vkdoom_m/src/common/rendering/hwrenderer/data/buffers.h
Magnus Norddahl d853961a83 Fix vulkan buffers not using the stream usage for the 2d drawer
Add BufferUsageType enum to clarify what kind of usage is expected by the buffer allocated by SetData
2021-10-26 22:43:38 -04:00

104 lines
2.8 KiB
C++

#pragma once
#include <stddef.h>
#include <assert.h>
class FRenderState;
#ifdef __ANDROID__
#define HW_MAX_PIPELINE_BUFFERS 4
#define HW_BLOCK_SSBO 1
#else
// On desktop this is only useful fpr letting the GPU run in parallel with the playsim and for that 2 buffers are enough.
#define HW_MAX_PIPELINE_BUFFERS 2
#endif
// The low level code needs to know which attributes exist.
// OpenGL needs to change the state of all of them per buffer binding.
// VAOs are mostly useless for this because they lump buffer and binding state together which the model code does not want.
enum
{
VATTR_VERTEX,
VATTR_TEXCOORD,
VATTR_COLOR,
VATTR_VERTEX2,
VATTR_NORMAL,
VATTR_NORMAL2,
VATTR_MAX
};
enum EVertexAttributeFormat
{
VFmt_Float4,
VFmt_Float3,
VFmt_Float2,
VFmt_Float,
VFmt_Byte4,
VFmt_Packed_A2R10G10B10,
};
struct FVertexBufferAttribute
{
int binding;
int location;
int format;
int offset;
};
enum class BufferUsageType
{
Static, // initial data is not null, staticdata is true
Stream, // initial data is not null, staticdata is false
Persistent, // initial data is null, staticdata is false
Mappable // initial data is null, staticdata is true
};
class IBuffer
{
protected:
size_t buffersize = 0;
void *map = nullptr;
public:
IBuffer() = default;
IBuffer(const IBuffer &) = delete;
IBuffer &operator=(const IBuffer &) = delete;
virtual ~IBuffer() = default;
virtual void SetData(size_t size, const void *data, BufferUsageType type) = 0;
virtual void SetSubData(size_t offset, size_t size, const void *data) = 0;
virtual void *Lock(unsigned int size) = 0;
virtual void Unlock() = 0;
virtual void Resize(size_t newsize) = 0;
virtual void Upload(size_t start, size_t size) {} // For unmappable buffers
virtual void Map() {} // Only needed by old OpenGL but this needs to be in the interface.
virtual void Unmap() {}
void *Memory() { return map; }
size_t Size() { return buffersize; }
virtual void GPUDropSync() {}
virtual void GPUWaitSync() {}
};
class IVertexBuffer : virtual public IBuffer
{
public:
virtual void SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs) = 0;
};
// This merely exists to have a dedicated type for index buffers to inherit from.
class IIndexBuffer : virtual public IBuffer
{
// Element size is fixed to 4, thanks to OpenGL requiring this info to be coded into the glDrawElements call.
// This mostly prohibits a more flexible buffer setup but GZDoom doesn't use any other format anyway.
// Ob Vulkam, element size is a buffer property and of no concern to the drawing functions (as it should be.)
};
class IDataBuffer : virtual public IBuffer
{
// Can be either uniform or shader storage buffer, depending on its needs.
public:
virtual void BindRange(FRenderState *state, size_t start, size_t length) = 0;
};