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MobileGL/MobileGL/MG_State/GLState/BufferState/BufferObject.cpp
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// MobileGL - MobileGL/MG_State/GLState/BufferState/BufferObject.cpp
// 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
#include "BufferObject.h"
#include <atomic>
namespace MobileGL::MG_State::GLState {
namespace {
const BufferBackendOps* g_bufferBackendOps = nullptr;
// Starts at 1 so a zero-initialized cache slot can never carry a live buffer's id.
std::atomic<Uint64> g_nextBufferLifetimeId{1};
}
Uint64 BufferObject::AllocateLifetimeId() {
return g_nextBufferLifetimeId.fetch_add(1, std::memory_order_relaxed);
}
void SetBufferBackendOps(const BufferBackendOps* ops) {
g_bufferBackendOps = ops;
}
const BufferBackendOps* GetBufferBackendOps() {
return g_bufferBackendOps;
}
BufferObject::BufferObject(Uint externalIndex)
: m_externalIndex(externalIndex), m_size(0), m_usage(BufferUsage::StaticDraw), m_isMapped(false),
m_mappingAccess(BufferMappingAccessBit::Null), m_mappedRange({0, 0}), m_ownsStagingData{} {}
BufferObject::~BufferObject() {
if (m_resource.Backend() && g_bufferBackendOps && g_bufferBackendOps->OnDestroy) {
g_bufferBackendOps->OnDestroy(m_resource.ReleaseBackend());
}
}
void BufferObject::NotifyRespecify() {
++m_changeSerial;
if (g_bufferBackendOps && g_bufferBackendOps->Respecify) {
g_bufferBackendOps->Respecify(*this);
}
}
void BufferObject::NotifySubData(SizeT offset, SizeT size) {
++m_changeSerial;
if (size == 0) return;
m_hasDefinedContent = true;
if (g_bufferBackendOps && g_bufferBackendOps->SubData) {
g_bufferBackendOps->SubData(*this, offset, size);
}
}
void BufferObject::NotifyFlushMappedRange(Range1D range, Flags<BufferMappingAccessBit> appAccess) {
++m_changeSerial;
if (range.start >= range.end) return;
m_hasDefinedContent = true;
if (g_bufferBackendOps && g_bufferBackendOps->FlushMappedRange) {
g_bufferBackendOps->FlushMappedRange(*this, range, appAccess);
}
}
void BufferObject::NotifyContentWrite(SizeT offset, SizeT size) {
m_hasDefinedContent = true;
if (m_resource.IsGpuResident()) {
// The write already landed in coherent GPU memory; the backend has no separate
// copy to sync. Only bump the serial so cached transient slices invalidate.
++m_changeSerial;
return;
}
NotifySubData(offset, size);
}
// A (re)definition of the store is about to write `size` bytes through Bytes().
// Sizing the shadow is all that takes for a shadow-backed buffer. A buffer whose
// bytes were adopted into backend GPU memory has to give the adoption back first,
// because the mapping it holds describes exactly the OLD store: writing the new
// contents through it runs past its end the moment the store grows, and a backend
// that replaces the storage for the new store - which is what an orphaning
// respecification asks for - would leave that mapping, and therefore every later
// read of this buffer, addressing storage nothing writes to any more. That was the
// transform feedback capture that wrote one buffer while the readback read another.
//
// Given back rather than renewed here, deliberately. Renewing in place would mean
// memcpying the new contents into storage that submitted-but-unretired draws may
// still be reading, which is precisely what the orphaning idiom exists to avoid;
// avoiding THAT would mean either stalling on a fence in the middle of a frame or
// teaching the persistent-map op to orphan, and the op must never orphan for the
// other kind of caller (an application-held GL_MAP_PERSISTENT_BIT mapping, whose
// pointer has to stay valid for the buffer's whole life). Handing the store back to
// the CPU shadow needs none of that: the backend's ordinary respecification path
// then does the busy-tracking and the conditional orphan it has always done, and the
// next binding that wants GPU residency takes a fresh mapping of the new store.
void BufferObject::RedefineStorage(SizeT size) {
if (m_resource.IsGpuResident()) {
m_resource.ReleasePersistentMap();
// Whatever a shader or a capture wrote is in the store being replaced, so
// there is nothing left to reconcile - and leaving the flag set would make
// the next read of this buffer wait for GPU work on behalf of bytes the
// application has just thrown away.
m_gpuWritePending = false;
}
m_size = size;
m_resource.ResizeShadow(size);
}
void BufferObject::Respecify(SizeT size, const void* data) {
ReleaseMemory();
RedefineStorage(size);
if (data && size > 0) {
Memcpy(m_resource.Bytes(), data, size);
}
// A NULL-data respecify (the orphaning idiom) leaves the store undefined;
// record that so backends skip uploading the stale shadow bytes.
m_hasDefinedContent = (data != nullptr) || size == 0;
m_isImmutableStorage = false;
// GL 4.6 core 6.2 defines glBufferData as glBufferStorage with
// DYNAMIC_STORAGE_BIT | MAP_READ_BIT | MAP_WRITE_BIT, so GL_BUFFER_STORAGE_FLAGS has to
// report those three afterwards. Reporting 0 - the value that belongs to a buffer whose
// store has never been specified - told an application that a perfectly writable
// glBufferData buffer accepted neither glBufferSubData nor a map. Only the IMMUTABLE flag
// distinguishes the two cases, and it is cleared just above.
m_storageFlags = GL_DYNAMIC_STORAGE_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT;
NotifyRespecify();
}
void BufferObject::Resize(SizeT size) {
Respecify(size, nullptr);
}
void BufferObject::AllocateImmutableStorage(SizeT size, const void* data, GLbitfield storageFlags) {
ReleaseMemory();
RedefineStorage(size);
if (data) {
Memcpy(m_resource.Bytes(), data, size);
} else if (size > 0) {
Memset(m_resource.Bytes(), 0, size);
}
m_hasDefinedContent = true;
m_isImmutableStorage = true;
m_storageFlags = storageFlags;
NotifyRespecify();
}
void BufferObject::UploadData(DataPtr data, SizeT atOffset) {
MOBILEGL_ASSERT(atOffset + data.size <= m_size,
"UploadData out of bounds: atOffset (%zu) + data.size (%zu) > m_size (%zu)", atOffset,
data.size, m_size);
MOBILEGL_ASSERT(!m_isMapped || (m_mappingAccess & BufferMappingAccessBit::Persistent),
"Cannot upload data while buffer is non-persistently mapped.");
Memcpy(m_resource.Bytes() + atOffset, data.data, data.size);
NotifyContentWrite(atOffset, data.size);
}
void BufferObject::SetUsage(BufferUsage usage) {
m_usage = usage;
}
void BufferObject::ReleaseMemory() {
if (!m_isMapped) return;
if (m_mappingAccess & BufferMappingAccessBit::Write) { // if we wrote to the buffer
// A persistent GPU-resident map wrote straight into coherent GPU memory, so
// there is nothing to copy back and no range to push down on unmap.
if (!m_resource.IsGpuResident() &&
!(m_mappingAccess & BufferMappingAccessBit::FlushExplicit)) { // if we didn't flush explicitly
if (!(m_mappingAccess & BufferMappingAccessBit::Persistent)) {
Memcpy(m_resource.Bytes() + m_mappedRange.start, m_stagingData.data() + m_stagingBias,
m_mappedRange.end - m_mappedRange.start);
}
NotifyFlushMappedRange(m_mappedRange, m_mappingAccess);
}
m_stagingData.clear();
}
m_isMapped = false;
m_mappingAccess = BufferMappingAccessBit::Null;
m_mappedRange = {0, 0};
m_stagingBias = 0;
m_ownsStagingData = false;
}
void BufferObject::FlushMemoryRange(SizeT offset, SizeT length) {
MOBILEGL_ASSERT(m_isMapped, "Buffer must be mapped to flush memory range.");
MOBILEGL_ASSERT((m_mappingAccess & BufferMappingAccessBit::FlushExplicit),
"Buffer must be mapped with FlushExplicit access to flush memory range.");
MOBILEGL_ASSERT((m_mappingAccess & BufferMappingAccessBit::Write),
"Buffer must be mapped with Write access to flush memory range.");
SizeT start = m_mappedRange.start + offset;
SizeT end = start + length;
MOBILEGL_ASSERT(end <= m_mappedRange.end, "Flush range out of bounds: mappedRange.end (%zu) < end (%zu)",
m_mappedRange.end, end);
// FLUSH_EXPLICIT maps are never GPU-resident (only coherent maps are adopted), so
// the staged bytes must be copied into the shadow before the backend reads them.
if (!(m_mappingAccess & BufferMappingAccessBit::Persistent)) {
Memcpy(m_resource.Bytes() + start, m_stagingData.data() + m_stagingBias + offset, length);
}
NotifyFlushMappedRange({start, end}, m_mappingAccess);
}
void BufferObject::SyncPersistentMappedRange() {
if (!m_isMapped) return;
// GPU-resident: the app already wrote directly into coherent GPU memory. This is
// the whole point of the persistent-map path - the per-draw whole-buffer re-upload
// that used to run here is gone.
if (m_resource.IsGpuResident()) return;
if (!(m_mappingAccess & BufferMappingAccessBit::Persistent)) return;
if (!(m_mappingAccess & BufferMappingAccessBit::Write)) return;
if (m_mappingAccess & BufferMappingAccessBit::FlushExplicit) return;
if (m_mappedRange.start >= m_mappedRange.end) return;
NotifySubData(m_mappedRange.start, m_mappedRange.end - m_mappedRange.start);
}
void BufferObject::WritebackFromBackend(DataPtr data, SizeT atOffset) {
MOBILEGL_ASSERT(atOffset + data.size <= m_size,
"WritebackFromBackend out of bounds: atOffset (%zu) + data.size (%zu) > m_size (%zu)", atOffset,
data.size, m_size);
Memcpy(m_resource.Bytes() + atOffset, data.data, data.size);
++m_changeSerial;
}
void BufferObject::MarkGpuWritten() {
m_hasDefinedContent = true;
m_gpuWritePending = true;
}
void BufferObject::SyncGpuWrites() {
if (!m_gpuWritePending) return;
// Cleared unconditionally: without a readback op the shadow can never catch up,
// and retrying on every subsequent read would only repeat the same no-op.
m_gpuWritePending = false;
if (m_size == 0 || g_bufferBackendOps == nullptr || g_bufferBackendOps->ReadbackFromGpu == nullptr) {
return;
}
g_bufferBackendOps->ReadbackFromGpu(*this);
}
void BufferObject::UploadSubData(DataPtr data, SizeT atOffset) {
// GL 4.6 core 6.5 forbids only the OVERLAPPING write: a glBufferSubData that stays
// clear of a non-persistent mapping is legal, and the frontend lets it through.
MOBILEGL_ASSERT(!m_isMapped || (m_mappingAccess & BufferMappingAccessBit::Persistent) ||
atOffset >= m_mappedRange.end || atOffset + data.size <= m_mappedRange.start,
"Cannot upload sub data overlapping a non-persistent mapping.");
MOBILEGL_ASSERT(atOffset + data.size <= m_size,
"UploadSubData out of bounds: atOffset (%zu) + data.size (%zu) > m_size (%zu)", atOffset,
data.size, m_size);
Memcpy(m_resource.Bytes() + atOffset, data.data, data.size);
NotifyContentWrite(atOffset, data.size);
}
void BufferObject::FillSubData(DataPtr pattern, SizeT atOffset, SizeT size) {
MOBILEGL_ASSERT(pattern.data != nullptr && pattern.size > 0,
"FillSubData requires a non-empty pattern.");
MOBILEGL_ASSERT(size % pattern.size == 0,
"FillSubData size (%zu) must be a multiple of pattern size (%zu).", size, pattern.size);
MOBILEGL_ASSERT(atOffset <= m_size && size <= m_size - atOffset,
"FillSubData out of bounds: atOffset (%zu) + size (%zu) > m_size (%zu)", atOffset, size,
m_size);
MOBILEGL_ASSERT(!m_isMapped || (m_mappingAccess & BufferMappingAccessBit::Persistent),
"Cannot fill data while buffer is non-persistently mapped.");
if (size == 0) return;
// A clear is ordered after all earlier GPU writes. Partial clears additionally need the
// retained shadow bytes; whole-store clears need the same synchronization before writing
// an adopted persistent mapping that the GPU may still be accessing.
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();
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;
}
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.
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