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MobileGL/MobileGL/MG_Backend/DirectVulkan/Renderer/VkBufferManager.h
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// MobileGL - MobileGL/MG_Backend/DirectVulkan/Renderer/VkBufferManager.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
#include "BufferArena.h"
#include "MG_State/GLState/BufferState/BufferObject.h"
#include "../VkIncludes.h"
#include <Includes.h>
#include <vk_mem_alloc.h>
namespace MobileGL::MG_Backend::DirectVulkan {
enum class BufferKind : Uint8 {
Vertex,
Index,
Uniform,
TextureBuffer,
ShaderStorage,
Indirect,
};
struct VkBufferManagerInitInfo {
VmaAllocator allocator = nullptr;
Uint32 frameCount = 0;
VkDeviceSize minUploadBytes = 4 * 1024 * 1024;
VmaMemoryUsage transientMemoryUsage = VMA_MEMORY_USAGE_AUTO;
VmaAllocationCreateFlags transientAllocationFlags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT;
Bool transientPersistentMapping = false;
// VK_EXT_transform_feedback is enabled: persistent-map storage additionally
// carries the transform feedback usage so capture targets can bind directly.
Bool transformFeedbackUsageEnabled = false;
};
// The DirectVulkan storage behind one frontend buffer (pipe_resource analogue).
// Owned (refcounted) by the frontend BufferObject; the manager holds only weak
// references (for shutdown) plus strong references on deferred-release lists.
class VkBufferResource : public MG_State::GLState::BackendBufferResource {
public:
~VkBufferResource() override = default;
// Resident storage (may be invalid for streaming-only buffers).
VkBufferObject buffer;
VkDeviceSize storageSize = 0;
VkBufferUsageFlags usageFlags = 0;
// Frame serial of the last GPU reference; drives busy tracking.
Uint64 lastUseSerial = 0;
// Set when an immediate op could not be applied; forces a full re-upload
// on the next AcquireResidentSlice.
Bool pendingFullUpload = false;
// Backs a zero-copy coherent persistent map (PipeResource GPU residency): the
// buffer is HOST_VISIBLE+COHERENT, persistently mapped, carries every usage and is
// never orphaned or recreated. Draw-time acquire binds it directly, no re-upload.
Bool persistentMapped = false;
// Bumped from a manager-wide counter every time anything that decides which
// BufferSlice an Acquire*Slice call hands back changes: storage created or
// released, a full re-upload becoming due, a promotion/demotion between
// resident and streamed storage, or a new per-frame arena slice. Callers that
// memoise a resolved slice compare this to prove the memo still describes the
// buffer. The counter is manager-wide (never per-resource) so a freshly
// created resource - including one that replaces a destroyed resource at the
// same address - can never reproduce a value some memo already holds. 0 means
// "no slice has ever been handed out", which no memo can match.
Uint64 sliceEpoch = 0;
// Cached transient (streaming) slice for the current frame.
BufferSlice transientSlice{};
Uint64 transientFrameSerial = 0;
Uint64 transientChangeSerial = 0;
VkDeviceSize transientSize = 0;
// Streaming re-copies the whole store into the per-frame arena on every
// frame, which is right for genuinely per-frame data but pure waste for a
// Dynamic-hinted buffer the app stopped touching. After the content
// survives kStreamedPromotionStreak frame boundaries unchanged it is
// promoted to resident storage (one final upload, then zero per-frame
// cost); the first content change demotes it back to streaming, and the
// streaming path's existing downgrade releases the resident store.
Uint32 unchangedStreak = 0;
Bool promotedResident = false;
Uint64 promotedChangeSerial = 0;
};
// Supplies a command buffer that is recording and outside any render pass,
// for staged buffer-range copies. Implemented by VulkanRenderer.
class IBufferCopyCommandProvider {
public:
virtual ~IBufferCopyCommandProvider() = default;
virtual VkCommandBuffer AcquireBufferCopyCommandBuffer() = 0;
};
class VkBufferManager {
public:
Bool Initialize(const VkBufferManagerInitInfo& initInfo);
void Shutdown();
// Recreate all per-frame transient arenas
Bool RecreateTransientArenas(Uint32 frameCount);
void BeginFrame(Uint32 frameIndex);
// Drains every frame slot's deferred buffer/resource releases. Only valid when
// the caller has proven every queue submission complete; used by the present-less
// frame-boundary drain. Deliberately does NOT touch the transient arena's parked
// superseded blocks: those are still named by this frame's slices (see the
// definition), and only a frame rewind retires them.
void CollectAllDeferredReleases();
// All previously submitted GPU work has completed (vkDeviceWaitIdle).
void NotifyDeviceIdle();
// A frame slot's submission fence has been waited: every serial up to
// and including `serial` is complete. Raises the completed floor so
// GetCompletedSerial reflects real fence progress instead of only the
// frameSerial-minus-frameCount inference.
void NotifyFrameSerialComplete(Uint64 serial);
void SetCopyCommandProvider(IBufferCopyCommandProvider* provider);
Bool UploadTransient(BufferKind kind, Uint32 frameIndex, const void* data, VkDeviceSize size,
VkDeviceSize alignment, BufferSlice& outSlice);
// The descriptor a shader storage block gets when the program declares it and the
// application bound no buffer at its GL binding point. GL 4.6 core 7.8 makes that a
// legal state - the block simply has no store, so reads are undefined and writes go
// nowhere - whereas Vulkan has no such thing as an unwritten descriptor, so something
// real has to sit in the set or the whole draw/dispatch is lost. One zero-filled
// buffer, created once and shared by every unbound binding: bindings that are only
// declared (the case this exists for) never touch it, and one that is actually read
// sees zeros, which is inside GL's "undefined". robustBufferAccess bounds anything
// that indexes past it.
BufferSlice AcquireUnboundStorageDescriptor();
// The store a texel-buffer descriptor - `samplerBuffer` or `imageBuffer` - gets when the
// unit the program's uniform names has no buffer texture on it, or the buffer texture on
// it has no GL buffer attached. Both are legal GL states that make a fetch return
// undefined values (GL 4.6 core 8.9: a buffer texture with no attached buffer object is
// incomplete, and sampling an incomplete texture is undefined - not a lost draw), and both
// used to take the whole draw or dispatch with them. The VIEW over this - one per format,
// and the descriptor is a VkBufferView, not a buffer - is built by
// UniformManager::AcquireUnboundTexelBufferView.
BufferSlice AcquireUnboundTexelBufferDescriptor();
// Draw-time acquire for resident (device-storage) buffers: ensures the
// resource exists and is fully uploaded, marks it used this frame.
Bool AcquireResidentSlice(BufferKind kind, const SharedPtr<MG_State::GLState::BufferObject>& bufferObject,
BufferSlice& outSlice);
// Draw-time acquire for streamed buffers: uploads the whole shadow into
// the per-frame arena (cached by change serial), releasing any resident
// storage the buffer may still own.
Bool AcquireStreamedSlice(BufferKind kind, const SharedPtr<MG_State::GLState::BufferObject>& bufferObject,
BufferSlice& outSlice);
// Zero-copy persistent map (PipeResource GPU residency): create (once) a
// HOST_VISIBLE+COHERENT, persistently mapped resident buffer carrying every usage,
// seed it from the shadow, and return its mapped base for the app to write into
// directly. Idempotent. Returns nullptr on failure (frontend keeps its shadow).
void* AcquirePersistentMap(MG_State::GLState::BufferObject& bufferObject);
// Immediate ops, dispatched from the frontend BufferBackendOps table.
void OnRespecify(MG_State::GLState::BufferObject& bufferObject);
void OnSubData(MG_State::GLState::BufferObject& bufferObject, SizeT offset, SizeT size);
void OnFlushMappedRange(MG_State::GLState::BufferObject& bufferObject, Range1D range,
Flags<BufferMappingAccessBit> appAccess);
void OnResourceDestroyed(SharedPtr<MG_State::GLState::BackendBufferResource>&& resource);
Uint64 GetFrameSerial() const { return m_frameSerial; }
// Highest value handed to any VkBufferResource::sliceEpoch. Unchanged since a
// memo was taken means no buffer this manager owns changed which slice it hands
// back, and none was persistently mapped, in between - so a memo of resolved
// slices needs no per-buffer re-check. See AcquirePersistentMap for the mapping half.
Uint64 GetSliceEpochCounter() const { return m_sliceEpochCounter; }
// Highest frame serial whose GPU work is known complete; serials at or
// below it may be considered signaled. Drives IsResourceBusy and the
// backend GL fence objects.
Uint64 GetCompletedSerial() const;
// Busy = potentially referenced by GPU work that has not been fenced yet
// (including commands recorded for the current, unsubmitted frame).
Bool IsResourceBusy(const VkBufferResource& resource) const;
private:
Bool InitializeTransientArenas();
static VkBufferUsageFlags GetVkBufferUsage(BufferKind kind);
VkBufferResource* GetOrCreateResource(const SharedPtr<MG_State::GLState::BufferObject>& bufferObject);
static VkBufferResource* ResourceOf(MG_State::GLState::BufferObject& bufferObject);
Bool CreateResidentStorage(VkBufferResource& resource, VkDeviceSize size, VkBufferUsageFlags usage,
VkMemoryPropertyFlags requiredFlags = 0);
// Swap storage (conditional orphan) and refill it from the shadow copy.
Bool SwapStorageAndUploadAll(VkBufferResource& resource, MG_State::GLState::BufferObject& bufferObject);
// Record a staging-slice copy into the resident storage, ordered against
// in-flight and already-recorded GPU work.
Bool StagedRangeCopy(VkBufferResource& resource, MG_State::GLState::BufferObject& bufferObject,
SizeT offset, SizeT size);
void DeferRelease(VkBufferObject&& buffer);
void CollectDeferredReleases(Uint32 frameIndex);
void DestroyAllDeferredReleases();
void TrackLiveResource(const SharedPtr<VkBufferResource>& resource);
void ReleaseAllLiveResources();
// See VkBufferResource::sliceEpoch.
void BumpSliceEpoch(VkBufferResource& resource) { resource.sliceEpoch = ++m_sliceEpochCounter; }
VkBufferManagerInitInfo m_initInfo{};
BufferArena m_transientUploadArena;
// See AcquireUnboundStorageDescriptor. Lazily created, never re-created, torn down
// with the manager.
VkBufferObject m_unboundStorageBuffer;
// See AcquireUnboundTexelBufferDescriptor. Same lifetime rules.
VkBufferObject m_unboundTexelBuffer;
IBufferCopyCommandProvider* m_copyProvider = nullptr;
Vector<Vector<VkBufferObject>> m_deferredBufferReleases;
Vector<Vector<SharedPtr<VkBufferResource>>> m_deferredResourceReleases;
Vector<WeakPtr<VkBufferResource>> m_liveResources;
// Size m_liveResources had just after the last sweep; the next sweep waits for it to double.
SizeT m_liveResourcesLastPruned = 0;
Uint32 m_currentFrameIndex = 0;
Uint64 m_frameSerial = 1;
Uint64 m_completedSerialFloor = 0;
// Never reset (not even by Shutdown): a value handed to a resource must stay
// unique for the process, or a memo taken before a re-initialize could match
// a different resource's state after it.
Uint64 m_sliceEpochCounter = 0;
};
} // namespace MobileGL::MG_Backend::DirectVulkan