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Remove magic numbers, ensure proper buffer size for page transfers
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parent
27ddd39a22
commit
017181f020
2 changed files with 12 additions and 4 deletions
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@ -36,7 +36,7 @@ struct TransferState {
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uvec3 currentPageSize() const;
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void updateSparse();
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void updateMip();
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void populatePage(uint8_t* dest);
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void populatePage(std::vector<uint8_t>& dest);
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bool increment();
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TransferState(GLTexture& texture);
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};
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@ -26,6 +26,9 @@ using namespace gpu::gl45;
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#define SPARSE_TEXTURES 1
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// Allocate 1 MB of buffer space for paged transfers
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#define DEFAULT_PAGE_BUFFER_SIZE (1024*1024)
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using GL45Texture = GL45Backend::GL45Texture;
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GLTexture* GL45Backend::syncGPUObject(const TexturePointer& texture, bool transfer) {
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@ -102,13 +105,18 @@ bool TransferState::increment() {
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}
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#define DEFAULT_GL_PIXEL_ALIGNMENT 4
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void TransferState::populatePage(uint8_t* dst) {
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void TransferState::populatePage(std::vector<uint8_t>& buffer) {
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uvec3 pageSize = currentPageSize();
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auto bytesPerPageLine = _bytesPerPixel * pageSize.x;
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if (0 != (bytesPerPageLine % DEFAULT_GL_PIXEL_ALIGNMENT)) {
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bytesPerPageLine += DEFAULT_GL_PIXEL_ALIGNMENT - (bytesPerPageLine % DEFAULT_GL_PIXEL_ALIGNMENT);
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assert(0 == (bytesPerPageLine % DEFAULT_GL_PIXEL_ALIGNMENT));
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}
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auto totalPageSize = bytesPerPageLine * pageSize.y;
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if (totalPageSize > buffer.size()) {
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buffer.resize(totalPageSize);
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}
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uint8_t* dst = &buffer[0];
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for (uint32_t y = 0; y < pageSize.y; ++y) {
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uint32_t srcOffset = (_bytesPerLine * (_mipOffset.y + y)) + (_bytesPerPixel * _mipOffset.x);
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uint32_t dstOffset = bytesPerPageLine * y;
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@ -194,7 +202,7 @@ void GL45Texture::startTransfer() {
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bool GL45Texture::continueTransfer() {
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static std::vector<uint8_t> buffer;
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if (buffer.empty()) {
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buffer.resize(1024 * 1024);
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buffer.resize(DEFAULT_PAGE_BUFFER_SIZE);
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}
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uvec3 pageSize = _transferState.currentPageSize();
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uvec3 offset = _transferState._mipOffset;
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@ -210,7 +218,7 @@ bool GL45Texture::continueTransfer() {
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if (_transferState._srcPointer) {
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// Transfer the mip data
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_transferState.populatePage(&buffer[0]);
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_transferState.populatePage(buffer);
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if (GL_TEXTURE_2D == _target) {
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glTextureSubImage2D(_id, _transferState._mipLevel,
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offset.x, offset.y,
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