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MobileGL/MobileGL/MG_State/GLState/BufferState/PipeResource.h
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// MobileGL - MobileGL/MG_State/GLState/BufferState/PipeResource.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/Types.h>
#include <bit>
#include <new>
#include <vector>
namespace MobileGL::MG_State::GLState {
// GL_MIN_MAP_BUFFER_ALIGNMENT. GL 4.2 / ARB_map_buffer_alignment fix the minimum at 64 and
// MobileGL advertises exactly that (MG_Impl/GLImpl/Getter/GL_Getter.cpp reads this constant),
// so under-reporting is not available - the implementation has to be brought up to the number
// instead. The promise is about POINTERS, not just the query: glMapBuffer must return a
// 64-byte-aligned pointer, and glMapBufferRange must return one whose base - the returned
// pointer minus the offset the caller asked for - is. Every pointer the frontend hands out
// comes from the shadow below or from BufferObject's staging buffer, and std::vector only
// promises alignof(std::max_align_t) (16 on aarch64), so both allocations carry the alignment
// themselves. One constant for the getter and the allocator, because the two may never
// disagree - the same reason the atomic-counter limits are shared through
// MG_Util/ShaderTranspiler/Types.h.
inline constexpr SizeT MIN_MAP_BUFFER_ALIGNMENT = 64;
// Allocator that gives every allocation MIN_MAP_BUFFER_ALIGNMENT. Deliberately minimal: the
// vectors it backs hold raw bytes and are only ever sized, so allocate/deallocate plus the
// rebinding and equality boilerplate std::vector requires is the whole interface.
template <typename T>
struct MapAlignedAllocator {
using value_type = T;
MapAlignedAllocator() noexcept = default;
template <typename U>
MapAlignedAllocator(const MapAlignedAllocator<U>&) noexcept {}
T* allocate(SizeT count) {
if (count == 0) return nullptr;
return static_cast<T*>(
::operator new(count * sizeof(T), std::align_val_t{MIN_MAP_BUFFER_ALIGNMENT}));
}
void deallocate(T* pointer, SizeT) noexcept {
::operator delete(pointer, std::align_val_t{MIN_MAP_BUFFER_ALIGNMENT});
}
template <typename U>
Bool operator==(const MapAlignedAllocator<U>&) const noexcept {
return true;
}
template <typename U>
Bool operator!=(const MapAlignedAllocator<U>&) const noexcept {
return false;
}
};
// Byte store for anything the application may end up holding a mapped pointer into.
using MapAlignedData = std::vector<Uint8, MapAlignedAllocator<Uint8>>;
// Opaque, refcounted handle to the backend's GPU storage for one buffer
// (the driver-side resource). The active backend derives from it and attaches
// its own payload (VkBufferResource / GLESBufferResource). Held by PipeResource.
class BackendBufferResource {
public:
virtual ~BackendBufferResource() = default;
};
// 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.
MapAlignedData& Shadow() { return *m_shadow; }
const MapAlignedData& 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();
}
// Give the adoption back: the bytes resolve against the shadow again (which
// the caller must (re)size, it was released on adoption). Used when the store
// itself is redefined - the mapping describes exactly the store that is going
// away, so it may neither be written through nor kept. It is NOT a general
// "unmap": a persistent map the application holds outlives every unmap by
// definition, and the calls that could redefine such a buffer's store are
// errors the frontend refuses before reaching here.
void ReleasePersistentMap() { m_gpuMapped = nullptr; }
// 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:
// MapAlignedData, not Data: a read-only glMapBuffer hands the application this very
// pointer, and a range map hands it base + offset, so the base has to be on the
// GL_MIN_MAP_BUFFER_ALIGNMENT grid for either to satisfy ARB_map_buffer_alignment.
SharedPtr<MapAlignedData> m_shadow = MakeShared<MapAlignedData>();
void* m_gpuMapped = nullptr;
SharedPtr<BackendBufferResource> m_backend;
};
} // namespace MobileGL::MG_State::GLState