Moving common GL code out of gpu/.
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147
src/xenia/ui/gl/circular_buffer.cc
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147
src/xenia/ui/gl/circular_buffer.cc
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/ui/gl/circular_buffer.h"
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#include "xenia/base/assert.h"
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#include "xenia/base/math.h"
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#include "xenia/gpu/gl4/gl4_gpu_flags.h"
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namespace xe {
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namespace ui {
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namespace gl {
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CircularBuffer::CircularBuffer(size_t capacity, size_t alignment)
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: capacity_(capacity),
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alignment_(alignment),
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write_head_(0),
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dirty_start_(UINT64_MAX),
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dirty_end_(0),
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buffer_(0),
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gpu_base_(0),
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host_base_(nullptr) {}
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CircularBuffer::~CircularBuffer() { Shutdown(); }
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bool CircularBuffer::Initialize() {
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glCreateBuffers(1, &buffer_);
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glNamedBufferStorage(buffer_, capacity_, nullptr,
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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host_base_ = reinterpret_cast<uint8_t*>(glMapNamedBufferRange(
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buffer_, 0, capacity_,
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GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_PERSISTENT_BIT));
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assert_not_null(host_base_);
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if (!host_base_) {
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return false;
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}
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if (FLAGS_vendor_gl_extensions && GLEW_NV_shader_buffer_load) {
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// To use this bindlessly we must make it resident.
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glMakeNamedBufferResidentNV(buffer_, GL_READ_ONLY);
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glGetNamedBufferParameterui64vNV(buffer_, GL_BUFFER_GPU_ADDRESS_NV,
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&gpu_base_);
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}
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return true;
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}
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void CircularBuffer::Shutdown() {
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if (!buffer_) {
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return;
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}
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glUnmapNamedBuffer(buffer_);
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if (FLAGS_vendor_gl_extensions && GLEW_NV_shader_buffer_load) {
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glMakeNamedBufferNonResidentNV(buffer_);
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}
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glDeleteBuffers(1, &buffer_);
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buffer_ = 0;
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}
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bool CircularBuffer::CanAcquire(size_t length) {
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size_t aligned_length = xe::round_up(length, alignment_);
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return write_head_ + aligned_length <= capacity_;
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}
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CircularBuffer::Allocation CircularBuffer::Acquire(size_t length) {
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// Addresses must always be % 256.
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size_t aligned_length = xe::round_up(length, alignment_);
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assert_true(aligned_length <= capacity_, "Request too large");
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if (write_head_ + aligned_length > capacity_) {
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// Flush and wait.
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WaitUntilClean();
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}
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Allocation allocation;
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allocation.host_ptr = host_base_ + write_head_;
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allocation.gpu_ptr = gpu_base_ + write_head_;
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allocation.offset = write_head_;
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allocation.length = length;
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allocation.aligned_length = aligned_length;
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allocation.cache_key = 0;
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write_head_ += aligned_length;
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return allocation;
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}
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bool CircularBuffer::AcquireCached(uint32_t key, size_t length,
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Allocation* out_allocation) {
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uint64_t full_key = key | (length << 32);
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auto& it = allocation_cache_.find(full_key);
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if (it != allocation_cache_.end()) {
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uintptr_t write_head = it->second;
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size_t aligned_length = xe::round_up(length, alignment_);
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out_allocation->host_ptr = host_base_ + write_head;
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out_allocation->gpu_ptr = gpu_base_ + write_head;
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out_allocation->offset = write_head;
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out_allocation->length = length;
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out_allocation->aligned_length = aligned_length;
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out_allocation->cache_key = full_key;
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return true;
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} else {
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*out_allocation = Acquire(length);
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out_allocation->cache_key = full_key;
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return false;
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}
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}
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void CircularBuffer::Discard(Allocation allocation) {
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write_head_ -= allocation.aligned_length;
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}
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void CircularBuffer::Commit(Allocation allocation) {
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uintptr_t start = allocation.gpu_ptr - gpu_base_;
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uintptr_t end = start + allocation.aligned_length;
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dirty_start_ = std::min(dirty_start_, start);
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dirty_end_ = std::max(dirty_end_, end);
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assert_true(dirty_end_ <= capacity_);
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if (allocation.cache_key) {
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allocation_cache_.insert({allocation.cache_key, allocation.offset});
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}
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}
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void CircularBuffer::Flush() {
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if (dirty_start_ == dirty_end_ || dirty_start_ == UINT64_MAX) {
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return;
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}
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glFlushMappedNamedBufferRange(buffer_, dirty_start_,
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dirty_end_ - dirty_start_);
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dirty_start_ = UINT64_MAX;
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dirty_end_ = 0;
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}
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void CircularBuffer::ClearCache() { allocation_cache_.clear(); }
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void CircularBuffer::WaitUntilClean() {
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Flush();
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glFinish();
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write_head_ = 0;
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ClearCache();
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}
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} // namespace gl
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} // namespace ui
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} // namespace xe
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