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This converts the previous plain-int type for a buffer handle to an instance of our ID class which provides type safety.
120 lines
4.1 KiB
C++
120 lines
4.1 KiB
C++
#pragma once
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#include "graphics/2d.h"
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#include "UniformBuffer.h"
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#include <array>
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namespace graphics {
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namespace util {
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/**
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* @brief A class for managing uniform block buffer data
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*
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* This uses the classic triple buffer approach for managing uniform data. Users of this class can request a memory
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* range for building uniform data.
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*
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* This assumes that uniform buffers use immutable storage and that buffers that are currently in use by the GPU may not
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* be deleted. This may not be true for all cases but it will make adding a new rendering backend easier.
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*
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* @warning This should not be used directly! Use gr_get_uniform_buffer instead.
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*/
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class UniformBufferManager {
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// Sets how many buffers should be used. This effectively means that the uniforms are triple-buffered
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static const size_t NUM_SEGMENTS = 3;
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std::array<gr_sync, NUM_SEGMENTS> _segment_fences;
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gr_buffer_handle _active_uniform_buffer;
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size_t _active_buffer_size = 0;
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void* _buffer_ptr = nullptr; // Pointer to mapped data for persistently mapped buffers
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size_t _active_segment = 0;
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size_t _segment_size = 0;
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size_t _segment_offset = 0; // Offset of the next element to be added to the buffer
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int _offset_alignment = -1;
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bool _use_persistent_mapping = false;
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/**
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* @brief A list of retired uniform buffers that might still be in use by the GPU
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* Once the sync fence is signaled it means that the buffer is not in use anymore by the GPU and can be deleted.
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* The byte array is the associated shadow buffer which will ensure that the pointer stays valid until the buffer is
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* deleted at which point any reference to it will surely be removed.
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*/
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SCP_vector<std::tuple<gr_sync, gr_buffer_handle, std::unique_ptr<uint8_t[]>>> _retired_buffers;
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/**
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* @brief This is a pointer to an array which is a shadow of the uniform buffer
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* This is needed for building the uniform buffer on the CPU side even if persistent mapping is active since small
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* writes to the GPU take a lot of time.
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*/
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std::unique_ptr<uint8_t[]> _shadow_uniform_buffer;
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void changeSegmentSize(size_t new_size);
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public:
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UniformBufferManager();
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~UniformBufferManager();
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UniformBufferManager(const UniformBufferManager&) = delete;
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UniformBufferManager& operator=(const UniformBufferManager&) = delete;
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/**
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* @brief Gets a uniform buffer for a specific block type
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*
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* @warning The storage pointers returned by the buffer will not be initialized and may contain old data! Make sure
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* that you rewrite all the data you are going to use.
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*
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* @param type The type of the uniform data
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* @param num_elements The number of elements to be stored in that buffer
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* @param element_size_override Override the elemnt size
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* @return A uniform buffer which can be used for building the uniform buffer data
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*/
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UniformBuffer getUniformBuffer(uniform_block_type type, size_t num_elements, size_t element_size_override);
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/**
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* @brief Submit finished uniform data to this manager
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*
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* @warning This should not be used directly! It will be called by UniformBuffer with the correct parameters when
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* appropriate.
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*
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* @param buffer The memory to submit to the buffer
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* @param data_size The size of the memory buffer
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* @param offset The offset into this buffer
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*/
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void submitData(void* buffer, size_t data_size, size_t offset);
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/**
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* @brief Gets the graphics buffer handle for the currently active uniform buffer
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*
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* @warning This should not be used directly. Use UniformBuffer::bufferHandle().
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*
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* @return The uniform buffer handle
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*/
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gr_buffer_handle getActiveBufferHandle();
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/**
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* @brief Checks the used buffer and retires any buffers that are no longer in use for later reuse
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*/
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void onFrameEnd();
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/**
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* @brief Gets the current size of the uniform buffer
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* This is mostly for debugging purposes.
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* @return The size in bytes of the uniform buffer.
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*/
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size_t getBufferSize();
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/**
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* @brief Gets the number of bytes used in the current segment of the buffer
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* This is mostly for debugging purposes.
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* @return The bytes used in the segment
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*/
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size_t getCurrentlyUsedSize();
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};
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}
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}
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