mirror of
https://github.com/MobileGL-Dev/MobileGL
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644 lines
32 KiB
C++
644 lines
32 KiB
C++
// MobileGL - MobileGL/MG_State/GLState/BufferState/BufferObject.cpp
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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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#include "BufferObject.h"
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#include <Config.h>
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#include <atomic>
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namespace MobileGL::MG_State::GLState {
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namespace {
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const BufferBackendOps* g_bufferBackendOps = nullptr;
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// Starts at 1 so a zero-initialized cache slot can never carry a live buffer's id.
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std::atomic<Uint64> g_nextBufferLifetimeId{1};
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}
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Uint64 BufferObject::AllocateLifetimeId() {
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return g_nextBufferLifetimeId.fetch_add(1, std::memory_order_relaxed);
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}
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void SetBufferBackendOps(const BufferBackendOps* ops) {
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g_bufferBackendOps = ops;
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}
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const BufferBackendOps* GetBufferBackendOps() {
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return g_bufferBackendOps;
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}
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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_ownsStagingData{} {}
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BufferObject::~BufferObject() {
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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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void BufferObject::NotifyRespecify() {
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++m_changeSerial;
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if (g_bufferBackendOps && g_bufferBackendOps->Respecify) {
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g_bufferBackendOps->Respecify(*this);
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}
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}
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void BufferObject::NotifySubData(SizeT offset, SizeT size) {
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++m_changeSerial;
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if (size == 0) return;
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m_hasDefinedContent = true;
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if (g_bufferBackendOps && g_bufferBackendOps->SubData) {
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g_bufferBackendOps->SubData(*this, offset, size);
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}
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}
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void BufferObject::NotifyFlushMappedRange(Range1D range, Flags<BufferMappingAccessBit> appAccess) {
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++m_changeSerial;
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if (range.start >= range.end) return;
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m_hasDefinedContent = true;
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if (g_bufferBackendOps && g_bufferBackendOps->FlushMappedRange) {
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g_bufferBackendOps->FlushMappedRange(*this, range, appAccess);
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}
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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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// 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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// A (re)definition of the store is about to write `size` bytes through Bytes().
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// Sizing the shadow is all that takes for a shadow-backed buffer. A buffer whose
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// bytes were adopted into backend GPU memory has to give the adoption back first,
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// because the mapping it holds describes exactly the OLD store: writing the new
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// contents through it runs past its end the moment the store grows, and a backend
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// that replaces the storage for the new store - which is what an orphaning
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// respecification asks for - would leave that mapping, and therefore every later
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// read of this buffer, addressing storage nothing writes to any more. That was the
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// transform feedback capture that wrote one buffer while the readback read another.
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//
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// Given back rather than renewed here, deliberately. Renewing in place would mean
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// memcpying the new contents into storage that submitted-but-unretired draws may
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// still be reading, which is precisely what the orphaning idiom exists to avoid;
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// avoiding THAT would mean either stalling on a fence in the middle of a frame or
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// teaching the persistent-map op to orphan, and the op must never orphan for the
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// other kind of caller (an application-held GL_MAP_PERSISTENT_BIT mapping, whose
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// pointer has to stay valid for the buffer's whole life). Handing the store back to
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// the CPU shadow needs none of that: the backend's ordinary respecification path
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// then does the busy-tracking and the conditional orphan it has always done, and the
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// next binding that wants GPU residency takes a fresh mapping of the new store.
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void BufferObject::RedefineStorage(SizeT size) {
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if (m_resource.IsGpuResident()) {
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m_resource.ReleasePersistentMap();
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// Whatever a shader or a capture wrote is in the store being replaced, so
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// there is nothing left to reconcile - and leaving the flag set would make
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// the next read of this buffer wait for GPU work on behalf of bytes the
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// application has just thrown away.
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m_gpuWritePending = false;
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}
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m_size = size;
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m_resource.ResizeShadow(size);
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}
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void BufferObject::Respecify(SizeT size, const void* data) {
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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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}
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// A NULL-data respecify (the orphaning idiom) leaves the store undefined;
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// record that so backends skip uploading the stale shadow bytes.
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m_hasDefinedContent = (data != nullptr) || size == 0;
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m_isImmutableStorage = false;
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// GL 4.6 core 6.2 defines glBufferData as glBufferStorage with
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// DYNAMIC_STORAGE_BIT | MAP_READ_BIT | MAP_WRITE_BIT, so GL_BUFFER_STORAGE_FLAGS has to
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// report those three afterwards. Reporting 0 - the value that belongs to a buffer whose
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// store has never been specified - told an application that a perfectly writable
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// glBufferData buffer accepted neither glBufferSubData nor a map. Only the IMMUTABLE flag
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// distinguishes the two cases, and it is cleared just above.
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m_storageFlags = GL_DYNAMIC_STORAGE_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT;
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NotifyRespecify();
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TryAdoptLargeStorage();
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}
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void BufferObject::Resize(SizeT size) {
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Respecify(size, nullptr);
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}
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void BufferObject::AllocateImmutableStorage(SizeT size, const void* data, GLbitfield storageFlags) {
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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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} else if (size > 0) {
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Memset(m_resource.Bytes(), 0, size);
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}
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m_hasDefinedContent = true;
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m_isImmutableStorage = true;
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m_storageFlags = storageFlags;
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NotifyRespecify();
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TryAdoptLargeStorage();
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}
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// Back a LARGE store with the backend's persistently+coherently mapped GPU
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// storage the moment it is (re)defined, without waiting for the app to map it.
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// Minecraft 26.3 streams chunk meshes into 128MB vertex arenas with plain
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// glNamedBufferSubData - the one write API that carries no synchronization
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// hint - and on Mali every route that hands the driver a write into a busy
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// MUTABLE store either parks the calling thread (glBufferSubData, and
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// glMapBufferRange even with GL_MAP_UNSYNCHRONIZED_BIT) or ghost-copies the
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// whole destination on a driver worker (staged glCopyBufferSubData, and a
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// range-invalidating map: ~167ms per touched arena, the recurring in-world
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// hiccup). An adopted coherent map is the one shape with NO per-write driver
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// call at all: every SubData lands as a plain memcpy into GPU-visible memory,
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// and the shadow copy is dropped (a 128MB arena stops costing 128MB of RAM).
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// Only attempted for stores the size of mesh arenas: small buffers keep the
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// shadow model whose draw-time flush already prices them correctly.
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void BufferObject::TryAdoptLargeStorage() {
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constexpr SizeT kLargeBufferAdoptBytes = 16u * 1024u * 1024u;
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if (MG_Config::Features.DisableLargeBufferAdoption) return;
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if (m_size < kLargeBufferAdoptBytes) return;
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if (m_resource.IsGpuResident()) return;
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if (m_isMapped) return;
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if (g_bufferBackendOps == nullptr || g_bufferBackendOps->AcquirePersistentMap == nullptr) return;
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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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void BufferObject::UploadData(DataPtr data, SizeT atOffset) {
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MOBILEGL_ASSERT(atOffset + data.size <= m_size,
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"UploadData out of bounds: atOffset (%zu) + data.size (%zu) > m_size (%zu)", atOffset,
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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_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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m_usage = usage;
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}
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void BufferObject::ReleaseMemory(Bool landStagedWrites) {
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if (!m_isMapped) return;
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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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}
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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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m_stagingBias = 0;
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m_ownsStagingData = false;
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}
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void BufferObject::FlushMemoryRange(SizeT offset, SizeT length) {
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MOBILEGL_ASSERT(m_isMapped, "Buffer must be mapped to flush memory range.");
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MOBILEGL_ASSERT((m_mappingAccess & BufferMappingAccessBit::FlushExplicit),
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"Buffer must be mapped with FlushExplicit access to flush memory range.");
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MOBILEGL_ASSERT((m_mappingAccess & BufferMappingAccessBit::Write),
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"Buffer must be mapped with Write access to flush memory range.");
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SizeT start = m_mappedRange.start + offset;
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SizeT end = start + length;
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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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// 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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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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if (m_mappedRange.start >= m_mappedRange.end) return;
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NotifySubData(m_mappedRange.start, m_mappedRange.end - m_mappedRange.start);
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}
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void BufferObject::WritebackFromBackend(DataPtr data, SizeT atOffset) {
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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_resource.Bytes() + atOffset, data.data, data.size);
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++m_changeSerial;
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}
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void BufferObject::MarkGpuWritten() {
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m_hasDefinedContent = true;
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m_gpuWritePending = true;
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}
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void BufferObject::SyncGpuWrites() {
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if (!m_gpuWritePending) return;
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// Cleared unconditionally: without a readback op the shadow can never catch up,
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// and retrying on every subsequent read would only repeat the same no-op.
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m_gpuWritePending = false;
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if (m_size == 0 || g_bufferBackendOps == nullptr || g_bufferBackendOps->ReadbackFromGpu == nullptr) {
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return;
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}
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g_bufferBackendOps->ReadbackFromGpu(*this);
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}
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void BufferObject::UploadSubData(DataPtr data, SizeT atOffset) {
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// GL 4.6 core 6.5 forbids only the OVERLAPPING write: a glBufferSubData that stays
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// clear of a non-persistent mapping is legal, and the frontend lets it through.
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MOBILEGL_ASSERT(!m_isMapped || (m_mappingAccess & BufferMappingAccessBit::Persistent) ||
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atOffset >= m_mappedRange.end || atOffset + data.size <= m_mappedRange.start,
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"Cannot upload sub data overlapping a non-persistent mapping.");
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MOBILEGL_ASSERT(atOffset + data.size <= m_size,
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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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// 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: 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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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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MOBILEGL_ASSERT(pattern.data != nullptr && pattern.size > 0,
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"FillSubData requires a non-empty pattern.");
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MOBILEGL_ASSERT(size % pattern.size == 0,
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"FillSubData size (%zu) must be a multiple of pattern size (%zu).", size, pattern.size);
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MOBILEGL_ASSERT(atOffset <= m_size && size <= m_size - atOffset,
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"FillSubData out of bounds: atOffset (%zu) + size (%zu) > m_size (%zu)", atOffset, size,
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m_size);
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MOBILEGL_ASSERT(!m_isMapped || (m_mappingAccess & BufferMappingAccessBit::Persistent),
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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 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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Memset(expanded.data(), *static_cast<const Uint8*>(pattern.data), size);
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} else {
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for (SizeT at = 0; at < size; at += pattern.size) {
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Memcpy(expanded.data() + at, pattern.data, pattern.size);
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}
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}
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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 retained shadow bytes, and a resident store the backend cannot take the bytes
|
|
// for is written in place, which needs the same synchronization the landing does.
|
|
SyncGpuWrites();
|
|
|
|
Uint8* dst = m_resource.Bytes() + atOffset;
|
|
if (pattern.size == 1) {
|
|
Memset(dst, *static_cast<const Uint8*>(pattern.data), size);
|
|
} else {
|
|
for (SizeT at = 0; at < size; at += pattern.size) {
|
|
Memcpy(dst + at, pattern.data, pattern.size);
|
|
}
|
|
}
|
|
NotifyContentWrite(atOffset, size);
|
|
}
|
|
|
|
void BufferObject::DownloadSubData(void* dst, SizeT atOffset, SizeT size) const {
|
|
MOBILEGL_ASSERT(atOffset + size <= m_size,
|
|
"DownloadSubData out of bounds: atOffset (%zu) + size (%zu) > m_size (%zu)", atOffset, size,
|
|
m_size);
|
|
Memcpy(dst, m_resource.Bytes() + atOffset, size);
|
|
}
|
|
|
|
void BufferObject::CopyDataFrom(const SharedPtr<BufferObject>& src, SizeT srcOffset, SizeT dstOffset, SizeT size) {
|
|
MOBILEGL_ASSERT(!m_isMapped || (m_mappingAccess & BufferMappingAccessBit::Persistent),
|
|
"Cannot copy data while destination buffer is non-persistently mapped.");
|
|
MOBILEGL_ASSERT(!src->IsMapped() || (src->GetMappingAccess() & BufferMappingAccessBit::Persistent),
|
|
"Cannot copy data from a buffer that is non-persistently mapped.");
|
|
MOBILEGL_ASSERT(srcOffset + size <= src->GetSize(),
|
|
"Source buffer copy out of bounds: srcOffset (%zu) + size (%zu) > src->GetSize() (%zu)",
|
|
srcOffset, size, src->GetSize());
|
|
MOBILEGL_ASSERT(dstOffset + size <= m_size,
|
|
"Destination buffer copy out of bounds: dstOffset (%zu) + size (%zu) > m_size (%zu)", dstOffset,
|
|
size, m_size);
|
|
|
|
src->SyncGpuWrites();
|
|
// An adopted DESTINATION takes the same landing as UploadSubData: the in-place
|
|
// write below would tear in-flight readers of the mapping, and pending recorded
|
|
// GPU writes to it must retire before the copy lands or they would execute on
|
|
// top of it.
|
|
if (m_resource.IsGpuResident()) {
|
|
LandBytesIntoResidentStore(dstOffset, {src->m_resource.Bytes() + srcOffset, size});
|
|
return;
|
|
}
|
|
Memcpy(m_resource.Bytes() + dstOffset, src->m_resource.Bytes() + srcOffset, size);
|
|
NotifyContentWrite(dstOffset, size);
|
|
}
|
|
|
|
void* BufferObject::AcquireMemory(Bool markMapped, Bool read, Bool write) {
|
|
SyncGpuWrites();
|
|
if (markMapped) {
|
|
m_isMapped = true;
|
|
m_mappingAccess = (read ? BufferMappingAccessBit::Read : BufferMappingAccessBit::Null) |
|
|
(write ? BufferMappingAccessBit::Write : BufferMappingAccessBit::Null);
|
|
m_mappedRange = {0, m_size};
|
|
|
|
if (m_mappingAccess & BufferMappingAccessBit::Write) {
|
|
// glMapBuffer maps from offset 0, so no bias: the allocation's own
|
|
// GL_MIN_MAP_BUFFER_ALIGNMENT-aligned base is what the application must get.
|
|
m_stagingBias = 0;
|
|
m_stagingData.resize(m_size);
|
|
m_ownsStagingData = true;
|
|
|
|
if (!(m_mappingAccess &
|
|
(BufferMappingAccessBit::InvalidateRange | BufferMappingAccessBit::InvalidateBuffer))) {
|
|
Memcpy(m_stagingData.data(), m_resource.Bytes(), m_size);
|
|
}
|
|
|
|
return m_stagingData.data();
|
|
}
|
|
}
|
|
|
|
return m_resource.Bytes();
|
|
}
|
|
|
|
Bool BufferObject::EnsureGpuResidentStorage() {
|
|
if (m_resource.IsGpuResident()) {
|
|
return true;
|
|
}
|
|
// Adoption releases the CPU shadow, and a live mapping may BE that shadow: a
|
|
// persistent map that did not itself adopt (a FLUSH_EXPLICIT one, or a read map)
|
|
// handed the application shadow + offset, and GL keeps that pointer valid while
|
|
// the buffer is drawn with - which is exactly when this runs, on the storage
|
|
// binding walk. Freeing it under the application is a use-after-free, so a mapped
|
|
// buffer keeps the shadow model until it is unmapped; the binding that follows
|
|
// adopts then. Same rule as TryAdoptLargeStorage.
|
|
if (m_isMapped) {
|
|
return false;
|
|
}
|
|
if (m_size == 0 || g_bufferBackendOps == nullptr || g_bufferBackendOps->AcquirePersistentMap == nullptr) {
|
|
return false;
|
|
}
|
|
void* base = g_bufferBackendOps->AcquirePersistentMap(*this);
|
|
if (base == nullptr) {
|
|
return false;
|
|
}
|
|
m_resource.AdoptPersistentMap(base);
|
|
return true;
|
|
}
|
|
|
|
void* BufferObject::AcquireMemoryRange(Range1D range, Flags<BufferMappingAccessBit> access) {
|
|
MOBILEGL_ASSERT(range.end <= m_size && range.start <= range.end,
|
|
"AcquireMemoryRange out of bounds: range (%zu, %zu) exceeds m_size (%zu)", range.start,
|
|
range.end, m_size);
|
|
// The app is about to look at the bytes; a shader may have rewritten them since
|
|
// the shadow was last authoritative. Also needed for a write map without an
|
|
// invalidate bit, whose staging copy is seeded from the shadow.
|
|
//
|
|
// One map shape looks at nothing: a non-persistent write map that discards the
|
|
// range it maps gets a staging copy the seeding below skips, so no reader of the
|
|
// store exists between here and the unmap. Reconciling an ADOPTED store would
|
|
// still cost the backend's full drain-and-wait (its queued landings are made
|
|
// visible to the CPU by finishing the pipeline), once per map, on exactly the
|
|
// streaming arena the adoption exists to keep cheap. The outstanding-write flag
|
|
// stays set, so the first read that DOES look at the bytes still pays for it.
|
|
const Bool discardsWhatItMaps =
|
|
(access & BufferMappingAccessBit::Write) && !(access & BufferMappingAccessBit::Persistent) &&
|
|
(access & (BufferMappingAccessBit::InvalidateRange | BufferMappingAccessBit::InvalidateBuffer));
|
|
if (!(m_resource.IsGpuResident() && discardsWhatItMaps)) {
|
|
SyncGpuWrites();
|
|
}
|
|
m_isMapped = true;
|
|
m_mappingAccess = access;
|
|
m_mappedRange = range;
|
|
|
|
if (access & BufferMappingAccessBit::Persistent) {
|
|
m_ownsStagingData = false;
|
|
// Zero-copy: for a coherent (non-FLUSH_EXPLICIT) persistent write map, ask the
|
|
// active backend for host-visible, coherent GPU storage and adopt it as the
|
|
// single source of truth. The backend seeds it from the current shadow before
|
|
// returning; AdoptPersistentMap then releases the shadow. Falls back to the
|
|
// shadow when the backend declines (returns null). Only attempted once - the
|
|
// storage is immutable and outlives unmap/remap.
|
|
if (!m_resource.IsGpuResident() && (access & BufferMappingAccessBit::Write) &&
|
|
!(access & BufferMappingAccessBit::FlushExplicit) && g_bufferBackendOps &&
|
|
g_bufferBackendOps->AcquirePersistentMap) {
|
|
if (void* base = g_bufferBackendOps->AcquirePersistentMap(*this)) {
|
|
m_resource.AdoptPersistentMap(base);
|
|
}
|
|
}
|
|
return m_resource.Bytes() + range.start;
|
|
}
|
|
|
|
if (access & BufferMappingAccessBit::Write) {
|
|
// ARB_map_buffer_alignment constrains (returned pointer - offset), not the pointer:
|
|
// a map at offset 63 must hand back a pointer 63 bytes past the alignment grid, which
|
|
// is exactly what the read path below gets for free from shadowBase + offset. The
|
|
// staging store has to be biased by the same phase to match, so it over-allocates by
|
|
// it and the mapped bytes start at data() + m_stagingBias.
|
|
m_stagingBias = range.start % MIN_MAP_BUFFER_ALIGNMENT;
|
|
const SizeT mappedLength = range.end - range.start;
|
|
m_stagingData.resize(m_stagingBias + mappedLength);
|
|
m_ownsStagingData = true;
|
|
|
|
if (!(access & (BufferMappingAccessBit::InvalidateRange | BufferMappingAccessBit::InvalidateBuffer))) {
|
|
Memcpy(m_stagingData.data() + m_stagingBias, m_resource.Bytes() + range.start, mappedLength);
|
|
}
|
|
|
|
return m_stagingData.data() + m_stagingBias;
|
|
} else {
|
|
m_ownsStagingData = false;
|
|
return m_resource.Bytes() + range.start;
|
|
}
|
|
}
|
|
|
|
const Uint8* BufferObject::MappedData() const {
|
|
return m_resource.Bytes();
|
|
}
|
|
|
|
Bool BufferObject::IsBackendPersistentMapped() const {
|
|
return m_resource.IsGpuResident();
|
|
}
|
|
|
|
SizeT BufferObject::GetSize() const {
|
|
return m_size;
|
|
}
|
|
|
|
Bool BufferObject::IsImmutableStorage() const {
|
|
return m_isImmutableStorage;
|
|
}
|
|
|
|
BufferUsage BufferObject::GetUsage() const {
|
|
return m_usage;
|
|
}
|
|
|
|
Uint64 BufferObject::GetChangeSerial() const {
|
|
return m_changeSerial;
|
|
}
|
|
|
|
Bool BufferObject::HasDefinedContent() const {
|
|
return m_hasDefinedContent;
|
|
}
|
|
|
|
const SharedPtr<BackendBufferResource>& BufferObject::GetBackendResource() const {
|
|
return m_resource.Backend();
|
|
}
|
|
|
|
void BufferObject::SetBackendResource(SharedPtr<BackendBufferResource> resource) {
|
|
m_resource.SetBackend(std::move(resource));
|
|
}
|
|
|
|
Bool BufferObject::IsMapped() const {
|
|
return m_isMapped;
|
|
}
|
|
|
|
Range1D BufferObject::GetMappedRange() const {
|
|
return m_isMapped ? m_mappedRange : Range1D{0, 0};
|
|
}
|
|
|
|
void* BufferObject::GetMappedPointer() const {
|
|
if (!m_isMapped) return nullptr;
|
|
if (m_mappingAccess & BufferMappingAccessBit::Persistent) {
|
|
// GPU-resident maps return the coherent GPU pointer; shadow-backed persistent
|
|
// maps return the shadow. m_resource.Bytes() resolves both.
|
|
return const_cast<Uint8*>(m_resource.Bytes()) + m_mappedRange.start;
|
|
}
|
|
if (m_ownsStagingData) {
|
|
return const_cast<Uint8*>(m_stagingData.data()) + m_stagingBias;
|
|
}
|
|
return const_cast<Uint8*>(m_resource.Bytes()) + m_mappedRange.start;
|
|
}
|
|
|
|
Flags<BufferMappingAccessBit> BufferObject::GetMappingAccess() const {
|
|
return m_isMapped ? m_mappingAccess : BufferMappingAccessBit::Null;
|
|
}
|
|
|
|
GLbitfield BufferObject::GetStorageFlags() const {
|
|
return m_storageFlags;
|
|
}
|
|
|
|
Uint BufferObject::GetExternalIndex() const {
|
|
return m_externalIndex;
|
|
}
|
|
} // namespace MobileGL::MG_State::GLState
|