Files
fs2open.github.com/code/graphics/util/GPUMemoryHeap.cpp

82 lines
2.2 KiB
C++

//
//
#include "GPUMemoryHeap.h"
namespace {
BufferType getBufferType(GpuHeap heap_type) {
switch(heap_type) {
case GpuHeap::ModelVertex:
return BufferType::Vertex;
case GpuHeap::ModelIndex:
return BufferType::Index;
case GpuHeap::NUM_VALUES:
default:
UNREACHABLE("Invalid heap type %d detected!", static_cast<int>(heap_type));
return BufferType::Vertex;
}
}
}
namespace graphics {
namespace util {
GPUMemoryHeap::GPUMemoryHeap(GpuHeap heap_type) {
// Model vertex/index heaps are the geometry source for raytraced shadow
// acceleration structures, so they need the extra usage flags whenever RT
// shadows are available (no-op on backends/hardware without support).
bool rt_capable = gr_is_capable(gr_capability::CAPABILITY_RAYTRACED_SHADOWS);
_bufferHandle = gr_create_buffer(getBufferType(heap_type), BufferUsageHint::Static, rt_capable);
_allocator.reset(new ::util::HeapAllocator([this](size_t n) { resizeBuffer(n); }));
}
GPUMemoryHeap::~GPUMemoryHeap() {
if (_bufferHandle.isValid()) {
gr_delete_buffer(_bufferHandle);
_bufferHandle = gr_buffer_handle();
}
if (_dataBuffer != nullptr) {
vm_free(_dataBuffer);
_dataBuffer = nullptr;
_bufferSize = 0;
}
}
void GPUMemoryHeap::resizeBuffer(size_t newSize) {
_dataBuffer = vm_realloc(_dataBuffer, newSize);
_bufferSize = newSize;
gr_update_buffer_data(_bufferHandle, _bufferSize, _dataBuffer);
}
void* GPUMemoryHeap::bufferPointer(size_t offset) {
auto bytePtr = reinterpret_cast<uint8_t*>(_dataBuffer);
return reinterpret_cast<void*>(bytePtr + offset);
}
size_t GPUMemoryHeap::allocateGpuData(size_t size, void* data) {
auto offset = _allocator->allocate(size);
auto dataPtr = bufferPointer(offset);
memcpy(dataPtr, data, size);
gr_update_buffer_data_offset(_bufferHandle, offset, size, data);
return offset;
}
void GPUMemoryHeap::freeGpuData(size_t offset) {
_allocator->free(offset);
// Just leave the data in the buffers since it doesn't hurt anyone if it's kept in there
}
gr_buffer_handle GPUMemoryHeap::bufferHandle() {
return _bufferHandle;
}
size_t GPUMemoryHeap::usedBytes() const {
return _allocator->usedBytes();
}
size_t GPUMemoryHeap::bufferSize() const {
return _bufferSize;
}
}
}