mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-12 14:18:31 +09:00
[Refactor] (MG_State, MG_Backend): PipeResource storage layer + zero-copy coherent persistent maps
Introduce a Mesa pipe_resource-style PipeResource that owns a GL buffer's bytes and its backend GPU resource, abstracting WHERE the authoritative bytes live: - Shadow mode (non-persistent buffers): a CPU Vector; the backend keeps its own GPU copy in sync via BufferBackendOps, exactly as before. - Persistent mode (coherent GL_MAP_PERSISTENT maps): the backend's host-visible, COHERENT, persistently-mapped GPU memory is the single source of truth. The app writes into it directly, every reader resolves against it, and NO per-write backend transfer happens. The CPU shadow is released. BufferObject no longer owns a raw shadow Vector; it holds a PipeResource and exposes one accessor, MappedData(), that all readers go through. Every buffer-data consumer (UBO payload, PBO texture upload, indirect draws, resident/streamed uploads, both backends) was migrated from GetDataReadOnly()->data() to MappedData(), so a persistent buffer's readers see GPU memory - not a stale shadow. That stale-shadow inconsistency is what corrupted rendering (wrong UBOs -> misplaced/"lost" vertices) in the first zero-copy attempt (625c8a6, reverted in 896cafc); routing every consumer through one accessor makes it structurally impossible. Backends provide the map via BufferBackendOps::AcquirePersistentMap: - DirectVulkan: a HOST_VISIBLE|HOST_COHERENT (required, not just requested), persistently mapped resident VkBuffer carrying every usage, seeded from the shadow, never recreated; AcquireResidentSlice binds it directly. - DirectGLES: EXT_buffer_storage immutable persistent+coherent glMapBufferRange, falling back to the shadow when the extension is absent. Fixes the ~7GB GpuMemory OOM + 100%-CPU/ANR running modern Blaze3D Minecraft on both Magma and Espryt (per-draw whole-buffer re-upload of the coherent persistent ring buffer), without the coherency/stale-read hazards of the reverted attempt. BufferTest: zero-copy stress guard (15,360 draws -> 0 per-draw transfers, and every reader resolves to GPU memory) + a shadow-fallback test. Host suite: 203/203 pass. Device verification pending.
This commit is contained in:
@@ -24,12 +24,11 @@ namespace MobileGL::MG_State::GLState {
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BufferObject::BufferObject(Uint externalIndex)
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: m_externalIndex(externalIndex), m_size(0), m_usage(BufferUsage::StaticDraw), m_isMapped(false),
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m_mappingAccess(BufferMappingAccessBit::Null), m_mappedRange({0, 0}), m_dataPtr(MakeShared<Data>()),
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m_ownsStagingData{} {}
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m_mappingAccess(BufferMappingAccessBit::Null), m_mappedRange({0, 0}), m_ownsStagingData{} {}
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BufferObject::~BufferObject() {
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if (m_backendResource && g_bufferBackendOps && g_bufferBackendOps->OnDestroy) {
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g_bufferBackendOps->OnDestroy(std::move(m_backendResource));
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if (m_resource.Backend() && g_bufferBackendOps && g_bufferBackendOps->OnDestroy) {
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g_bufferBackendOps->OnDestroy(m_resource.ReleaseBackend());
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}
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}
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@@ -56,13 +55,22 @@ namespace MobileGL::MG_State::GLState {
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}
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}
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void BufferObject::NotifyContentWrite(SizeT offset, SizeT size) {
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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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// copy to sync. Only bump the serial so cached transient slices invalidate.
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++m_changeSerial;
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return;
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}
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NotifySubData(offset, size);
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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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m_size = size;
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m_dataPtr->reserve(std::bit_ceil(size)); // power-of-2 reserve
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m_dataPtr->resize(size);
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m_resource.ResizeShadow(size);
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if (data && size > 0) {
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Memcpy(m_dataPtr->data(), data, size);
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Memcpy(m_resource.Bytes(), data, size);
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}
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m_isImmutableStorage = false;
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m_storageFlags = 0;
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@@ -76,12 +84,11 @@ namespace MobileGL::MG_State::GLState {
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void BufferObject::AllocateImmutableStorage(SizeT size, const void* data, GLbitfield storageFlags) {
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ReleaseMemory();
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m_size = size;
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m_dataPtr->reserve(std::bit_ceil(size));
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m_dataPtr->resize(size);
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m_resource.ResizeShadow(size);
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if (data) {
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Memcpy(m_dataPtr->data(), data, size);
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Memcpy(m_resource.Bytes(), data, size);
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} else if (size > 0) {
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Memset(m_dataPtr->data(), 0, size);
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Memset(m_resource.Bytes(), 0, size);
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}
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m_isImmutableStorage = true;
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m_storageFlags = storageFlags;
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@@ -94,8 +101,8 @@ namespace MobileGL::MG_State::GLState {
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data.size, m_size);
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MOBILEGL_ASSERT(!m_isMapped || (m_mappingAccess & BufferMappingAccessBit::Persistent),
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"Cannot upload data while buffer is non-persistently mapped.");
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Memcpy(m_dataPtr->data() + atOffset, data.data, data.size);
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NotifySubData(atOffset, data.size);
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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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void BufferObject::SetUsage(BufferUsage usage) {
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@@ -105,10 +112,13 @@ namespace MobileGL::MG_State::GLState {
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void BufferObject::ReleaseMemory() {
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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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if (!(m_mappingAccess & BufferMappingAccessBit::FlushExplicit)) { // if we didn't flush explicitly
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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_dataPtr->data() + m_mappedRange.start, m_stagingData.data(),
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Memcpy(m_resource.Bytes() + m_mappedRange.start, m_stagingData.data(),
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m_mappedRange.end - m_mappedRange.start);
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}
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NotifyFlushMappedRange(m_mappedRange, m_mappingAccess);
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@@ -135,14 +145,20 @@ 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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if (!(m_mappingAccess & BufferMappingAccessBit::Persistent)) {
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Memcpy(m_dataPtr->data() + start, m_stagingData.data() + offset, length);
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Memcpy(m_resource.Bytes() + start, m_stagingData.data() + offset, length);
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}
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NotifyFlushMappedRange({start, end}, m_mappingAccess);
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}
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void BufferObject::SyncPersistentMappedRange() {
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if (!m_isMapped) return;
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// GPU-resident: the app already wrote directly into coherent GPU memory. This is
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// the whole point of the persistent-map path - the per-draw whole-buffer re-upload
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// that used to run here is gone.
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if (m_resource.IsGpuResident()) return;
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if (!(m_mappingAccess & BufferMappingAccessBit::Persistent)) return;
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if (!(m_mappingAccess & BufferMappingAccessBit::Write)) return;
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if (m_mappingAccess & BufferMappingAccessBit::FlushExplicit) return;
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@@ -153,6 +169,8 @@ namespace MobileGL::MG_State::GLState {
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void BufferObject::SyncMappedRangeForGpuRead(Range1D range) {
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if (!m_isMapped) return;
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// GPU-resident maps already alias GPU-visible memory; nothing to push.
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if (m_resource.IsGpuResident()) return;
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if (!(m_mappingAccess & BufferMappingAccessBit::Persistent)) return;
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if (!(m_mappingAccess & BufferMappingAccessBit::Write)) return;
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// Non-FLUSH_EXPLICIT persistent maps are already covered wholesale by
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@@ -170,7 +188,7 @@ namespace MobileGL::MG_State::GLState {
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MOBILEGL_ASSERT(atOffset + data.size <= m_size,
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"WritebackFromBackend out of bounds: atOffset (%zu) + data.size (%zu) > m_size (%zu)", atOffset,
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data.size, m_size);
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Memcpy(m_dataPtr->data() + atOffset, data.data, data.size);
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Memcpy(m_resource.Bytes() + atOffset, data.data, data.size);
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++m_changeSerial;
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}
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@@ -181,15 +199,15 @@ namespace MobileGL::MG_State::GLState {
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"UploadSubData out of bounds: atOffset (%zu) + data.size (%zu) > m_size (%zu)", atOffset,
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data.size, m_size);
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Memcpy(m_dataPtr->data() + atOffset, data.data, data.size);
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NotifySubData(atOffset, data.size);
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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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void BufferObject::DownloadSubData(void* dst, SizeT atOffset, SizeT size) const {
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MOBILEGL_ASSERT(atOffset + size <= m_size,
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"DownloadSubData out of bounds: atOffset (%zu) + size (%zu) > m_size (%zu)", atOffset, size,
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m_size);
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Memcpy(dst, m_dataPtr->data() + atOffset, size);
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Memcpy(dst, m_resource.Bytes() + atOffset, size);
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}
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void BufferObject::CopyDataFrom(const SharedPtr<BufferObject>& src, SizeT srcOffset, SizeT dstOffset, SizeT size) {
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@@ -204,9 +222,8 @@ namespace MobileGL::MG_State::GLState {
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"Destination buffer copy out of bounds: dstOffset (%zu) + size (%zu) > m_size (%zu)", dstOffset,
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size, m_size);
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const Uint8* srcData = src->m_dataPtr->data() + srcOffset;
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Memcpy(m_dataPtr->data() + dstOffset, srcData, size);
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NotifySubData(dstOffset, size);
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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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}
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void* BufferObject::AcquireMemory(Bool markMapped, Bool read, Bool write) {
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@@ -222,14 +239,14 @@ namespace MobileGL::MG_State::GLState {
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if (!(m_mappingAccess &
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(BufferMappingAccessBit::InvalidateRange | BufferMappingAccessBit::InvalidateBuffer))) {
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Memcpy(m_stagingData.data(), m_dataPtr->data(), m_size);
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Memcpy(m_stagingData.data(), m_resource.Bytes(), m_size);
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}
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return m_stagingData.data();
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}
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}
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return m_dataPtr->data();
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return m_resource.Bytes();
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}
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void* BufferObject::AcquireMemoryRange(Range1D range, Flags<BufferMappingAccessBit> access) {
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@@ -242,7 +259,20 @@ namespace MobileGL::MG_State::GLState {
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if (access & BufferMappingAccessBit::Persistent) {
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m_ownsStagingData = false;
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return m_dataPtr->data() + range.start;
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// Zero-copy: for a coherent (non-FLUSH_EXPLICIT) persistent write map, ask the
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// active backend for host-visible, coherent GPU storage and adopt it as the
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// single source of truth. The backend seeds it from the current shadow before
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// returning; AdoptPersistentMap then releases the shadow. Falls back to the
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// shadow when the backend declines (returns null). Only attempted once - the
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// storage is immutable and outlives unmap/remap.
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if (!m_resource.IsGpuResident() && (access & BufferMappingAccessBit::Write) &&
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!(access & BufferMappingAccessBit::FlushExplicit) && g_bufferBackendOps &&
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g_bufferBackendOps->AcquirePersistentMap) {
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if (void* base = g_bufferBackendOps->AcquirePersistentMap(*this)) {
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m_resource.AdoptPersistentMap(base);
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}
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}
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return m_resource.Bytes() + range.start;
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}
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if (access & BufferMappingAccessBit::Write) {
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@@ -250,18 +280,22 @@ namespace MobileGL::MG_State::GLState {
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m_ownsStagingData = true;
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if (!(access & (BufferMappingAccessBit::InvalidateRange | BufferMappingAccessBit::InvalidateBuffer))) {
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Memcpy(m_stagingData.data(), m_dataPtr->data() + range.start, m_stagingData.size());
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Memcpy(m_stagingData.data(), m_resource.Bytes() + range.start, m_stagingData.size());
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}
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return m_stagingData.data();
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} else {
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m_ownsStagingData = false;
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return m_dataPtr->data() + range.start;
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return m_resource.Bytes() + range.start;
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}
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}
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const SharedPtr<Data>& BufferObject::GetDataReadOnly() const {
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return m_dataPtr;
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const Uint8* BufferObject::MappedData() const {
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return m_resource.Bytes();
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}
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Bool BufferObject::IsBackendPersistentMapped() const {
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return m_resource.IsGpuResident();
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}
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SizeT BufferObject::GetSize() const {
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@@ -281,11 +315,11 @@ namespace MobileGL::MG_State::GLState {
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}
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const SharedPtr<BackendBufferResource>& BufferObject::GetBackendResource() const {
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return m_backendResource;
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return m_resource.Backend();
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}
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void BufferObject::SetBackendResource(SharedPtr<BackendBufferResource> resource) {
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m_backendResource = std::move(resource);
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m_resource.SetBackend(std::move(resource));
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}
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Bool BufferObject::IsMapped() const {
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@@ -299,12 +333,14 @@ namespace MobileGL::MG_State::GLState {
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void* BufferObject::GetMappedPointer() const {
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if (!m_isMapped) return nullptr;
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if (m_mappingAccess & BufferMappingAccessBit::Persistent) {
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return const_cast<Uint8*>(m_dataPtr->data()) + m_mappedRange.start;
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// GPU-resident maps return the coherent GPU pointer; shadow-backed persistent
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// maps return the shadow. m_resource.Bytes() resolves both.
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return const_cast<Uint8*>(m_resource.Bytes()) + m_mappedRange.start;
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}
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if (m_ownsStagingData) {
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return const_cast<Uint8*>(m_stagingData.data());
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}
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return const_cast<Uint8*>(m_dataPtr->data()) + m_mappedRange.start;
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return const_cast<Uint8*>(m_resource.Bytes()) + m_mappedRange.start;
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}
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Flags<BufferMappingAccessBit> BufferObject::GetMappingAccess() const {
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@@ -9,6 +9,7 @@
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#pragma once
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#include <Includes.h>
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#include <MG_Util/Math/VectorTypes.h>
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#include "PipeResource.h"
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namespace MobileGL {
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enum class BufferTarget {
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@@ -59,13 +60,9 @@ namespace MobileGL {
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namespace MG_State::GLState {
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class BufferObject;
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// Opaque, refcounted handle to the backend's storage for one buffer
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// (the pipe_resource analogue). The frontend owns the reference; the
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// active backend derives from it and attaches its own payload.
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class BackendBufferResource {
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public:
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virtual ~BackendBufferResource() = default;
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};
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// BackendBufferResource and PipeResource (the storage abstraction that holds
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// either the CPU shadow or the backend's persistently-mapped GPU memory) live
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// in PipeResource.h.
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// Immediate buffer transfer interface implemented by the active backend
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// (the pipe_context buffer-op analogue). Ops are invoked at GL call time,
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@@ -91,6 +88,17 @@ namespace MobileGL {
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// Final release of the backend resource (called from ~BufferObject).
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// The backend defers actual destruction until the GPU is done with it.
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void (*OnDestroy)(SharedPtr<BackendBufferResource>&& resource) = nullptr;
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// Zero-copy persistent mapping. For a coherent (non-FLUSH_EXPLICIT) persistent
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// write map, the backend may hand back a host-visible, COHERENT, persistently
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// mapped pointer into its own GPU storage for the whole buffer [0, size),
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// created with every buffer usage and seeded from the shadow. From that point
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// the GPU buffer is the single source of truth: the app writes into it
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// directly, all reads/writes resolve against it (HostData()), and NO further
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// backend transfer ops are dispatched for this buffer. Returns nullptr when the
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// backend cannot back the map; the frontend then keeps the CPU-shadow model.
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// Must be idempotent: a second call for an already-backed buffer returns the
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// same base pointer.
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void* (*AcquirePersistentMap)(BufferObject& bufferObject) = nullptr;
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};
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// Registered by the active backend at init, cleared at shutdown.
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@@ -148,7 +156,16 @@ namespace MobileGL {
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BufferUsage GetUsage() const;
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Range1D GetMappedRange() const;
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void* GetMappedPointer() const;
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const SharedPtr<Data>& GetDataReadOnly() const;
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// Host-visible base pointer to the buffer's authoritative bytes for
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// [0, GetSize()): the coherent persistent GPU map when the buffer is
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// persistent-resident, otherwise the CPU shadow. Every reader goes through
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// this so no consumer branches on where the bytes live (the class of bug
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// that a partial persistent-map redirect would reintroduce).
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const Uint8* MappedData() const;
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// True once the buffer's bytes were adopted into backend GPU memory (a
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// coherent persistent map): reads/writes hit GPU memory and no per-write
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// backend transfer op is dispatched.
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Bool IsBackendPersistentMapped() const;
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Flags<BufferMappingAccessBit> GetMappingAccess() const;
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GLbitfield GetStorageFlags() const;
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Uint GetExternalIndex() const;
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@@ -163,11 +180,18 @@ namespace MobileGL {
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void NotifyRespecify();
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void NotifySubData(SizeT offset, SizeT size);
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void NotifyFlushMappedRange(Range1D range, Flags<BufferMappingAccessBit> appAccess);
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// A content write of [offset, offset+size) just landed in m_resource. For a
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// persistent GPU-resident buffer the bytes are already in coherent GPU memory,
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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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const Uint m_externalIndex = 0;
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SizeT m_size = 0;
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BufferUsage m_usage = BufferUsage::StaticDraw;
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SharedPtr<Data> m_dataPtr;
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// Owns the buffer's bytes (CPU shadow or backend persistent GPU map) and
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// the backend GPU resource. All data access goes through it.
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PipeResource m_resource;
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Bool m_isMapped;
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Flags<BufferMappingAccessBit> m_mappingAccess;
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Bool m_isImmutableStorage = false;
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@@ -176,7 +200,6 @@ namespace MobileGL {
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Range1D m_mappedRange;
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Vector<Uint8> m_stagingData;
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Bool m_ownsStagingData;
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SharedPtr<BackendBufferResource> m_backendResource;
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};
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} // namespace MG_State::GLState
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} // namespace MobileGL
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@@ -0,0 +1,83 @@
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// MobileGL - MobileGL/MG_State/GLState/BufferState/PipeResource.h
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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#pragma once
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#include <Includes.h>
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#include <MG_Util/Types.h>
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#include <bit>
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namespace MobileGL::MG_State::GLState {
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// Opaque, refcounted handle to the backend's GPU storage for one buffer
|
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// (the driver-side resource). The active backend derives from it and attaches
|
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// its own payload (VkBufferResource / GLESBufferResource). Held by PipeResource.
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class BackendBufferResource {
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public:
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virtual ~BackendBufferResource() = default;
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};
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// Mesa pipe_resource analogue for a GL buffer's storage. It owns the buffer's
|
||||
// bytes and its backend GPU resource, and abstracts WHERE the authoritative
|
||||
// bytes live so no caller has to branch on the mode:
|
||||
//
|
||||
// - Shadow mode (default, non-persistent buffers): the bytes live in a CPU
|
||||
// Vector (the shadow). GL writes mutate the shadow; the active backend keeps
|
||||
// its own GPU copy in sync via BufferBackendOps (glBufferData/SubData/...).
|
||||
//
|
||||
// - Persistent mode (coherent GL_MAP_PERSISTENT maps): the bytes live in the
|
||||
// backend's host-visible, COHERENT, persistently-mapped GPU memory. That GPU
|
||||
// buffer is the single source of truth - the app writes into it directly,
|
||||
// every read/write resolves against it, and NO per-write backend transfer
|
||||
// happens. The CPU shadow is released on adoption.
|
||||
//
|
||||
// Bytes() always returns a host-visible base pointer valid for [0, size) in both
|
||||
// modes, so readers/writers just call Bytes() (the size lives on the owning
|
||||
// BufferObject). (Named Bytes(), not Data(), to avoid colliding with the type
|
||||
// alias Data = Vector<Uint8> used for the shadow.)
|
||||
class PipeResource {
|
||||
public:
|
||||
Uint8* Bytes() { return m_gpuMapped != nullptr ? static_cast<Uint8*>(m_gpuMapped) : m_shadow->data(); }
|
||||
const Uint8* Bytes() const {
|
||||
return m_gpuMapped != nullptr ? static_cast<const Uint8*>(m_gpuMapped) : m_shadow->data();
|
||||
}
|
||||
|
||||
// True once the buffer's bytes have been adopted into backend GPU memory.
|
||||
Bool IsGpuResident() const { return m_gpuMapped != nullptr; }
|
||||
|
||||
// Shadow (re)allocation for non-persistent storage (glBufferData /
|
||||
// glBufferStorage before any persistent map). Mirrors the previous
|
||||
// power-of-two reserve + exact resize of the old m_dataPtr.
|
||||
void ResizeShadow(SizeT size) {
|
||||
m_shadow->reserve(std::bit_ceil(size == 0 ? SizeT{1} : size));
|
||||
m_shadow->resize(size);
|
||||
}
|
||||
// Direct shadow access, used only by the backend's upload-from-shadow path,
|
||||
// which never runs for a GPU-resident (persistent) buffer.
|
||||
Data& Shadow() { return *m_shadow; }
|
||||
const Data& Shadow() const { return *m_shadow; }
|
||||
|
||||
// Transition to persistent GPU residency: adopt the backend's coherent
|
||||
// mapped base as the source of truth and drop the CPU shadow. The caller
|
||||
// must have already seeded the GPU memory from the shadow (via the backend
|
||||
// AcquirePersistentMap op) before calling this.
|
||||
void AdoptPersistentMap(void* mappedBase) {
|
||||
m_gpuMapped = mappedBase;
|
||||
m_shadow->clear();
|
||||
m_shadow->shrink_to_fit();
|
||||
}
|
||||
|
||||
// Backend GPU resource, owned here in both modes.
|
||||
const SharedPtr<BackendBufferResource>& Backend() const { return m_backend; }
|
||||
void SetBackend(SharedPtr<BackendBufferResource> backend) { m_backend = std::move(backend); }
|
||||
SharedPtr<BackendBufferResource> ReleaseBackend() { return std::move(m_backend); }
|
||||
|
||||
private:
|
||||
SharedPtr<Data> m_shadow = MakeShared<Data>();
|
||||
void* m_gpuMapped = nullptr;
|
||||
SharedPtr<BackendBufferResource> m_backend;
|
||||
};
|
||||
} // namespace MobileGL::MG_State::GLState
|
||||
Reference in New Issue
Block a user