Files
fs2open.github.com/code/graphics/util/GPUMemoryHeap.cpp
T
asarium 39ab45dc7c Add macro for marking unreachable code
This can be used for mark parts of the code which should be unreachable
in normal execution. In debug mode, if such a statement is reached an
Error dialog is shown which aborts the execution. In release mode the
macro is replaced with a compiler specific expression that lets the
compiler know that this part is unreachable which allows it to optimize
the code better.
2018-06-09 17:38:17 +02:00

72 lines
1.6 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 detected!");
return BufferType::Vertex;
}
}
}
namespace graphics {
namespace util {
GPUMemoryHeap::GPUMemoryHeap(GpuHeap heap_type) {
_bufferHandle = gr_create_buffer(getBufferType(heap_type), BufferUsageHint::Static);
_allocator.reset(new ::util::HeapAllocator([this](size_t n) { resizeBuffer(n); }));
}
GPUMemoryHeap::~GPUMemoryHeap() {
if (_bufferHandle != -1) {
gr_delete_buffer(_bufferHandle);
_bufferHandle = -1;
}
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
}
int GPUMemoryHeap::bufferHandle() {
return _bufferHandle;
}
}
}