This eliminates the reliance on ThreadContext to provide GLObjectStore, and statically enforces that GL cleanup functions happen only when GLObjectStore::performCleanup is called. With the elimination of the Map thread, this becomes important because there may be multiple GLObjectStore's per-thread, and Map will need to ensure that the correct context is active when calling GLObjectStore::performCleanup.
125 lines
3.3 KiB
C++
125 lines
3.3 KiB
C++
#ifndef MBGL_GEOMETRY_BUFFER
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#define MBGL_GEOMETRY_BUFFER
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#include <mbgl/gl/gl.hpp>
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#include <mbgl/gl/gl_object_store.hpp>
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#include <mbgl/platform/log.hpp>
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#include <mbgl/util/noncopyable.hpp>
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#include <mbgl/util/thread_context.hpp>
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#include <memory>
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#include <cstdlib>
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#include <cassert>
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#include <stdexcept>
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namespace mbgl {
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template <
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GLsizei item_size,
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GLenum bufferType = GL_ARRAY_BUFFER,
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GLsizei defaultLength = 8192,
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bool retainAfterUpload = false
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>
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class Buffer : private util::noncopyable {
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public:
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~Buffer() {
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cleanup();
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}
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// Returns the number of elements in this buffer. This is not the number of
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// bytes, but rather the number of coordinates with associated information.
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inline GLsizei index() const {
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return static_cast<GLsizei>(pos / itemSize);
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}
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inline bool empty() const {
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return pos == 0;
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}
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// Transfers this buffer to the GPU and binds the buffer to the GL context.
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void bind(gl::GLObjectStore& glObjectStore) {
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if (buffer) {
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MBGL_CHECK_ERROR(glBindBuffer(bufferType, getID()));
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} else {
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buffer.create(glObjectStore);
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MBGL_CHECK_ERROR(glBindBuffer(bufferType, getID()));
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if (array == nullptr) {
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Log::Debug(Event::OpenGL, "Buffer doesn't contain elements");
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pos = 0;
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}
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MBGL_CHECK_ERROR(glBufferData(bufferType, pos, array, GL_STATIC_DRAW));
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if (!retainAfterUpload) {
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cleanup();
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}
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}
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}
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void cleanup() {
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if (array) {
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free(array);
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array = nullptr;
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}
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}
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GLuint getID() const {
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return buffer.getID();
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}
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// Uploads the buffer to the GPU to be available when we need it.
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inline void upload(gl::GLObjectStore& glObjectStore) {
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if (!buffer) {
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bind(glObjectStore);
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}
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}
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protected:
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// increase the buffer size by at least /required/ bytes.
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inline void *addElement() {
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if (buffer) {
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throw std::runtime_error("Can't add elements after buffer was bound to GPU");
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}
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if (length < pos + itemSize) {
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while (length < pos + itemSize) length += defaultLength;
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array = realloc(array, length);
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if (array == nullptr) {
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throw std::runtime_error("Buffer reallocation failed");
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}
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}
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pos += itemSize;
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return reinterpret_cast<char *>(array) + (pos - itemSize);
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}
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// Get a pointer to the item at a given index.
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inline void *getElement(size_t i) {
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if (array == nullptr) {
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throw std::runtime_error("Buffer was already deleted or doesn't contain elements");
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}
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if (i * itemSize >= pos) {
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throw std::runtime_error("Can't get element after array bounds");
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} else {
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return reinterpret_cast<char *>(array) + (i * itemSize);
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}
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}
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public:
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static const size_t itemSize = item_size;
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private:
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// CPU buffer
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GLvoid *array = nullptr;
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// Byte position where we are writing.
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GLsizeiptr pos = 0;
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// Number of bytes that are valid in this buffer.
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size_t length = 0;
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// GL buffer object handle.
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gl::BufferHolder buffer;
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};
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} // namespace mbgl
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#endif
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