Enhance OpenGLBuffer with more buffer types and features
- Add OpenGLBufferType enum (Vertex, Index, Uniform, CopyRead, CopyWrite, etc.) - Add Initialize() method with buffer type parameter - Add Map/Unmap for direct buffer access - Add SetData for dynamic updates - Add BindBase for buffer binding to indexed targets - Add GetType and IsDynamic getters
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@@ -6,25 +6,47 @@
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namespace XCEngine {
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namespace RHI {
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enum class OpenGLBufferType {
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Vertex,
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Index,
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Uniform,
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CopyRead,
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CopyWrite,
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AtomicCounter,
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DispatchIndirect,
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DrawIndirect,
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ShaderBindingTable
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};
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class OpenGLBuffer {
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public:
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OpenGLBuffer();
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~OpenGLBuffer();
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bool Initialize(OpenGLBufferType type, size_t size, const void* data = nullptr, bool dynamic = false);
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bool InitializeVertexBuffer(const void* data, size_t size);
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bool InitializeIndexBuffer(const void* data, size_t size);
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void Shutdown();
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void Bind() const;
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void Unbind() const;
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void BindBase(unsigned int target, unsigned int index) const;
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void* Map();
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void Unmap();
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void SetData(const void* data, size_t size, size_t offset = 0);
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unsigned int GetID() const { return m_buffer; }
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size_t GetSize() const { return m_size; }
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OpenGLBufferType GetType() const { return m_type; }
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bool IsDynamic() const { return m_dynamic; }
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private:
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unsigned int m_buffer;
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size_t m_size;
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bool m_isIndexBuffer;
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bool m_dynamic;
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OpenGLBufferType m_type;
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};
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} // namespace RHI
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@@ -6,32 +6,56 @@
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namespace XCEngine {
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namespace RHI {
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static unsigned int ToGLBufferTarget(OpenGLBufferType type) {
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switch (type) {
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case OpenGLBufferType::Vertex: return GL_ARRAY_BUFFER;
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case OpenGLBufferType::Index: return GL_ELEMENT_ARRAY_BUFFER;
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case OpenGLBufferType::Uniform: return GL_UNIFORM_BUFFER;
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case OpenGLBufferType::CopyRead: return GL_COPY_READ_BUFFER;
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case OpenGLBufferType::CopyWrite: return GL_COPY_WRITE_BUFFER;
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case OpenGLBufferType::AtomicCounter: return GL_ATOMIC_COUNTER_BUFFER;
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case OpenGLBufferType::DispatchIndirect: return GL_DISPATCH_INDIRECT_BUFFER;
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case OpenGLBufferType::DrawIndirect: return GL_DRAW_INDIRECT_BUFFER;
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case OpenGLBufferType::ShaderBindingTable: return GL_SHADER_STORAGE_BUFFER;
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default: return GL_ARRAY_BUFFER;
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}
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}
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OpenGLBuffer::OpenGLBuffer()
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: m_buffer(0)
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, m_size(0)
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, m_isIndexBuffer(false) {
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, m_isIndexBuffer(false)
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, m_dynamic(false)
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, m_type(OpenGLBufferType::Vertex) {
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}
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OpenGLBuffer::~OpenGLBuffer() {
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Shutdown();
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}
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bool OpenGLBuffer::InitializeVertexBuffer(const void* data, size_t size) {
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glGenBuffers(1, &m_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, m_buffer);
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glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
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bool OpenGLBuffer::Initialize(OpenGLBufferType type, size_t size, const void* data, bool dynamic) {
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m_type = type;
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m_size = size;
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m_isIndexBuffer = false;
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m_dynamic = dynamic;
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m_isIndexBuffer = (type == OpenGLBufferType::Index);
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unsigned int target = ToGLBufferTarget(type);
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GLenum usage = dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW;
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glGenBuffers(1, &m_buffer);
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glBindBuffer(target, m_buffer);
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glBufferData(target, size, data, usage);
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glBindBuffer(target, 0);
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return true;
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}
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bool OpenGLBuffer::InitializeVertexBuffer(const void* data, size_t size) {
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return Initialize(OpenGLBufferType::Vertex, size, data, false);
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}
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bool OpenGLBuffer::InitializeIndexBuffer(const void* data, size_t size) {
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glGenBuffers(1, &m_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_buffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
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m_size = size;
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m_isIndexBuffer = true;
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return true;
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return Initialize(OpenGLBufferType::Index, size, data, false);
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}
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void OpenGLBuffer::Shutdown() {
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@@ -42,19 +66,43 @@ void OpenGLBuffer::Shutdown() {
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}
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void OpenGLBuffer::Bind() const {
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if (m_isIndexBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_buffer);
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} else {
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glBindBuffer(GL_ARRAY_BUFFER, m_buffer);
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}
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unsigned int target = ToGLBufferTarget(m_type);
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glBindBuffer(target, m_buffer);
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}
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void OpenGLBuffer::Unbind() const {
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if (m_isIndexBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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} else {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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unsigned int target = ToGLBufferTarget(m_type);
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glBindBuffer(target, 0);
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}
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void OpenGLBuffer::BindBase(unsigned int target, unsigned int index) const {
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glBindBufferBase(target, index, m_buffer);
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}
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void* OpenGLBuffer::Map() {
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unsigned int target = ToGLBufferTarget(m_type);
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glBindBuffer(target, m_buffer);
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void* ptr = glMapBuffer(target, GL_WRITE_ONLY);
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glBindBuffer(target, 0);
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return ptr;
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}
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void OpenGLBuffer::Unmap() {
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unsigned int target = ToGLBufferTarget(m_type);
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glBindBuffer(target, m_buffer);
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glUnmapBuffer(target);
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glBindBuffer(target, 0);
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}
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void OpenGLBuffer::SetData(const void* data, size_t size, size_t offset) {
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unsigned int target = ToGLBufferTarget(m_type);
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glBindBuffer(target, m_buffer);
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if (offset == 0 && size == m_size) {
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glBufferData(target, size, data, m_dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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} else {
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glBufferSubData(target, offset, size, data);
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}
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glBindBuffer(target, 0);
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}
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} // namespace RHI
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