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// Copyright 2017 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn_native/opengl/BufferGL.h"
#include "dawn_native/opengl/DeviceGL.h"
namespace dawn_native { namespace opengl {
// Buffer
Buffer::Buffer(Device* device, const BufferDescriptor* descriptor)
: BufferBase(device, descriptor) {
device->gl.GenBuffers(1, &mBuffer);
device->gl.BindBuffer(GL_ARRAY_BUFFER, mBuffer);
device->gl.BufferData(GL_ARRAY_BUFFER, GetSize(), nullptr, GL_STATIC_DRAW);
}
Buffer::~Buffer() {
DestroyInternal();
}
GLuint Buffer::GetHandle() const {
return mBuffer;
}
bool Buffer::IsMapWritable() const {
// TODO(enga): All buffers in GL can be mapped. Investigate if mapping them will cause the
// driver to migrate it to shared memory.
return true;
}
MaybeError Buffer::MapAtCreationImpl(uint8_t** mappedPointer) {
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
gl.BindBuffer(GL_ARRAY_BUFFER, mBuffer);
mMappedData = gl.MapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
*mappedPointer = reinterpret_cast<uint8_t*>(mMappedData);
return {};
}
MaybeError Buffer::MapReadAsyncImpl(uint32_t serial) {
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
// TODO(cwallez@chromium.org): this does GPU->CPU synchronization, we could require a high
// version of OpenGL that would let us map the buffer unsynchronized.
gl.BindBuffer(GL_ARRAY_BUFFER, mBuffer);
mMappedData = gl.MapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
return {};
}
MaybeError Buffer::MapWriteAsyncImpl(uint32_t serial) {
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
// TODO(cwallez@chromium.org): this does GPU->CPU synchronization, we could require a high
// version of OpenGL that would let us map the buffer unsynchronized.
gl.BindBuffer(GL_ARRAY_BUFFER, mBuffer);
mMappedData = gl.MapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
return {};
}
void* Buffer::GetMappedPointerImpl() {
return mMappedData;
}
void Buffer::UnmapImpl() {
const OpenGLFunctions& gl = ToBackend(GetDevice())->gl;
gl.BindBuffer(GL_ARRAY_BUFFER, mBuffer);
gl.UnmapBuffer(GL_ARRAY_BUFFER);
mMappedData = nullptr;
}
void Buffer::DestroyImpl() {
ToBackend(GetDevice())->gl.DeleteBuffers(1, &mBuffer);
mBuffer = 0;
}
}} // namespace dawn_native::opengl