Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
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53
src/util/opengl_stream_buffer.h
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53
src/util/opengl_stream_buffer.h
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// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "opengl_loader.h"
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#include "common/types.h"
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#include <memory>
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#include <string_view>
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#include <tuple>
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#include <vector>
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class OpenGLStreamBuffer
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{
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public:
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virtual ~OpenGLStreamBuffer();
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ALWAYS_INLINE GLuint GetGLBufferId() const { return m_buffer_id; }
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ALWAYS_INLINE GLenum GetGLTarget() const { return m_target; }
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ALWAYS_INLINE u32 GetSize() const { return m_size; }
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void Bind();
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void Unbind();
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void SetDebugName(const std::string_view& name);
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struct MappingResult
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{
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void* pointer;
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u32 buffer_offset;
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u32 index_aligned; // offset / alignment, suitable for base vertex
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u32 space_aligned; // remaining space / alignment
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};
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virtual MappingResult Map(u32 alignment, u32 min_size) = 0;
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/// Returns the position in the buffer *before* the start of used_size.
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virtual u32 Unmap(u32 used_size) = 0;
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/// Returns the minimum granularity of blocks which sync objects will be created around.
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virtual u32 GetChunkSize() const = 0;
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static std::unique_ptr<OpenGLStreamBuffer> Create(GLenum target, u32 size);
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protected:
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OpenGLStreamBuffer(GLenum target, GLuint buffer_id, u32 size);
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GLenum m_target;
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GLuint m_buffer_id;
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u32 m_size;
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};
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