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#include "types.h"
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#include <glad.h>
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#include <memory>
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#include <tuple>
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#include <vector>
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namespace GL {
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// TODO: Persistent mapping-based implementation
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class StreamBuffer
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{
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public:
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~StreamBuffer();
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ALWAYS_INLINE GLuint GetGLBufferId() const { return m_buffer_id; }
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ALWAYS_INLINE GLenum GetGLTarget() const { return m_target; }
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ALWAYS_INLINE u32 GetSize() const { return m_size; }
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void Bind();
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struct MappingResult
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{
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void* pointer;
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u32 index_aligned; // offset / alignment, suitable for base vertex
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u32 space_aligned; // remaining space / alignment
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};
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MappingResult Map(u32 alignment, u32 min_size);
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void Unmap(u32 used_size);
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static std::unique_ptr<StreamBuffer> Create(GLenum target, u32 size);
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private:
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StreamBuffer(GLenum target, GLuint buffer_id, u32 size);
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GLenum m_target;
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GLuint m_buffer_id;
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u32 m_size;
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std::vector<u8> m_cpu_buffer;
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};
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} // namespace GL
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