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GLRenderManager.cpp
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GLRenderManager.cpp
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#include <cassert>
#include "GLRenderManager.h"
#include "gfx_es2/gpu_features.h"
#include "thread/threadutil.h"
#include "base/logging.h"
#include "GPU/GPUState.h"
#include "Common/MemoryUtil.h"
#if 0 // def _DEBUG
#define VLOG ILOG
#else
#define VLOG(...)
#endif
static std::thread::id renderThreadId;
#if MAX_LOGLEVEL >= DEBUG_LEVEL
static bool OnRenderThread() {
return std::this_thread::get_id() == renderThreadId;
}
#endif
// Runs on the GPU thread.
void GLDeleter::Perform(GLRenderManager *renderManager) {
for (auto pushBuffer : pushBuffers) {
renderManager->UnregisterPushBuffer(pushBuffer);
delete pushBuffer;
}
pushBuffers.clear();
for (auto shader : shaders) {
delete shader;
}
shaders.clear();
for (auto program : programs) {
delete program;
}
programs.clear();
for (auto buffer : buffers) {
delete buffer;
}
buffers.clear();
for (auto texture : textures) {
delete texture;
}
textures.clear();
for (auto inputLayout : inputLayouts) {
delete inputLayout;
}
inputLayouts.clear();
for (auto framebuffer : framebuffers) {
delete framebuffer;
}
framebuffers.clear();
}
GLRenderManager::GLRenderManager() {
for (int i = 0; i < MAX_INFLIGHT_FRAMES; i++) {
}
}
GLRenderManager::~GLRenderManager() {
for (int i = 0; i < MAX_INFLIGHT_FRAMES; i++) {
_assert_(frameData_[i].deleter.IsEmpty());
_assert_(frameData_[i].deleter_prev.IsEmpty());
}
// Was anything deleted during shutdown?
deleter_.Perform(this);
_assert_(deleter_.IsEmpty());
}
void GLRenderManager::ThreadStart() {
queueRunner_.CreateDeviceObjects();
threadFrame_ = threadInitFrame_;
renderThreadId = std::this_thread::get_id();
bool mapBuffers = (gl_extensions.bugs & BUG_ANY_MAP_BUFFER_RANGE_SLOW) == 0;
bool hasBufferStorage = gl_extensions.ARB_buffer_storage || gl_extensions.EXT_buffer_storage;
if (!gl_extensions.VersionGEThan(3, 0, 0) && gl_extensions.IsGLES && !hasBufferStorage) {
// Force disable if it wouldn't work anyway.
mapBuffers = false;
}
// Notes on buffer mapping:
// NVIDIA GTX 9xx / 2017-10 drivers - mapping improves speed, basic unmap seems best.
// PowerVR GX6xxx / iOS 10.3 - mapping has little improvement, explicit flush is slower.
if (mapBuffers) {
switch (gl_extensions.gpuVendor) {
case GPU_VENDOR_NVIDIA:
bufferStrategy_ = GLBufferStrategy::FRAME_UNMAP;
break;
case GPU_VENDOR_QUALCOMM:
bufferStrategy_ = GLBufferStrategy::FLUSH_INVALIDATE_UNMAP;
break;
default:
bufferStrategy_ = GLBufferStrategy::SUBDATA;
}
} else {
bufferStrategy_ = GLBufferStrategy::SUBDATA;
}
}
void GLRenderManager::ThreadEnd() {
ILOG("ThreadEnd");
// Wait for any shutdown to complete in StopThread().
std::unique_lock<std::mutex> lock(mutex_);
queueRunner_.DestroyDeviceObjects();
VLOG("PULL: Quitting");
// Good point to run all the deleters to get rid of leftover objects.
for (int i = 0; i < MAX_INFLIGHT_FRAMES; i++) {
frameData_[i].deleter.Perform(this);
frameData_[i].deleter_prev.Perform(this);
for (int j = 0; j < (int)frameData_[i].steps.size(); j++) {
delete frameData_[i].steps[j];
}
frameData_[i].steps.clear();
frameData_[i].initSteps.clear();
}
deleter_.Perform(this);
for (int i = 0; i < (int)steps_.size(); i++) {
delete steps_[i];
}
steps_.clear();
initSteps_.clear();
}
bool GLRenderManager::ThreadFrame() {
std::unique_lock<std::mutex> lock(mutex_);
if (!run_)
return false;
// In case of syncs or other partial completion, we keep going until we complete a frame.
do {
if (nextFrame) {
threadFrame_++;
if (threadFrame_ >= MAX_INFLIGHT_FRAMES)
threadFrame_ = 0;
}
FrameData &frameData = frameData_[threadFrame_];
{
std::unique_lock<std::mutex> lock(frameData.pull_mutex);
while (!frameData.readyForRun && run_) {
VLOG("PULL: Waiting for frame[%d].readyForRun", threadFrame_);
frameData.pull_condVar.wait(lock);
}
if (!frameData.readyForRun && !run_) {
// This means we're out of frames to render and run_ is false, so bail.
return false;
}
VLOG("PULL: Setting frame[%d].readyForRun = false", threadFrame_);
frameData.readyForRun = false;
frameData.deleter_prev.Perform(this);
frameData.deleter_prev.Take(frameData.deleter);
// Previously we had a quick exit here that avoided calling Run() if run_ was suddenly false,
// but that created a race condition where frames could end up not finished properly on resize etc.
// Only increment next time if we're done.
nextFrame = frameData.type == GLRRunType::END;
assert(frameData.type == GLRRunType::END || frameData.type == GLRRunType::SYNC);
}
VLOG("PULL: Running frame %d", threadFrame_);
if (firstFrame) {
ILOG("Running first frame (%d)", threadFrame_);
firstFrame = false;
}
Run(threadFrame_);
VLOG("PULL: Finished frame %d", threadFrame_);
} while (!nextFrame);
return true;
}
void GLRenderManager::StopThread() {
// Since we don't control the thread directly, this will only pause the thread.
if (run_) {
run_ = false;
for (int i = 0; i < MAX_INFLIGHT_FRAMES; i++) {
auto &frameData = frameData_[i];
{
std::unique_lock<std::mutex> lock(frameData.push_mutex);
frameData.push_condVar.notify_all();
}
{
std::unique_lock<std::mutex> lock(frameData.pull_mutex);
frameData.pull_condVar.notify_all();
}
}
// Wait until we've definitely stopped the threadframe.
std::unique_lock<std::mutex> lock(mutex_);
ILOG("GL submission thread paused. Frame=%d", curFrame_);
// Eat whatever has been queued up for this frame if anything.
Wipe();
// Wait for any fences to finish and be resignaled, so we don't have sync issues.
// Also clean out any queued data, which might refer to things that might not be valid
// when we restart...
for (int i = 0; i < MAX_INFLIGHT_FRAMES; i++) {
auto &frameData = frameData_[i];
std::unique_lock<std::mutex> lock(frameData.push_mutex);
if (frameData.readyForRun || frameData.steps.size() != 0) {
Crash();
}
frameData.readyForRun = false;
frameData.readyForSubmit = false;
for (size_t i = 0; i < frameData.steps.size(); i++) {
delete frameData.steps[i];
}
frameData.steps.clear();
frameData.initSteps.clear();
while (!frameData.readyForFence) {
VLOG("PUSH: Waiting for frame[%d].readyForFence = 1 (stop)", i);
frameData.push_condVar.wait(lock);
}
}
} else {
ILOG("GL submission thread was already paused.");
}
}
void GLRenderManager::BindFramebufferAsRenderTarget(GLRFramebuffer *fb, GLRRenderPassAction color, GLRRenderPassAction depth, GLRRenderPassAction stencil, uint32_t clearColor, float clearDepth, uint8_t clearStencil) {
assert(insideFrame_);
#ifdef _DEBUG
curProgram_ = nullptr;
#endif
// Eliminate dupes.
if (steps_.size() && steps_.back()->render.framebuffer == fb && steps_.back()->stepType == GLRStepType::RENDER) {
if (color != GLRRenderPassAction::CLEAR && depth != GLRRenderPassAction::CLEAR && stencil != GLRRenderPassAction::CLEAR) {
// We don't move to a new step, this bind was unnecessary and we can safely skip it.
return;
}
}
if (curRenderStep_ && curRenderStep_->commands.size() == 0) {
VLOG("Empty render step. Usually happens after uploading pixels..");
}
GLRStep *step = new GLRStep{ GLRStepType::RENDER };
// This is what queues up new passes, and can end previous ones.
step->render.framebuffer = fb;
step->render.numDraws = 0;
steps_.push_back(step);
GLuint clearMask = 0;
GLRRenderData data;
data.cmd = GLRRenderCommand::CLEAR;
if (color == GLRRenderPassAction::CLEAR) {
clearMask |= GL_COLOR_BUFFER_BIT;
data.clear.clearColor = clearColor;
}
if (depth == GLRRenderPassAction::CLEAR) {
clearMask |= GL_DEPTH_BUFFER_BIT;
data.clear.clearZ = clearDepth;
}
if (stencil == GLRRenderPassAction::CLEAR) {
clearMask |= GL_STENCIL_BUFFER_BIT;
data.clear.clearStencil = clearStencil;
}
if (clearMask) {
data.clear.scissorX = 0;
data.clear.scissorY = 0;
data.clear.scissorW = 0;
data.clear.scissorH = 0;
data.clear.clearMask = clearMask;
data.clear.colorMask = 0xF;
step->commands.push_back(data);
}
curRenderStep_ = step;
// Every step clears this state.
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE);
}
void GLRenderManager::BindFramebufferAsTexture(GLRFramebuffer *fb, int binding, int aspectBit, int attachment) {
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
GLRRenderData data{ GLRRenderCommand::BIND_FB_TEXTURE };
data.bind_fb_texture.slot = binding;
data.bind_fb_texture.framebuffer = fb;
data.bind_fb_texture.aspect = aspectBit;
curRenderStep_->commands.push_back(data);
}
void GLRenderManager::CopyFramebuffer(GLRFramebuffer *src, GLRect2D srcRect, GLRFramebuffer *dst, GLOffset2D dstPos, int aspectMask) {
GLRStep *step = new GLRStep{ GLRStepType::COPY };
step->copy.srcRect = srcRect;
step->copy.dstPos = dstPos;
step->copy.src = src;
step->copy.dst = dst;
step->copy.aspectMask = aspectMask;
steps_.push_back(step);
// Every step clears this state.
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE);
}
void GLRenderManager::BlitFramebuffer(GLRFramebuffer *src, GLRect2D srcRect, GLRFramebuffer *dst, GLRect2D dstRect, int aspectMask, bool filter) {
GLRStep *step = new GLRStep{ GLRStepType::BLIT };
step->blit.srcRect = srcRect;
step->blit.dstRect = dstRect;
step->blit.src = src;
step->blit.dst = dst;
step->blit.aspectMask = aspectMask;
step->blit.filter = filter;
steps_.push_back(step);
// Every step clears this state.
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE);
}
bool GLRenderManager::CopyFramebufferToMemorySync(GLRFramebuffer *src, int aspectBits, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride) {
GLRStep *step = new GLRStep{ GLRStepType::READBACK };
step->readback.src = src;
step->readback.srcRect = { x, y, w, h };
step->readback.aspectMask = aspectBits;
step->readback.dstFormat = destFormat;
steps_.push_back(step);
// Every step clears this state.
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE);
curRenderStep_ = nullptr;
FlushSync();
Draw::DataFormat srcFormat;
if (aspectBits & GL_COLOR_BUFFER_BIT) {
srcFormat = Draw::DataFormat::R8G8B8A8_UNORM;
} else if (aspectBits & GL_STENCIL_BUFFER_BIT) {
// Copies from stencil are always S8.
srcFormat = Draw::DataFormat::S8;
} else if (aspectBits & GL_DEPTH_BUFFER_BIT) {
// TODO: Do this properly.
srcFormat = Draw::DataFormat::D24_S8;
} else {
return false;
}
queueRunner_.CopyReadbackBuffer(w, h, srcFormat, destFormat, pixelStride, pixels);
return true;
}
void GLRenderManager::CopyImageToMemorySync(GLRTexture *texture, int mipLevel, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride) {
_assert_(texture);
GLRStep *step = new GLRStep{ GLRStepType::READBACK_IMAGE };
step->readback_image.texture = texture;
step->readback_image.mipLevel = mipLevel;
step->readback_image.srcRect = { x, y, w, h };
steps_.push_back(step);
// Every step clears this state.
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE);
curRenderStep_ = nullptr;
FlushSync();
queueRunner_.CopyReadbackBuffer(w, h, Draw::DataFormat::R8G8B8A8_UNORM, destFormat, pixelStride, pixels);
}
void GLRenderManager::BeginFrame() {
VLOG("BeginFrame");
#ifdef _DEBUG
curProgram_ = nullptr;
#endif
int curFrame = GetCurFrame();
FrameData &frameData = frameData_[curFrame];
// Make sure the very last command buffer from the frame before the previous has been fully executed.
{
std::unique_lock<std::mutex> lock(frameData.push_mutex);
while (!frameData.readyForFence) {
VLOG("PUSH: Waiting for frame[%d].readyForFence = 1", curFrame);
frameData.push_condVar.wait(lock);
}
frameData.readyForFence = false;
frameData.readyForSubmit = true;
}
VLOG("PUSH: Fencing %d", curFrame);
// glFenceSync(&frameData.fence...)
// Must be after the fence - this performs deletes.
VLOG("PUSH: BeginFrame %d", curFrame);
if (!run_) {
WLOG("BeginFrame while !run_!");
}
// vulkan_->BeginFrame();
// In GL, we have to do deletes on the submission thread.
insideFrame_ = true;
}
void GLRenderManager::Finish() {
curRenderStep_ = nullptr;
int curFrame = GetCurFrame();
FrameData &frameData = frameData_[curFrame];
{
std::unique_lock<std::mutex> lock(frameData.pull_mutex);
VLOG("PUSH: Frame[%d].readyForRun = true, notifying pull", curFrame);
frameData.steps = std::move(steps_);
steps_.clear();
frameData.initSteps = std::move(initSteps_);
initSteps_.clear();
frameData.readyForRun = true;
frameData.type = GLRRunType::END;
frameData_[curFrame_].deleter.Take(deleter_);
}
// Notify calls do not in fact need to be done with the mutex locked.
frameData.pull_condVar.notify_all();
curFrame_++;
if (curFrame_ >= MAX_INFLIGHT_FRAMES)
curFrame_ = 0;
insideFrame_ = false;
}
void GLRenderManager::BeginSubmitFrame(int frame) {
FrameData &frameData = frameData_[frame];
if (!frameData.hasBegun) {
frameData.hasBegun = true;
}
}
// Render thread
void GLRenderManager::Submit(int frame, bool triggerFence) {
FrameData &frameData = frameData_[frame];
// In GL, submission happens automatically in Run().
// When !triggerFence, we notify after syncing with Vulkan.
if (triggerFence) {
VLOG("PULL: Frame %d.readyForFence = true", frame);
std::unique_lock<std::mutex> lock(frameData.push_mutex);
assert(frameData.readyForSubmit);
frameData.readyForFence = true;
frameData.readyForSubmit = false;
frameData.push_condVar.notify_all();
}
}
// Render thread
void GLRenderManager::EndSubmitFrame(int frame) {
FrameData &frameData = frameData_[frame];
frameData.hasBegun = false;
Submit(frame, true);
if (!frameData.skipSwap) {
if (swapIntervalChanged_) {
swapIntervalChanged_ = false;
if (swapIntervalFunction_) {
swapIntervalFunction_(swapInterval_);
}
}
if (swapFunction_) {
swapFunction_();
}
} else {
frameData.skipSwap = false;
}
}
// Render thread
void GLRenderManager::Run(int frame) {
BeginSubmitFrame(frame);
FrameData &frameData = frameData_[frame];
auto &stepsOnThread = frameData_[frame].steps;
auto &initStepsOnThread = frameData_[frame].initSteps;
// queueRunner_.LogSteps(stepsOnThread);
queueRunner_.RunInitSteps(initStepsOnThread);
initStepsOnThread.clear();
// Run this after RunInitSteps so any fresh GLRBuffers for the pushbuffers can get created.
for (auto iter : frameData.activePushBuffers) {
iter->Flush();
iter->UnmapDevice();
}
queueRunner_.RunSteps(stepsOnThread);
stepsOnThread.clear();
for (auto iter : frameData.activePushBuffers) {
iter->MapDevice(bufferStrategy_);
}
switch (frameData.type) {
case GLRRunType::END:
EndSubmitFrame(frame);
break;
case GLRRunType::SYNC:
EndSyncFrame(frame);
break;
default:
assert(false);
}
VLOG("PULL: Finished running frame %d", frame);
}
void GLRenderManager::FlushSync() {
// TODO: Reset curRenderStep_?
int curFrame = curFrame_;
FrameData &frameData = frameData_[curFrame];
{
std::unique_lock<std::mutex> lock(frameData.pull_mutex);
VLOG("PUSH: Frame[%d].readyForRun = true (sync)", curFrame);
frameData.initSteps = std::move(initSteps_);
initSteps_.clear();
frameData.steps = std::move(steps_);
steps_.clear();
frameData.readyForRun = true;
assert(frameData.readyForFence == false);
frameData.type = GLRRunType::SYNC;
frameData.pull_condVar.notify_all();
}
{
std::unique_lock<std::mutex> lock(frameData.push_mutex);
// Wait for the flush to be hit, since we're syncing.
while (!frameData.readyForFence) {
VLOG("PUSH: Waiting for frame[%d].readyForFence = 1 (sync)", curFrame);
frameData.push_condVar.wait(lock);
}
frameData.readyForFence = false;
frameData.readyForSubmit = true;
}
}
// Render thread
void GLRenderManager::EndSyncFrame(int frame) {
FrameData &frameData = frameData_[frame];
Submit(frame, false);
// glFinish is not actually necessary here, and won't be until we start using
// glBufferStorage. Then we need to use fences.
// glFinish();
// At this point we can resume filling the command buffers for the current frame since
// we know the device is idle - and thus all previously enqueued command buffers have been processed.
// No need to switch to the next frame number.
{
std::unique_lock<std::mutex> lock(frameData.push_mutex);
frameData.readyForFence = true;
frameData.readyForSubmit = true;
frameData.push_condVar.notify_all();
}
}
void GLRenderManager::Wipe() {
initSteps_.clear();
for (auto step : steps_) {
delete step;
}
steps_.clear();
}
void GLRenderManager::WaitUntilQueueIdle() {
// Just wait for all frames to be ready.
for (int i = 0; i < MAX_INFLIGHT_FRAMES; i++) {
FrameData &frameData = frameData_[i];
std::unique_lock<std::mutex> lock(frameData.push_mutex);
// Ignore unsubmitted frames.
while (!frameData.readyForFence && frameData.readyForRun) {
VLOG("PUSH: Waiting for frame[%d].readyForFence = 1 (wait idle)", i);
frameData.push_condVar.wait(lock);
}
}
}
GLPushBuffer::GLPushBuffer(GLRenderManager *render, GLuint target, size_t size) : render_(render), target_(target), size_(size) {
bool res = AddBuffer();
_assert_(res);
}
GLPushBuffer::~GLPushBuffer() {
Destroy(true);
}
void GLPushBuffer::Map() {
assert(!writePtr_);
auto &info = buffers_[buf_];
writePtr_ = info.deviceMemory ? info.deviceMemory : info.localMemory;
info.flushOffset = 0;
// Force alignment. This is needed for PushAligned() to work as expected.
while ((intptr_t)writePtr_ & 15) {
writePtr_++;
offset_++;
info.flushOffset++;
}
assert(writePtr_);
}
void GLPushBuffer::Unmap() {
assert(writePtr_);
if (!buffers_[buf_].deviceMemory) {
// Here we simply upload the data to the last buffer.
// Might be worth trying with size_ instead of offset_, so the driver can replace
// the whole buffer. At least if it's close.
render_->BufferSubdata(buffers_[buf_].buffer, 0, offset_, buffers_[buf_].localMemory, false);
} else {
buffers_[buf_].flushOffset = offset_;
}
writePtr_ = nullptr;
}
void GLPushBuffer::Flush() {
// Must be called from the render thread.
_dbg_assert_(G3D, OnRenderThread());
buffers_[buf_].flushOffset = offset_;
if (!buffers_[buf_].deviceMemory && writePtr_) {
auto &info = buffers_[buf_];
if (info.flushOffset != 0) {
assert(info.buffer->buffer);
glBindBuffer(target_, info.buffer->buffer);
glBufferSubData(target_, 0, info.flushOffset, info.localMemory);
}
// Here we will submit all the draw calls, with the already known buffer and offsets.
// Might as well reset the write pointer here and start over the current buffer.
writePtr_ = info.localMemory;
offset_ = 0;
info.flushOffset = 0;
}
// For device memory, we flush all buffers here.
if ((strategy_ & GLBufferStrategy::MASK_FLUSH) != 0) {
for (auto &info : buffers_) {
if (info.flushOffset == 0 || !info.deviceMemory)
continue;
glBindBuffer(target_, info.buffer->buffer);
glFlushMappedBufferRange(target_, 0, info.flushOffset);
info.flushOffset = 0;
}
}
}
bool GLPushBuffer::AddBuffer() {
BufInfo info;
info.localMemory = (uint8_t *)AllocateAlignedMemory(size_, 16);
if (!info.localMemory)
return false;
info.buffer = render_->CreateBuffer(target_, size_, GL_DYNAMIC_DRAW);
buf_ = buffers_.size();
buffers_.push_back(info);
return true;
}
// Executed on the render thread!
void GLPushBuffer::Destroy(bool onRenderThread) {
for (BufInfo &info : buffers_) {
// This will automatically unmap device memory, if needed.
// NOTE: We immediately delete the buffer, don't go through the deleter, if we're on the render thread.
if (onRenderThread) {
_dbg_assert_(G3D, OnRenderThread());
delete info.buffer;
} else {
_dbg_assert_(G3D, !OnRenderThread());
render_->DeleteBuffer(info.buffer);
}
FreeAlignedMemory(info.localMemory);
}
buffers_.clear();
buf_ = -1;
}
void GLPushBuffer::NextBuffer(size_t minSize) {
// First, unmap the current memory.
Unmap();
buf_++;
if (buf_ >= buffers_.size() || minSize > size_) {
// Before creating the buffer, adjust to the new size_ if necessary.
while (size_ < minSize) {
size_ <<= 1;
}
bool res = AddBuffer();
assert(res);
if (!res) {
// Let's try not to crash at least?
buf_ = 0;
}
}
// Now, move to the next buffer and map it.
offset_ = 0;
Map();
}
void GLPushBuffer::Defragment() {
_dbg_assert_(G3D, !OnRenderThread());
if (buffers_.size() <= 1) {
// Let's take this chance to jetison localMemory we don't need.
for (auto &info : buffers_) {
if (info.deviceMemory) {
FreeAlignedMemory(info.localMemory);
info.localMemory = nullptr;
}
}
return;
}
// Okay, we have more than one. Destroy them all and start over with a larger one.
size_t newSize = size_ * buffers_.size();
Destroy(false);
size_ = newSize;
bool res = AddBuffer();
_assert_(res);
}
size_t GLPushBuffer::GetTotalSize() const {
size_t sum = 0;
if (buffers_.size() > 1)
sum += size_ * (buffers_.size() - 1);
sum += offset_;
return sum;
}
void GLPushBuffer::MapDevice(GLBufferStrategy strategy) {
_dbg_assert_(G3D, OnRenderThread());
strategy_ = strategy;
if (strategy_ == GLBufferStrategy::SUBDATA) {
return;
}
bool mapChanged = false;
for (auto &info : buffers_) {
if (!info.buffer->buffer || info.deviceMemory) {
// Can't map - no device buffer associated yet or already mapped.
continue;
}
info.deviceMemory = (uint8_t *)info.buffer->Map(strategy_);
mapChanged = mapChanged || info.deviceMemory != nullptr;
if (!info.deviceMemory && !info.localMemory) {
// Somehow it failed, let's dodge crashing.
info.localMemory = (uint8_t *)AllocateAlignedMemory(info.buffer->size_, 16);
mapChanged = true;
}
assert(info.localMemory || info.deviceMemory);
}
if (writePtr_ && mapChanged) {
// This can happen during a sync. Remap.
writePtr_ = nullptr;
Map();
}
}
void GLPushBuffer::UnmapDevice() {
_dbg_assert_(G3D, OnRenderThread());
for (auto &info : buffers_) {
if (info.deviceMemory) {
// TODO: Technically this can return false?
info.buffer->Unmap();
info.deviceMemory = nullptr;
}
}
}
void *GLRBuffer::Map(GLBufferStrategy strategy) {
assert(buffer != 0);
GLbitfield access = GL_MAP_WRITE_BIT;
if ((strategy & GLBufferStrategy::MASK_FLUSH) != 0) {
access |= GL_MAP_FLUSH_EXPLICIT_BIT;
}
if ((strategy & GLBufferStrategy::MASK_INVALIDATE) != 0) {
access |= GL_MAP_INVALIDATE_BUFFER_BIT;
}
void *p = nullptr;
bool allowNativeBuffer = strategy != GLBufferStrategy::SUBDATA;
if (allowNativeBuffer) {
glBindBuffer(target_, buffer);
if (gl_extensions.ARB_buffer_storage || gl_extensions.EXT_buffer_storage) {
#ifndef IOS
if (!hasStorage_) {
GLbitfield storageFlags = access & ~(GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
#ifdef USING_GLES2
glBufferStorageEXT(target_, size_, nullptr, storageFlags);
#else
glBufferStorage(target_, size_, nullptr, storageFlags);
#endif
hasStorage_ = true;
}
#endif
p = glMapBufferRange(target_, 0, size_, access);
} else if (gl_extensions.VersionGEThan(3, 0, 0)) {
// GLES3 or desktop 3.
p = glMapBufferRange(target_, 0, size_, access);
} else {
#ifndef USING_GLES2
p = glMapBuffer(target_, GL_READ_WRITE);
#endif
}
}
mapped_ = p != nullptr;
return p;
}
bool GLRBuffer::Unmap() {
glBindBuffer(target_, buffer);
mapped_ = false;
return glUnmapBuffer(target_) == GL_TRUE;
}