Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
77 lines
2.5 KiB
C++
77 lines
2.5 KiB
C++
#pragma once
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#include <mbgl/gfx/uniform_buffer.hpp>
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#include <mbgl/gl/types.hpp>
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#include <mbgl/gl/buffer_allocator.hpp>
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namespace mln {
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namespace gl {
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class UniformBufferGL final : public gfx::UniformBuffer {
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UniformBufferGL(const UniformBufferGL&);
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public:
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UniformBufferGL(Context& context, const void* data, std::size_t size_, IBufferAllocator& allocator);
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~UniformBufferGL() override;
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UniformBufferGL(UniformBufferGL&& rhs) noexcept;
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UniformBufferGL& operator=(const UniformBufferGL& rhs) = delete;
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BufferID getID() const;
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gl::RelocatableBuffer<UniformBufferGL>& getManagedBuffer() noexcept { return managedBuffer; }
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const gl::RelocatableBuffer<UniformBufferGL>& getManagedBuffer() const noexcept { return managedBuffer; }
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UniformBufferGL clone() const { return {*this}; }
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// gfx::UniformBuffer
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void update(const void* data, std::size_t dataSize) override;
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private:
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Context& context;
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// unique id used for debugging and profiling purposes
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// localID should not be used as unique id because a const buffer pool is managed using IBufferAllocator
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// Currently unique IDs for constant buffers are only used when Tracy profiling is enabled
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#ifdef MLN_TRACY_ENABLE
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int64_t uniqueDebugId = -1;
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#endif
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// If the requested UBO size is too large for the allocator, the UBO will manage its own allocation
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bool isManagedAllocation = false;
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BufferID localID;
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gl::RelocatableBuffer<UniformBufferGL> managedBuffer;
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friend class UniformBufferArrayGL;
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};
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/// Stores a collection of uniform buffers by name
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class UniformBufferArrayGL final : public gfx::UniformBufferArray {
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public:
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UniformBufferArrayGL() = default;
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UniformBufferArrayGL(UniformBufferArrayGL&& other)
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: UniformBufferArray(std::move(other)) {}
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UniformBufferArrayGL(const UniformBufferArrayGL&) = delete;
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UniformBufferArrayGL& operator=(UniformBufferArrayGL&& other) {
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UniformBufferArray::operator=(std::move(other));
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return *this;
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}
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UniformBufferArrayGL& operator=(const UniformBufferArrayGL& other) {
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UniformBufferArray::operator=(other);
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return *this;
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}
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void bind() const;
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void unbind() const;
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void bind(gfx::RenderPass&) override { bind(); }
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private:
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std::unique_ptr<gfx::UniformBuffer> copy(const gfx::UniformBuffer& uniformBuffers) override {
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return std::make_unique<UniformBufferGL>(static_cast<const UniformBufferGL&>(uniformBuffers).clone());
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}
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};
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} // namespace gl
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} // namespace mln
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