mirror of https://github.com/PCSX2/pcsx2.git
341 lines
8.6 KiB
C++
341 lines
8.6 KiB
C++
/*
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* Copyright (C) 2011-2011 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#include "config.h"
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#ifdef ENABLE_OGL_DEBUG_MEM_BW
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extern uint64 g_vertex_upload_byte;
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#endif
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struct GSInputLayoutOGL {
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GLint location;
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GLint size;
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GLenum type;
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GLboolean normalize;
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GLsizei stride;
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const GLvoid* offset;
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};
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template<int STRIDE>
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class GSBufferOGL {
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size_t m_start;
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size_t m_count;
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size_t m_limit;
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size_t m_quarter_shift;
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const GLenum m_target;
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GLuint m_buffer_name;
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uint8* m_buffer_ptr;
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GLsync m_fence[5];
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public:
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GSBufferOGL(GLenum target, size_t count)
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: m_start(0)
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, m_count(0)
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, m_limit(0)
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, m_target(target)
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{
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glGenBuffers(1, &m_buffer_name);
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// Warning m_limit is the number of object (not the size in Bytes)
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// Round it to next power of 2
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m_limit = 1u << (1u + (size_t)std::log2(count - 1u));
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m_quarter_shift = (size_t)std::log2(m_limit * STRIDE) - 2;
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for (size_t i = 0; i < 5; i++) {
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m_fence[i] = 0;
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}
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// TODO: if we do manually the synchronization, I'm not sure size is important. It worths to investigate it.
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// => bigger buffer => less sync
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bind();
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if (STRIDE <= 4)
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glObjectLabel(GL_BUFFER, m_buffer_name, -1, "IBO");
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else
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glObjectLabel(GL_BUFFER, m_buffer_name, -1, "VBO");
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// coherency will be done by flushing
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const GLbitfield common_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
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const GLbitfield map_flags = common_flags | GL_MAP_FLUSH_EXPLICIT_BIT;
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const GLbitfield create_flags = common_flags | GL_CLIENT_STORAGE_BIT;
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glBufferStorage(m_target, STRIDE * m_limit, NULL, create_flags );
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m_buffer_ptr = (uint8*) glMapBufferRange(m_target, 0, STRIDE * m_limit, map_flags);
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if (!m_buffer_ptr) {
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fprintf(stderr, "Failed to map buffer\n");
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throw GSDXError();
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}
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}
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~GSBufferOGL() {
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for (size_t i = 0; i < 5; i++) {
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glDeleteSync(m_fence[i]);
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}
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glDeleteBuffers(1, &m_buffer_name);
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}
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void bind()
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{
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glBindBuffer(m_target, m_buffer_name);
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}
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void* map(size_t count)
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{
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m_count = count;
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if (m_count >= m_limit)
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throw GSDXErrorGlVertexArrayTooSmall();
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size_t offset = m_start * STRIDE;
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size_t length = m_count * STRIDE;
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if (m_count > (m_limit - m_start) ) {
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size_t current_chunk = offset >> m_quarter_shift;
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#ifdef ENABLE_OGL_DEBUG_FENCE
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fprintf(stderr, "%x: Wrap buffer\n", m_target);
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fprintf(stderr, "%x: Insert a fence in chunk %zu\n", m_target, current_chunk);
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#endif
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ASSERT(current_chunk > 0 && current_chunk < 5);
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if (m_fence[current_chunk] == 0) {
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m_fence[current_chunk] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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}
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// Wrap at startup
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m_start = 0;
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offset = 0;
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// Only check first chunk
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if (m_fence[0]) {
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#ifdef ENABLE_OGL_DEBUG_FENCE
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GLenum status = glClientWaitSync(m_fence[0], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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if (status != GL_ALREADY_SIGNALED) {
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fprintf(stderr, "%x: Sync Sync! Buffer too small\n", m_target);
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}
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#else
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glClientWaitSync(m_fence[0], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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#endif
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glDeleteSync(m_fence[0]);
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m_fence[0] = 0;
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}
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}
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// Protect buffer with fences
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size_t current_chunk = offset >> m_quarter_shift;
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size_t next_chunk = (offset + length) >> m_quarter_shift;
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for (size_t c = current_chunk + 1; c <= next_chunk; c++) {
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#ifdef ENABLE_OGL_DEBUG_FENCE
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fprintf(stderr, "%x: Insert a fence in chunk %d\n", m_target, c-1);
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#endif
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ASSERT(c > 0 && c < 5);
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m_fence[c-1] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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if (m_fence[c]) {
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#ifdef ENABLE_OGL_DEBUG_FENCE
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GLenum status = glClientWaitSync(m_fence[c], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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#else
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glClientWaitSync(m_fence[c], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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#endif
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glDeleteSync(m_fence[c]);
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m_fence[c] = 0;
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#ifdef ENABLE_OGL_DEBUG_FENCE
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if (status != GL_ALREADY_SIGNALED) {
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fprintf(stderr, "%x: Sync Sync! Buffer too small\n", m_target);
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}
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#endif
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}
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}
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return m_buffer_ptr + offset;
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}
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void unmap()
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{
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glFlushMappedBufferRange(m_target, m_start * STRIDE, m_count * STRIDE);
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}
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void upload(const void* src, size_t count)
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{
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#ifdef ENABLE_OGL_DEBUG_MEM_BW
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g_vertex_upload_byte += count * STRIDE;
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#endif
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void* dst = map(count);
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memcpy(dst, src, count * STRIDE);
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unmap();
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}
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void EndScene()
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{
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m_start += m_count;
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m_count = 0;
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}
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void Draw(GLenum mode)
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{
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glDrawArrays(mode, m_start, m_count);
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}
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void Draw(GLenum mode, int offset, int count)
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{
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glDrawArrays(mode, m_start + offset, count);
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}
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void Draw(GLenum mode, GLint basevertex)
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{
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glDrawElementsBaseVertex(mode, m_count, GL_UNSIGNED_INT, (void*)(m_start * STRIDE), basevertex);
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}
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void Draw(GLenum mode, GLint basevertex, int offset, int count)
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{
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glDrawElementsBaseVertex(mode, count, GL_UNSIGNED_INT, (void*)((m_start + offset) * STRIDE), basevertex);
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}
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size_t GetStart() { return m_start; }
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};
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class GSVertexBufferStateOGL {
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std::unique_ptr<GSBufferOGL<sizeof(GSVertexPT1)>> m_vb;
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std::unique_ptr<GSBufferOGL<sizeof(uint32)>> m_ib;
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GLuint m_va;
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GLenum m_topology;
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std::vector<GSInputLayoutOGL> m_layout;
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// No copy constructor please
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GSVertexBufferStateOGL(const GSVertexBufferStateOGL& ) = delete;
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public:
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GSVertexBufferStateOGL(const std::vector<GSInputLayoutOGL>& layout) : m_topology(0), m_layout(layout)
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{
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glGenVertexArrays(1, &m_va);
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glBindVertexArray(m_va);
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m_vb.reset(new GSBufferOGL<sizeof(GSVertexPT1)>(GL_ARRAY_BUFFER, 256 * 1024));
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m_ib.reset(new GSBufferOGL<sizeof(uint32)>(GL_ELEMENT_ARRAY_BUFFER, 2 * 1024 * 1024));
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m_vb->bind();
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m_ib->bind();
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set_internal_format();
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}
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void bind()
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{
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// Note: index array are part of the VA state so it need to be bound only once.
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glBindVertexArray(m_va);
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if (m_vb)
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m_vb->bind();
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}
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void set_internal_format()
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{
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for (const auto &l : m_layout) {
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// Note this function need both a vertex array object and a GL_ARRAY_BUFFER buffer
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glEnableVertexAttribArray(l.location);
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switch (l.type) {
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case GL_UNSIGNED_SHORT:
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case GL_UNSIGNED_INT:
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if (l.normalize) {
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glVertexAttribPointer(l.location, l.size, l.type, l.normalize, l.stride, l.offset);
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} else {
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// Rule: when shader use integral (not normalized) you must use glVertexAttribIPointer (note the extra I)
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glVertexAttribIPointer(l.location, l.size, l.type, l.stride, l.offset);
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}
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break;
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default:
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glVertexAttribPointer(l.location, l.size, l.type, l.normalize, l.stride, l.offset);
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break;
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}
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}
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}
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void EndScene()
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{
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m_vb->EndScene();
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m_ib->EndScene();
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}
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void DrawPrimitive() { m_vb->Draw(m_topology); }
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void DrawPrimitive(int offset, int count) { m_vb->Draw(m_topology, offset, count); }
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void DrawIndexedPrimitive() { m_ib->Draw(m_topology, m_vb->GetStart() ); }
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void DrawIndexedPrimitive(int offset, int count) { m_ib->Draw(m_topology, m_vb->GetStart(), offset, count ); }
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void SetTopology(GLenum topology) { m_topology = topology; }
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void* MapVB(size_t count) {
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void *ptr;
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while (true) {
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try {
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ptr = m_vb->map(count);
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break;
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} catch (GSDXErrorGlVertexArrayTooSmall) {
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GL_INS("GL vertex buffer is too small");
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m_vb.reset(new GSBufferOGL<sizeof(GSVertexPT1)>(GL_ARRAY_BUFFER, count));
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set_internal_format();
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}
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}
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return ptr;
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}
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void UnmapVB() { m_vb->unmap(); }
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void UploadVB(const void* vertices, size_t count) {
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while (true) {
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try {
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m_vb->upload(vertices, count);
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break;
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} catch (GSDXErrorGlVertexArrayTooSmall) {
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GL_INS("GL vertex buffer is too small");
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m_vb.reset(new GSBufferOGL<sizeof(GSVertexPT1)>(GL_ARRAY_BUFFER, count));
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set_internal_format();
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}
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}
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}
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void UploadIB(const void* index, size_t count) {
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while (true) {
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try {
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m_ib->upload(index, count);
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break;
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} catch (GSDXErrorGlVertexArrayTooSmall) {
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GL_INS("GL index buffer is too small");
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m_ib.reset(new GSBufferOGL<sizeof(uint32)>(GL_ELEMENT_ARRAY_BUFFER, count));
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}
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}
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}
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~GSVertexBufferStateOGL()
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{
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glDeleteVertexArrays(1, &m_va);
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}
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};
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