mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-10 13:18:31 +09:00
[Fix, Test] (MG_State, BufferObject): land a non-persistent write map's staged bytes into a GPU-resident store at unmap and explicit flush instead of dropping them - SSBO binding and large-store adoption make resident stores reachable through glMapBufferRange, so every per-draw re-initialisation was silently lost
This commit is contained in:
@@ -67,6 +67,14 @@ namespace MobileGL::MG_State::GLState {
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}
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void BufferObject::NotifyContentWrite(SizeT offset, SizeT size) {
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if (size == 0) {
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// An empty write moves the serial and nothing else, exactly as NotifySubData
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// and NotifyFlushMappedRange do: it wrote no byte, so it must not promote an
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// undefined store to "has content" - that would cost the next orphaning
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// respecification a full-size upload of bytes the application never wrote.
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++m_changeSerial;
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return;
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}
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m_hasDefinedContent = true;
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if (m_resource.IsGpuResident()) {
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// The write already landed in coherent GPU memory; the backend has no separate
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@@ -111,7 +119,10 @@ namespace MobileGL::MG_State::GLState {
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}
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void BufferObject::Respecify(SizeT size, const void* data) {
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ReleaseMemory();
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// The store a live mapping wrote into is about to be replaced, so landing those
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// bytes into it would copy a whole mapped range (an adopted arena's map is the
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// arena) into storage the next line hands back.
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ReleaseMemory(false);
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RedefineStorage(size);
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if (data && size > 0) {
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Memcpy(m_resource.Bytes(), data, size);
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@@ -136,7 +147,9 @@ namespace MobileGL::MG_State::GLState {
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}
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void BufferObject::AllocateImmutableStorage(SizeT size, const void* data, GLbitfield storageFlags) {
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ReleaseMemory();
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// Same as Respecify: the bytes a live mapping staged have nowhere to land, the
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// store they belong to is being replaced.
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ReleaseMemory(false);
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RedefineStorage(size);
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if (data) {
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Memcpy(m_resource.Bytes(), data, size);
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@@ -190,24 +203,45 @@ namespace MobileGL::MG_State::GLState {
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m_usage = usage;
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}
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void BufferObject::ReleaseMemory() {
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void BufferObject::ReleaseMemory(Bool landStagedWrites) {
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if (!m_isMapped) return;
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if (m_mappingAccess & BufferMappingAccessBit::Write) { // if we wrote to the buffer
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// A persistent GPU-resident map wrote straight into coherent GPU memory, so
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// there is nothing to copy back and no range to push down on unmap.
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if (!m_resource.IsGpuResident() &&
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!(m_mappingAccess & BufferMappingAccessBit::FlushExplicit)) { // if we didn't flush explicitly
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if (!(m_mappingAccess & BufferMappingAccessBit::Persistent)) {
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Memcpy(m_resource.Bytes() + m_mappedRange.start, m_stagingData.data() + m_stagingBias,
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m_mappedRange.end - m_mappedRange.start);
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if (landStagedWrites &&
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(m_mappingAccess & BufferMappingAccessBit::Write)) { // if we wrote to the buffer
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if (!(m_mappingAccess & BufferMappingAccessBit::FlushExplicit)) { // if we didn't flush explicitly
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const SizeT mappedLength = m_mappedRange.end - m_mappedRange.start;
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if (m_resource.IsGpuResident()) {
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// A persistent map of an adopted store wrote straight into coherent
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// GPU memory: nothing to copy back, no range to push down. A
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// NON-persistent write map is a different thing: the application
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// wrote a staging copy (glMapBuffer and glMapBufferRange hand one out
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// regardless of where the store lives), and GL requires those bytes
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// to be visible to every later command the moment glUnmapBuffer
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// returns. Residency used to come only from a coherent persistent
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// map, which never has a staging copy, so the copy-back was simply
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// skipped for a resident store; residency now also comes from a
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// shader storage binding (EnsureGpuResidentStorage at draw time) and
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// from large-store adoption (TryAdoptLargeStorage), both of which an
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// application then re-initialises through an ordinary map/write/unmap.
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// Skipping the copy-back dropped every one of those writes. Land the
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// staged bytes through the same route glBufferSubData takes into an
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// adopted store - the backend's flush op is for stores it keeps a
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// separate copy of and must not run here.
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if (!(m_mappingAccess & BufferMappingAccessBit::Persistent)) {
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LandBytesIntoResidentStore(m_mappedRange.start,
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{m_stagingData.data() + m_stagingBias, mappedLength});
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}
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} else {
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if (!(m_mappingAccess & BufferMappingAccessBit::Persistent)) {
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Memcpy(m_resource.Bytes() + m_mappedRange.start, m_stagingData.data() + m_stagingBias,
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mappedLength);
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}
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NotifyFlushMappedRange(m_mappedRange, m_mappingAccess);
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}
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NotifyFlushMappedRange(m_mappedRange, m_mappingAccess);
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}
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m_stagingData.clear();
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}
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m_stagingData.clear();
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m_isMapped = false;
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m_mappingAccess = BufferMappingAccessBit::Null;
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m_mappedRange = {0, 0};
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@@ -227,8 +261,21 @@ namespace MobileGL::MG_State::GLState {
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MOBILEGL_ASSERT(end <= m_mappedRange.end, "Flush range out of bounds: mappedRange.end (%zu) < end (%zu)",
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m_mappedRange.end, end);
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// FLUSH_EXPLICIT maps are never GPU-resident (only coherent maps are adopted), so
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// the staged bytes must be copied into the shadow before the backend reads them.
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// A FLUSH_EXPLICIT map can sit on an adopted store: the map itself never adopts
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// (only a coherent persistent one does), but a shader storage binding or
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// large-store adoption may have made the buffer resident before the map. The
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// flushed bytes then take the same landing as any other CPU write into an
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// adopted store - a persistent map already wrote them in place and only has
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// to publish the change, a non-persistent map staged them and has to land
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// them. The backend's flush op is for stores it keeps a separate copy of.
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if (m_resource.IsGpuResident()) {
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if (m_mappingAccess & BufferMappingAccessBit::Persistent) {
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NotifyContentWrite(start, length);
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} else {
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LandBytesIntoResidentStore(start, {m_stagingData.data() + m_stagingBias + offset, length});
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}
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return;
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}
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if (!(m_mappingAccess & BufferMappingAccessBit::Persistent)) {
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Memcpy(m_resource.Bytes() + start, m_stagingData.data() + m_stagingBias + offset, length);
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}
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@@ -284,35 +331,48 @@ namespace MobileGL::MG_State::GLState {
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data.size, m_size);
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// An adopted store's Bytes() IS the memory in-flight frames are reading, and
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// GL orders a glBufferSubData after those already-submitted reads. A backend
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// that can land the bytes on the GPU timeline takes them here, untouched by
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// the mapping - the in-place host write below tore the frames still reading
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// the old bytes. The bytes are not current in the mapping until the backend's
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// ordered copy executes, so reads reconcile through the same gate GPU-written
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// buffers use.
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if (m_resource.IsGpuResident() && data.size > 0 && g_bufferBackendOps &&
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g_bufferBackendOps->ResidentSubData) {
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g_bufferBackendOps->ResidentSubData(*this, atOffset, data);
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// GL orders a glBufferSubData after those already-submitted reads: the write
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// has to take the resident landing, never a plain host write into the mapping.
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// Shadow-backed stores need none of this: the Memcpy below touches only the
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// shadow, and the backend's SubData op does its own ordering against in-flight
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// work.
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if (m_resource.IsGpuResident()) {
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LandBytesIntoResidentStore(atOffset, data);
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return;
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}
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Memcpy(m_resource.Bytes() + atOffset, data.data, data.size);
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NotifyContentWrite(atOffset, data.size);
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}
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// A backend that can land the bytes on the GPU timeline takes them here, untouched
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// by the mapping - an in-place host write into coherent memory tore the frames
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// still reading the old bytes (Minecraft patches LIVE chunk sections this way).
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// The bytes are then not current in the mapping until the backend's ordered copy
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// executes, so reads reconcile through the same gate GPU-written buffers use.
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//
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// Without that op the write lands in place, after retiring the GPU writes this store
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// is known to be waiting on: a backend that defers work (DirectVulkan's frame command
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// buffer) may still be holding a recorded-but-unsubmitted dispatch that GL orders this
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// write AFTER, and writing the mapping now would land the bytes underneath that
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// dispatch - its increments then execute on top of the newer data and invert the call
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// order. That gate only knows about work that WROTE the store (MarkGpuWritten); work
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// that merely READS it - a draw sourcing an adopted vertex arena - is not tracked here,
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// so a backend without the op still owes the ordering against its own recorded reads.
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// NotifyContentWrite on a resident store only bumps the serial: the backend has no
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// separate copy to sync, so no transfer op runs.
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void BufferObject::LandBytesIntoResidentStore(SizeT offset, DataPtr bytes) {
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if (bytes.size > 0 && g_bufferBackendOps && g_bufferBackendOps->ResidentSubData) {
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g_bufferBackendOps->ResidentSubData(*this, offset, bytes);
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m_hasDefinedContent = true;
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++m_changeSerial;
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m_gpuWritePending = true;
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return;
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}
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// An adopted store's Bytes() IS the memory the GPU reads, and a backend that
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// defers work (DirectVulkan's frame command buffer) may still be holding a
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// recorded-but-unsubmitted dispatch that GL orders this write AFTER. Writing
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// the mapping now would land the bytes underneath that dispatch - its
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// increments then execute on top of the newer data and invert the call order.
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// Retire the pending GPU writes first, as FillSubData already does. Shadow-
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// backed stores need none of this: the Memcpy below touches only the shadow,
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// and the backend's SubData op does its own ordering against in-flight work.
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if (m_resource.IsGpuResident()) {
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SyncGpuWrites();
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}
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Memcpy(m_resource.Bytes() + atOffset, data.data, data.size);
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NotifyContentWrite(atOffset, data.size);
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SyncGpuWrites();
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Memcpy(m_resource.Bytes() + offset, bytes.data, bytes.size);
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NotifyContentWrite(offset, bytes.size);
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}
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void BufferObject::FillSubData(DataPtr pattern, SizeT atOffset, SizeT size) {
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@@ -327,8 +387,13 @@ namespace MobileGL::MG_State::GLState {
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"Cannot fill data while buffer is non-persistently mapped.");
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if (size == 0) return;
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// An adopted store takes the same GPU-timeline landing as UploadSubData: the
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// in-place write below would tear in-flight readers of the mapping.
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// An adopted store takes the same landing as UploadSubData: the in-place write
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// below would tear in-flight readers of the mapping. The pattern is expanded
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// first because the landing takes the final bytes, not a repeat rule - which is
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// why only a backend that actually takes them comes through here. Without that
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// op the landing would memcpy the expansion into the mapping the loop below
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// fills in place anyway, so a whole-arena clear would allocate a whole arena
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// for nothing.
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if (m_resource.IsGpuResident() && g_bufferBackendOps && g_bufferBackendOps->ResidentSubData) {
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Vector<Uint8> expanded(size);
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if (pattern.size == 1) {
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@@ -338,16 +403,13 @@ namespace MobileGL::MG_State::GLState {
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Memcpy(expanded.data() + at, pattern.data, pattern.size);
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}
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}
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g_bufferBackendOps->ResidentSubData(*this, atOffset, {expanded.data(), size});
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m_hasDefinedContent = true;
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++m_changeSerial;
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m_gpuWritePending = true;
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LandBytesIntoResidentStore(atOffset, {expanded.data(), size});
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return;
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}
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// A clear is ordered after all earlier GPU writes. Partial clears additionally need the
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// retained shadow bytes; whole-store clears need the same synchronization before writing
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// an adopted persistent mapping that the GPU may still be accessing.
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// A clear is ordered after all earlier GPU writes; partial clears additionally need
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// the retained shadow bytes, and a resident store the backend cannot take the bytes
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// for is written in place, which needs the same synchronization the landing does.
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SyncGpuWrites();
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Uint8* dst = m_resource.Bytes() + atOffset;
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@@ -381,22 +443,13 @@ namespace MobileGL::MG_State::GLState {
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size, m_size);
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src->SyncGpuWrites();
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// An adopted DESTINATION takes the same GPU-timeline landing as UploadSubData;
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// the in-place write below would tear in-flight readers of the mapping.
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if (m_resource.IsGpuResident() && size > 0 && g_bufferBackendOps &&
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g_bufferBackendOps->ResidentSubData) {
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g_bufferBackendOps->ResidentSubData(*this, dstOffset,
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{src->m_resource.Bytes() + srcOffset, size});
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m_hasDefinedContent = true;
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++m_changeSerial;
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m_gpuWritePending = true;
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return;
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}
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// The DESTINATION needs the same ordering as UploadSubData: an adopted store is
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// written in place, so pending recorded GPU writes to it must retire before the
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// copy lands or they would execute on top of it.
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// An adopted DESTINATION takes the same landing as UploadSubData: the in-place
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// write below would tear in-flight readers of the mapping, and pending recorded
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// GPU writes to it must retire before the copy lands or they would execute on
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// top of it.
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if (m_resource.IsGpuResident()) {
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SyncGpuWrites();
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LandBytesIntoResidentStore(dstOffset, {src->m_resource.Bytes() + srcOffset, size});
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return;
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}
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Memcpy(m_resource.Bytes() + dstOffset, src->m_resource.Bytes() + srcOffset, size);
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NotifyContentWrite(dstOffset, size);
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@@ -433,6 +486,16 @@ namespace MobileGL::MG_State::GLState {
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if (m_resource.IsGpuResident()) {
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return true;
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}
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// Adoption releases the CPU shadow, and a live mapping may BE that shadow: a
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// persistent map that did not itself adopt (a FLUSH_EXPLICIT one, or a read map)
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// handed the application shadow + offset, and GL keeps that pointer valid while
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// the buffer is drawn with - which is exactly when this runs, on the storage
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// binding walk. Freeing it under the application is a use-after-free, so a mapped
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// buffer keeps the shadow model until it is unmapped; the binding that follows
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// adopts then. Same rule as TryAdoptLargeStorage.
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if (m_isMapped) {
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return false;
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}
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if (m_size == 0 || g_bufferBackendOps == nullptr || g_bufferBackendOps->AcquirePersistentMap == nullptr) {
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return false;
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}
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@@ -451,7 +514,20 @@ namespace MobileGL::MG_State::GLState {
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// The app is about to look at the bytes; a shader may have rewritten them since
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// the shadow was last authoritative. Also needed for a write map without an
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// invalidate bit, whose staging copy is seeded from the shadow.
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SyncGpuWrites();
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//
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// One map shape looks at nothing: a non-persistent write map that discards the
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// range it maps gets a staging copy the seeding below skips, so no reader of the
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// store exists between here and the unmap. Reconciling an ADOPTED store would
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// still cost the backend's full drain-and-wait (its queued landings are made
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// visible to the CPU by finishing the pipeline), once per map, on exactly the
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// streaming arena the adoption exists to keep cheap. The outstanding-write flag
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// stays set, so the first read that DOES look at the bytes still pays for it.
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const Bool discardsWhatItMaps =
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(access & BufferMappingAccessBit::Write) && !(access & BufferMappingAccessBit::Persistent) &&
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(access & (BufferMappingAccessBit::InvalidateRange | BufferMappingAccessBit::InvalidateBuffer));
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if (!(m_resource.IsGpuResident() && discardsWhatItMaps)) {
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SyncGpuWrites();
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}
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m_isMapped = true;
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m_mappingAccess = access;
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m_mappedRange = range;
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@@ -81,7 +81,9 @@ namespace MobileGL {
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// Contents update of [offset, offset + size) from the shadow.
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void (*SubData)(BufferObject& bufferObject, SizeT offset, SizeT size) = nullptr;
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// Contents update of an ADOPTED (GPU-resident) store. `data` holds the app's
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// bytes; the frontend has NOT touched the resident mapping. GL orders a
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// bytes, valid for the duration of the call only (a write map's staging
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// store is freed the moment the unmap that lands it returns); the frontend
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// has NOT touched the resident mapping. GL orders a
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// glBufferSubData after already-submitted GPU reads of the store, and an
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// in-place host write into the coherent mapping tears the frames still
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// reading the old bytes (Minecraft patches LIVE chunk sections this way -
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@@ -157,9 +159,14 @@ namespace MobileGL {
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// Adopt backend host-visible coherent GPU storage as the source of truth
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// (used for GPU-written targets like transform feedback capture, so
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// MapBuffer/GetBufferSubData read real GPU results). No-op when already
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// resident or when the backend declines.
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// resident, while the buffer is mapped (adoption releases the shadow a
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// mapping may have handed the application), or when the backend declines.
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Bool EnsureGpuResidentStorage();
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void ReleaseMemory();
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// Unmap. A write map's staged bytes land in the store on the way out, unless
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// the caller is about to replace that store (a respecification) and passes
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// false - landing them there would copy a whole mapped range into storage
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// being handed back on the next line.
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void ReleaseMemory(Bool landStagedWrites = true);
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void FlushMemoryRange(SizeT offset, SizeT length);
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// Pushes the persistently-mapped write range to the backend; called by
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@@ -234,6 +241,12 @@ namespace MobileGL {
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// so this only bumps the change serial; otherwise it dispatches a backend
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// SubData transfer to sync the backend's separate GPU copy.
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void NotifyContentWrite(SizeT offset, SizeT size);
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// The one route CPU-sourced bytes take into an ADOPTED (GPU-resident) store:
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// glBufferSubData, a buffer clear, a buffer copy, and the landing of a
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// non-persistent write map at unmap / explicit flush all go through it, so
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// the routes cannot drift apart again. Carries no mapping asserts on
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// purpose - the unmap landing runs while the buffer is still mapped.
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void LandBytesIntoResidentStore(SizeT offset, DataPtr bytes);
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static Uint64 AllocateLifetimeId();
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