Files
MobileGL/MobileGL/MG_State/GLState/BufferState/BufferObject.h
T

269 lines
14 KiB
C++

// MobileGL - MobileGL/MG_State/GLState/BufferState/BufferObject.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 <Includes.h>
#include <MG_Util/Math/VectorTypes.h>
#include "PipeResource.h"
namespace MobileGL {
enum class BufferTarget {
Vertex,
Index,
Uniform,
CopyRead,
CopyWrite,
PixelPack,
PixelUnpack,
Query,
Texture,
TransformFeedback,
AtomicCounter,
DispatchIndirect,
DrawIndirect,
Parameter,
ShaderStorage,
BufferTargetCount,
Unknown = -1
};
enum class BufferUsage {
StreamDraw,
StreamRead,
StreamCopy,
StaticDraw,
StaticRead,
StaticCopy,
DynamicDraw,
DynamicRead,
DynamicCopy,
Unknown = -1
};
enum class BufferMappingAccessBit : Uint {
Null = 0x00,
Read = 0x01,
Write = 0x02,
InvalidateRange = 0x04,
InvalidateBuffer = 0x08,
FlushExplicit = 0x10,
Unsynchronized = 0x20,
Persistent = 0x40,
Coherent = 0x80
};
namespace MG_State::GLState {
class BufferObject;
// BackendBufferResource and PipeResource (the storage abstraction that holds
// either the CPU shadow or the backend's persistently-mapped GPU memory) live
// in PipeResource.h.
// Immediate buffer transfer interface implemented by the active backend
// (the pipe_context buffer-op analogue). Ops are invoked at GL call time,
// right after the shadow copy has been updated; contents are always read
// from the shadow so ops carry only ranges and flags.
//
// Every op must tolerate bufferObject.GetBackendResource() == nullptr:
// resources are created lazily by the backend's draw/bind-time ensure
// path, which performs a full upload from the shadow and thereby covers
// all ops that happened before the resource existed.
struct BufferBackendOps {
// Storage (re)definition: glBufferData / glBufferStorage. The orphaning
// point - the backend decides (busy-tracking) whether to swap storage
// or write in place. Shadow already holds the new contents.
void (*Respecify)(BufferObject& bufferObject) = nullptr;
// Contents update of [offset, offset + size) from the shadow.
void (*SubData)(BufferObject& bufferObject, SizeT offset, SizeT size) = nullptr;
// Contents update of an ADOPTED (GPU-resident) store. `data` holds the app's
// bytes; the frontend has NOT touched the resident mapping. GL orders a
// glBufferSubData after already-submitted GPU reads of the store, and an
// in-place host write into the coherent mapping tears the frames still
// reading the old bytes (Minecraft patches LIVE chunk sections this way -
// the tear shows as one-frame wrong geometry/UVs during fast movement). The
// backend lands the bytes on the GPU timeline instead: after in-flight
// readers, before the next consumer. The frontend marks the buffer
// gpu-write-pending so reads reconcile through ReadbackFromGpu. Backends
// without this op keep the legacy ordered in-place host write.
void (*ResidentSubData)(BufferObject& bufferObject, SizeT offset, DataPtr data) = nullptr;
// Write-map flush (glUnmapBuffer / glFlushMappedBufferRange). Carries the
// app's real mapping flags so the backend can honour INVALIDATE_* /
// UNSYNCHRONIZED semantics per call instead of merging them.
void (*FlushMappedRange)(BufferObject& bufferObject, Range1D range,
Flags<BufferMappingAccessBit> appAccess) = nullptr;
// Final release of the backend resource (called from ~BufferObject).
// The backend defers actual destruction until the GPU is done with it.
void (*OnDestroy)(SharedPtr<BackendBufferResource>&& resource) = nullptr;
// Zero-copy persistent mapping. For a coherent (non-FLUSH_EXPLICIT) persistent
// write map, the backend may hand back a host-visible, COHERENT, persistently
// mapped pointer into its own GPU storage for the whole buffer [0, size),
// created with every buffer usage and seeded from the shadow. From that point
// the GPU buffer is the single source of truth: the app writes into it
// directly, all reads/writes resolve against it (HostData()), and NO further
// backend transfer ops are dispatched for this buffer. Returns nullptr when the
// backend cannot back the map; the frontend then keeps the CPU-shadow model.
// Must be idempotent: a second call for an already-backed buffer returns the
// same base pointer.
void* (*AcquirePersistentMap)(BufferObject& bufferObject) = nullptr;
// Pulls the backend's current contents for the whole buffer into the shadow
// (through WritebackFromBackend). Only ever called for a buffer the GPU may
// have written behind the frontend's back - a shader storage or atomic counter
// binding of a draw or dispatch - because nothing else can desynchronise the
// shadow. Backends that cannot read their storage back leave this null; the
// shadow then keeps its pre-dispatch bytes, which is the old behaviour.
void (*ReadbackFromGpu)(BufferObject& bufferObject) = nullptr;
};
// Registered by the active backend at init, cleared at shutdown.
// Null table (unit tests, benchmarks) => shadow-only state tracking.
void SetBufferBackendOps(const BufferBackendOps* ops);
const BufferBackendOps* GetBufferBackendOps();
class BufferObject {
public:
using TargetEnum = BufferTarget;
BufferObject(Uint externalIndex);
~BufferObject();
BufferObject(const BufferObject&) = delete;
BufferObject& operator=(const BufferObject&) = delete;
// Storage definition (single backend Respecify): glBufferData.
void Respecify(SizeT size, const void* data);
// Storage definition without contents; equivalent to Respecify(size, nullptr).
void Resize(SizeT size);
void AllocateImmutableStorage(SizeT size, const void* data, GLbitfield storageFlags);
void SetUsage(BufferUsage usage);
void UploadData(DataPtr data, SizeT atOffset);
void UploadSubData(DataPtr data, SizeT atOffset);
// Repeats one already-converted element through [atOffset, atOffset + size) and
// publishes the range as one content mutation.
void FillSubData(DataPtr pattern, SizeT atOffset, SizeT size);
// Reads `size` bytes from the CPU shadow at `atOffset` into `dst` (glGetBufferSubData).
// The shadow reflects CPU writes (BufferData/SubData/maps) and backend write-backs, but not
// arbitrary GPU-side writes.
void DownloadSubData(void* dst, SizeT atOffset, SizeT size) const;
void CopyDataFrom(const SharedPtr<BufferObject>& src, SizeT srcOffset, SizeT dstOffset, SizeT size);
void* AcquireMemory(Bool markMapped, Bool read, Bool write);
void* AcquireMemoryRange(Range1D range, Flags<BufferMappingAccessBit> access);
// Adopt backend host-visible coherent GPU storage as the source of truth
// (used for GPU-written targets like transform feedback capture, so
// MapBuffer/GetBufferSubData read real GPU results). No-op when already
// resident or when the backend declines.
Bool EnsureGpuResidentStorage();
void ReleaseMemory();
void FlushMemoryRange(SizeT offset, SizeT length);
// Pushes the persistently-mapped write range to the backend; called by
// backends at draw time (persistent maps mutate the shadow without API calls).
void SyncPersistentMappedRange();
// Shadow-only write used when the backend copies GPU results (e.g. ReadPixels
// into a pixel-pack buffer) back into the frontend mirror. Does not issue a
// backend op: the backend storage already holds these bytes.
void WritebackFromBackend(DataPtr data, SizeT atOffset);
// A draw or dispatch just ran with this buffer bound where a shader can write
// it (shader storage / atomic counter). The next read has to reconcile with
// that: pull the bytes back, or - when the shadow already IS coherent GPU
// memory - wait for the work that wrote them to retire. Which of the two is
// the backend's business; the flag only says a GPU write is outstanding.
void MarkGpuWritten();
// Refreshes the shadow from the backend when a GPU write is outstanding. Called
// from every path that reads the shadow on the app's behalf.
void SyncGpuWrites();
Bool IsMapped() const;
Bool IsImmutableStorage() const;
SizeT GetSize() const;
BufferUsage GetUsage() const;
Range1D GetMappedRange() const;
void* GetMappedPointer() const;
// Host-visible base pointer to the buffer's authoritative bytes for
// [0, GetSize()): the coherent persistent GPU map when the buffer is
// persistent-resident, otherwise the CPU shadow. Every reader goes through
// this so no consumer branches on where the bytes live (the class of bug
// that a partial persistent-map redirect would reintroduce).
const Uint8* MappedData() const;
// True once the buffer's bytes were adopted into backend GPU memory (a
// coherent persistent map): reads/writes hit GPU memory and no per-write
// backend transfer op is dispatched.
Bool IsBackendPersistentMapped() const;
Flags<BufferMappingAccessBit> GetMappingAccess() const;
GLbitfield GetStorageFlags() const;
Uint GetExternalIndex() const;
// Globally-unique, never-reused id for THIS object's lifetime - same contract
// and same motivation as ProgramObject::GetLifetimeId() and
// VertexArrayObject::GetLifetimeId(). A backend that folds a buffer's IDENTITY
// into a cache key must use this, never the GL name (LIFO-recycled by
// glGenBuffers) and never the heap address (recycled by the allocator): both
// let a deleted-and-recreated buffer answer to a dead one's cache entry.
Uint64 GetLifetimeId() const { return m_lifetimeId; }
// Monotonic counter bumped on every shadow mutation; backends use it to
// validate cached transient slices.
Uint64 GetChangeSerial() const;
// False after a NULL-data (re)specification until the first content
// write: the app's orphaning idiom (glBufferData with nullptr) leaves
// the store undefined, so backends may (re)allocate GPU storage without
// uploading the stale CPU shadow.
Bool HasDefinedContent() const;
const SharedPtr<BackendBufferResource>& GetBackendResource() const;
void SetBackendResource(SharedPtr<BackendBufferResource> resource);
private:
// Sizes the store for a (re)definition, renewing an adopted GPU-resident
// mapping across it. See the definition for why the renewal is not optional.
void RedefineStorage(SizeT size);
// Backend-initiated coherent adoption for mesh-arena-sized stores; see the
// definition for the driver behavior that makes every other write route to
// a busy large mutable store a frame-scale stall.
void TryAdoptLargeStorage();
void NotifyRespecify();
void NotifySubData(SizeT offset, SizeT size);
void NotifyFlushMappedRange(Range1D range, Flags<BufferMappingAccessBit> appAccess);
// A content write of [offset, offset+size) just landed in m_resource. For a
// persistent GPU-resident buffer the bytes are already in coherent GPU memory,
// so this only bumps the change serial; otherwise it dispatches a backend
// SubData transfer to sync the backend's separate GPU copy.
void NotifyContentWrite(SizeT offset, SizeT size);
static Uint64 AllocateLifetimeId();
const Uint m_externalIndex = 0;
const Uint64 m_lifetimeId = AllocateLifetimeId();
SizeT m_size = 0;
BufferUsage m_usage = BufferUsage::StaticDraw;
// Owns the buffer's bytes (CPU shadow or backend persistent GPU map) and
// the backend GPU resource. All data access goes through it.
PipeResource m_resource;
Bool m_isMapped;
Flags<BufferMappingAccessBit> m_mappingAccess;
Bool m_isImmutableStorage = false;
GLbitfield m_storageFlags = 0;
Uint64 m_changeSerial = 0;
// See HasDefinedContent().
Bool m_hasDefinedContent = true;
// Set by MarkGpuWritten, cleared by SyncGpuWrites once the shadow is refreshed.
Bool m_gpuWritePending = false;
Range1D m_mappedRange;
// The write-map staging store. MapAlignedData because the application is handed a
// pointer into it, and biased by m_stagingBias because ARB_map_buffer_alignment
// requires (returned pointer - offset) to be aligned, not the pointer itself: a range
// map at offset 63 must hand back a pointer sitting 63 bytes past the alignment grid.
// The bias is the offset's phase, so the mapped bytes still start at
// m_stagingData.data() + m_stagingBias and the allocation is that much longer.
MapAlignedData m_stagingData;
SizeT m_stagingBias = 0;
Bool m_ownsStagingData;
};
} // namespace MG_State::GLState
} // namespace MobileGL