mirror of https://github.com/PCSX2/pcsx2.git
381 lines
9.7 KiB
C++
381 lines
9.7 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 uint32 g_vertex_upload_byte;
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#endif
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struct GSInputLayoutOGL {
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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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class GSBufferOGL {
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const size_t m_stride;
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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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const GLenum m_target;
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GLuint m_buffer_name;
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uint8* m_buffer_ptr;
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const bool m_buffer_storage;
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GLsync m_fence[5];
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public:
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GSBufferOGL(GLenum target, size_t stride) :
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m_stride(stride)
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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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, m_buffer_storage((theApp.GetConfig("ogl_vertex_storage", 0) == 1) && GLLoader::found_GL_ARB_buffer_storage)
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{
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gl_GenBuffers(1, &m_buffer_name);
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// Opengl works best with 1-4MB buffer.
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// Warning m_limit is the number of object (not the size in Bytes)
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m_limit = 2 * 2 * 1024 * 1024 / m_stride;
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if (m_buffer_storage) {
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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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#ifndef ENABLE_GLES
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bind();
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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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gl_BufferStorage(m_target, m_stride*m_limit, NULL, create_flags );
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m_buffer_ptr = (uint8*) gl_MapBufferRange(m_target, 0, m_stride*m_limit, map_flags);
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#endif
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} else {
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m_buffer_ptr = NULL;
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}
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}
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~GSBufferOGL() {
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if (m_buffer_storage) {
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for (size_t i = 0; i < 5; i++) {
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gl_DeleteSync(m_fence[i]);
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}
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bind();
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gl_UnmapBuffer(m_target);
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}
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gl_DeleteBuffers(1, &m_buffer_name);
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}
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void allocate() { allocate(m_limit); }
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void allocate(size_t new_limit)
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{
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if (!m_buffer_storage) {
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m_start = 0;
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m_limit = new_limit;
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gl_BufferData(m_target, m_limit * m_stride, NULL, GL_STREAM_DRAW);
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}
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}
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void bind()
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{
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gl_BindBuffer(m_target, m_buffer_name);
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}
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void subdata_upload(const void* src)
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{
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// Current GPU buffer is really too small need to allocate a new one
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if (m_count > m_limit) {
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//fprintf(stderr, "Allocate a new buffer\n %d", m_stride);
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allocate(std::max<int>(m_count * 3 / 2, m_limit));
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} else if (m_count > (m_limit - m_start) ) {
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//fprintf(stderr, "Orphan the buffer %d\n", m_stride);
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// Not enough left free room. Just go back at the beginning
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m_start = 0;
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// Orphan the buffer to avoid synchronization
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allocate(m_limit);
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}
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gl_BufferSubData(m_target, m_stride * m_start, m_stride * m_count, src);
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}
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void map_upload(const void* src)
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{
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void* dst;
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size_t offset = m_start*m_stride;
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size_t length = m_count*m_stride;
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//fprintf(stderr, "Upload from %x offset %x bytes (%x)\n", offset, length, m_target);
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// Get the pointer of the buffer
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{
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// It would need some protection of the data. For the moment finger cross!
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if (m_count > m_limit) {
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fprintf(stderr, "Buffer (%x) too small! Please report it upstream\n", m_target);
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ASSERT(0);
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} else if (m_count > (m_limit - m_start) ) {
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size_t current_chunk = offset >> 20;
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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 %d\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] = gl_FenceSync(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 = gl_ClientWaitSync(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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gl_ClientWaitSync(m_fence[0], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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#endif
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gl_DeleteSync(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 >> 20;
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size_t next_chunk = (offset + length) >> 20;
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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] = gl_FenceSync(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 = gl_ClientWaitSync(m_fence[c], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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#else
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gl_ClientWaitSync(m_fence[c], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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#endif
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gl_DeleteSync(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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dst = m_buffer_ptr + offset;
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}
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memcpy(dst, src, length);
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gl_FlushMappedBufferRange(m_target, offset, length);
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}
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#ifdef ENABLE_GLES
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void upload(const void* src, uint32 count, uint32 basevertex = 0)
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#else
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void upload(const void* src, uint32 count)
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#endif
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{
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#ifdef ENABLE_GLES
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// Emulate gl_DrawElementsBaseVertex... Maybe GLES 4 you know!
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if (basevertex) {
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uint32* data = (uint32*) src;
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for (uint32 i = 0; i < count; i++) {
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data[i] += basevertex;
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}
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}
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#endif
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#ifdef ENABLE_OGL_DEBUG_MEM_BW
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g_vertex_upload_byte += count*m_stride;
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#endif
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m_count = count;
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if (m_buffer_storage) {
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map_upload(src);
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} else {
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subdata_upload(src);
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}
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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, GLint basevertex)
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{
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#ifdef ENABLE_GLES
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glDrawElements(mode, m_count, GL_UNSIGNED_INT, (void*)(m_start * m_stride));
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#else
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gl_DrawElementsBaseVertex(mode, m_count, GL_UNSIGNED_INT, (void*)(m_start * m_stride), basevertex);
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#endif
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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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#ifdef ENABLE_GLES
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glDrawElements(mode, count, GL_UNSIGNED_INT, (void*)((m_start + offset) * m_stride));
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#else
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gl_DrawElementsBaseVertex(mode, count, GL_UNSIGNED_INT, (void*)((m_start + offset) * m_stride), basevertex);
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#endif
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}
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size_t GetStart() { return m_start; }
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void debug()
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{
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fprintf(stderr, "data buffer: start %d, count %d\n", m_start, m_count);
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}
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};
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class GSVertexBufferStateOGL {
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GSBufferOGL *m_vb;
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GSBufferOGL *m_ib;
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GLuint m_va;
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GLenum m_topology;
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public:
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GSVertexBufferStateOGL(size_t stride, GSInputLayoutOGL* layout, uint32 layout_nbr)
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{
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gl_GenVertexArrays(1, &m_va);
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m_vb = new GSBufferOGL(GL_ARRAY_BUFFER, stride);
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m_ib = new GSBufferOGL(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32));
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bind();
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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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m_ib->bind();
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m_vb->allocate();
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m_ib->allocate();
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set_internal_format(layout, layout_nbr);
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}
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void bind()
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{
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gl_BindVertexArray(m_va);
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m_vb->bind();
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}
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void set_internal_format(GSInputLayoutOGL* layout, uint32 layout_nbr)
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{
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for (uint32 i = 0; i < layout_nbr; i++) {
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// Note this function need both a vertex array object and a GL_ARRAY_BUFFER buffer
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gl_EnableVertexAttribArray(i);
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switch (layout[i].type) {
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case GL_UNSIGNED_SHORT:
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case GL_UNSIGNED_INT:
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if (layout[i].normalize) {
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gl_VertexAttribPointer(i, layout[i].size, layout[i].type, layout[i].normalize, layout[i].stride, layout[i].offset);
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} else {
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// Rule: when shader use integral (not normalized) you must use gl_VertexAttribIPointer (note the extra I)
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gl_VertexAttribIPointer(i, layout[i].size, layout[i].type, layout[i].stride, layout[i].offset);
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}
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break;
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default:
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gl_VertexAttribPointer(i, layout[i].size, layout[i].type, layout[i].normalize, layout[i].stride, layout[i].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 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 UploadVB(const void* vertices, size_t count) { m_vb->upload(vertices, count); }
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void UploadIB(const void* index, size_t count) {
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#ifdef ENABLE_GLES
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m_ib->upload(index, count, m_vb->GetStart());
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#else
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m_ib->upload(index, count);
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#endif
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}
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~GSVertexBufferStateOGL()
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{
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gl_DeleteVertexArrays(1, &m_va);
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delete m_vb;
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delete m_ib;
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}
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void debug()
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{
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string topo;
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switch (m_topology) {
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case GL_POINTS:
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topo = "point";
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break;
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case GL_LINES:
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topo = "line";
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break;
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case GL_TRIANGLES:
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topo = "triangle";
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break;
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case GL_TRIANGLE_STRIP:
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topo = "triangle strip";
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break;
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}
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m_vb->debug();
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m_ib->debug();
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fprintf(stderr, "primitives of %s\n", topo.c_str());
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}
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};
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