#pragma once #include "graphics/2d.h" #include "UniformBuffer.h" #include namespace graphics { namespace util { /** * @brief A class for managing uniform block buffer data * * This uses the classic triple buffer approach for managing uniform data. Users of this class can request a memory * range for building uniform data. * * This assumes that uniform buffers use immutable storage and that buffers that are currently in use by the GPU may not * be deleted. This may not be true for all cases but it will make adding a new rendering backend easier. * * @warning This should not be used directly! Use gr_get_uniform_buffer instead. */ class UniformBufferManager { // Sets how many buffers should be used. This effectively means that the uniforms are triple-buffered static const size_t NUM_SEGMENTS = 3; std::array _segment_fences; gr_buffer_handle _active_uniform_buffer; size_t _active_buffer_size = 0; void* _buffer_ptr = nullptr; // Pointer to mapped data for persistently mapped buffers size_t _active_segment = 0; size_t _segment_size = 0; size_t _segment_offset = 0; // Offset of the next element to be added to the buffer int _offset_alignment = -1; bool _use_persistent_mapping = false; /** * @brief A list of retired uniform buffers that might still be in use by the GPU * Once the sync fence is signaled it means that the buffer is not in use anymore by the GPU and can be deleted. * The byte array is the associated shadow buffer which will ensure that the pointer stays valid until the buffer is * deleted at which point any reference to it will surely be removed. */ SCP_vector>> _retired_buffers; /** * @brief This is a pointer to an array which is a shadow of the uniform buffer * This is needed for building the uniform buffer on the CPU side even if persistent mapping is active since small * writes to the GPU take a lot of time. */ std::unique_ptr _shadow_uniform_buffer; void changeSegmentSize(size_t new_size); public: UniformBufferManager(); ~UniformBufferManager(); UniformBufferManager(const UniformBufferManager&) = delete; UniformBufferManager& operator=(const UniformBufferManager&) = delete; /** * @brief Gets a uniform buffer for a specific block type * * @warning The storage pointers returned by the buffer will not be initialized and may contain old data! Make sure * that you rewrite all the data you are going to use. * * @param type The type of the uniform data * @param num_elements The number of elements to be stored in that buffer * @param element_size_override Override the elemnt size * @return A uniform buffer which can be used for building the uniform buffer data */ UniformBuffer getUniformBuffer(uniform_block_type type, size_t num_elements, size_t element_size_override); /** * @brief Submit finished uniform data to this manager * * @warning This should not be used directly! It will be called by UniformBuffer with the correct parameters when * appropriate. * * @param buffer The memory to submit to the buffer * @param data_size The size of the memory buffer * @param offset The offset into this buffer */ void submitData(void* buffer, size_t data_size, size_t offset); /** * @brief Gets the graphics buffer handle for the currently active uniform buffer * * @warning This should not be used directly. Use UniformBuffer::bufferHandle(). * * @return The uniform buffer handle */ gr_buffer_handle getActiveBufferHandle(); /** * @brief Checks the used buffer and retires any buffers that are no longer in use for later reuse */ void onFrameEnd(); /** * @brief Gets the current size of the uniform buffer * This is mostly for debugging purposes. * @return The size in bytes of the uniform buffer. */ size_t getBufferSize(); /** * @brief Gets the number of bytes used in the current segment of the buffer * This is mostly for debugging purposes. * @return The bytes used in the segment */ size_t getCurrentlyUsedSize(); }; } }