BsGLGpuBuffer.cpp 3.8 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsGLGpuBuffer.h"
  4. #include "Debug/BsDebug.h"
  5. #include "Profiling/BsRenderStats.h"
  6. #include "BsGLPixelFormat.h"
  7. #include "BsGLHardwareBufferManager.h"
  8. #include "BsGLCommandBuffer.h"
  9. namespace bs { namespace ct
  10. {
  11. GLGpuBuffer::GLGpuBuffer(const GPU_BUFFER_DESC& desc, GpuDeviceFlags deviceMask)
  12. : GpuBuffer(desc, deviceMask), mTextureID(0), mFormat(0)
  13. {
  14. if(desc.type == GBT_APPENDCONSUME || desc.type == GBT_INDIRECTARGUMENT || desc.type == GBT_RAW)
  15. LOGERR("Only standard and structured buffers are supported on OpenGL.");
  16. if (desc.useCounter)
  17. LOGERR("Buffer counters not supported on OpenGL.");
  18. assert((deviceMask == GDF_DEFAULT || deviceMask == GDF_PRIMARY) && "Multiple GPUs not supported natively on OpenGL.");
  19. // Note: Implement OpenGL shader storage buffers, append/consume buffers, transform feedback buffers,
  20. // indirect argument buffers and counter buffers
  21. mFormat = GLPixelUtil::getBufferFormat(desc.format);
  22. }
  23. GLGpuBuffer::~GLGpuBuffer()
  24. {
  25. glDeleteTextures(1, &mTextureID);
  26. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_GpuBuffer);
  27. }
  28. void GLGpuBuffer::initialize()
  29. {
  30. // Create buffer
  31. if(mProperties.getType() == GBT_STRUCTURED)
  32. {
  33. const auto& props = getProperties();
  34. UINT32 size = props.getElementCount() * props.getElementSize();
  35. mBuffer.initialize(GL_SHADER_STORAGE_BUFFER, size, props.getUsage());
  36. }
  37. else
  38. {
  39. const auto& props = getProperties();
  40. UINT32 size = props.getElementCount() * props.getElementSize();
  41. mBuffer.initialize(GL_TEXTURE_BUFFER, size, props.getUsage());
  42. // Create texture
  43. glGenTextures(1, &mTextureID);
  44. glBindTexture(GL_TEXTURE_BUFFER, mTextureID);
  45. glTexBuffer(GL_TEXTURE_BUFFER, mFormat, mBuffer.getGLBufferId());
  46. }
  47. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_GpuBuffer);
  48. GpuBuffer::initialize();
  49. }
  50. void* GLGpuBuffer::lock(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 deviceIdx, UINT32 queueIdx)
  51. {
  52. #if BS_PROFILING_ENABLED
  53. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  54. {
  55. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuBuffer);
  56. }
  57. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD
  58. || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  59. {
  60. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuBuffer);
  61. }
  62. #endif
  63. return mBuffer.lock(offset, length, options);
  64. }
  65. void GLGpuBuffer::unlock()
  66. {
  67. mBuffer.unlock();
  68. }
  69. void GLGpuBuffer::readData(UINT32 offset, UINT32 length, void* dest, UINT32 deviceIdx, UINT32 queueIdx)
  70. {
  71. mBuffer.readData(offset, length, dest);
  72. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuBuffer);
  73. }
  74. void GLGpuBuffer::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags,
  75. UINT32 queueIdx)
  76. {
  77. mBuffer.writeData(offset, length, source, writeFlags);
  78. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuBuffer);
  79. }
  80. void GLGpuBuffer::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length,
  81. bool discardWholeBuffer, const SPtr<CommandBuffer>& commandBuffer)
  82. {
  83. auto executeRef = [this](HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length)
  84. {
  85. GLGpuBuffer& glSrcBuffer = static_cast<GLGpuBuffer&>(srcBuffer);
  86. glSrcBuffer.mBuffer.copyData(mBuffer, srcOffset, dstOffset, length);
  87. };
  88. if (commandBuffer == nullptr)
  89. executeRef(srcBuffer, srcOffset, dstOffset, length);
  90. else
  91. {
  92. auto execute = [&]() { executeRef(srcBuffer, srcOffset, dstOffset, length); };
  93. SPtr<GLCommandBuffer> cb = std::static_pointer_cast<GLCommandBuffer>(commandBuffer);
  94. cb->queueCommand(execute);
  95. }
  96. }
  97. }}