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#pragma once
#include "graphics/2d.h"
#include "UniformBuffer.h"
#include <array>
namespace graphics {
namespace util {
/**
* @brief A class for managing uniform block buffer data
*
* This uses the classic triple buffer approach for managing uniform data. Users of this class can request a memory
* range for building uniform data.
*
* This assumes that uniform buffers use immutable storage and that buffers that are currently in use by the GPU may not
* be deleted. This may not be true for all cases but it will make adding a new rendering backend easier.
*
* @warning This should not be used directly! Use gr_get_uniform_buffer instead.
*/
class UniformBufferManager {
// Sets how many buffers should be used. This effectively means that the uniforms are triple-buffered
static const size_t NUM_SEGMENTS = 3;
std::array<gr_sync, NUM_SEGMENTS> _segment_fences;
gr_buffer_handle _active_uniform_buffer;
size_t _active_buffer_size = 0;
void* _buffer_ptr = nullptr; // Pointer to mapped data for persistently mapped buffers
size_t _active_segment = 0;
size_t _segment_size = 0;
size_t _segment_offset = 0; // Offset of the next element to be added to the buffer
int _offset_alignment = -1;
bool _use_persistent_mapping = false;
/**
* @brief A list of retired uniform buffers that might still be in use by the GPU
* Once the sync fence is signaled it means that the buffer is not in use anymore by the GPU and can be deleted.
* The byte array is the associated shadow buffer which will ensure that the pointer stays valid until the buffer is
* deleted at which point any reference to it will surely be removed.
*/
SCP_vector<std::tuple<gr_sync, gr_buffer_handle, std::unique_ptr<uint8_t[]>>> _retired_buffers;
/**
* @brief This is a pointer to an array which is a shadow of the uniform buffer
* This is needed for building the uniform buffer on the CPU side even if persistent mapping is active since small
* writes to the GPU take a lot of time.
*/
std::unique_ptr<uint8_t[]> _shadow_uniform_buffer;
void changeSegmentSize(size_t new_size);
public:
UniformBufferManager();
~UniformBufferManager();
UniformBufferManager(const UniformBufferManager&) = delete;
UniformBufferManager& operator=(const UniformBufferManager&) = delete;
/**
* @brief Gets a uniform buffer for a specific block type
*
* @warning The storage pointers returned by the buffer will not be initialized and may contain old data! Make sure
* that you rewrite all the data you are going to use.
*
* @param type The type of the uniform data
* @param num_elements The number of elements to be stored in that buffer
* @param element_size_override Override the elemnt size
* @return A uniform buffer which can be used for building the uniform buffer data
*/
UniformBuffer getUniformBuffer(uniform_block_type type, size_t num_elements, size_t element_size_override);
/**
* @brief Submit finished uniform data to this manager
*
* @warning This should not be used directly! It will be called by UniformBuffer with the correct parameters when
* appropriate.
*
* @param buffer The memory to submit to the buffer
* @param data_size The size of the memory buffer
* @param offset The offset into this buffer
*/
void submitData(void* buffer, size_t data_size, size_t offset);
/**
* @brief Gets the graphics buffer handle for the currently active uniform buffer
*
* @warning This should not be used directly. Use UniformBuffer::bufferHandle().
*
* @return The uniform buffer handle
*/
gr_buffer_handle getActiveBufferHandle();
/**
* @brief Checks the used buffer and retires any buffers that are no longer in use for later reuse
*/
void onFrameEnd();
/**
* @brief Gets the current size of the uniform buffer
* This is mostly for debugging purposes.
* @return The size in bytes of the uniform buffer.
*/
size_t getBufferSize();
/**
* @brief Gets the number of bytes used in the current segment of the buffer
* This is mostly for debugging purposes.
* @return The bytes used in the segment
*/
size_t getCurrentlyUsedSize();
};
}
}
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