Basic buffer implementation
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#include "Buffer.h"
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#include "Buffer.h"
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#include "Graphics.h"
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#include "Graphics/Buffer.h"
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#include "Graphics/Enums.h"
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#include "Graphics/Initializer.h"
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#include "Metal/MTLResource.hpp"
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using namespace Seele;
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using namespace Seele::Metal;
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Buffer::Buffer(PGraphics graphics, uint64 size, void *data, bool dynamic)
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: graphics(graphics), size(size) {
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if (dynamic) {
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numBuffers = Gfx::numFramesBuffered;
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} else {
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numBuffers = 1;
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}
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for (size_t i = 0; i < numBuffers; ++i) {
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if (data != nullptr) {
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buffers[i] = graphics->getDevice()->newBuffer(
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data, size, MTL::ResourceOptionCPUCacheModeDefault);
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} else {
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buffers[i] = graphics->getDevice()->newBuffer(
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size, MTL::ResourceOptionCPUCacheModeDefault);
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}
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}
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}
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Buffer::~Buffer() {
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for (size_t i = 0; i < numBuffers; ++i) {
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buffers[i]->release();
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}
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}
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void *Buffer::map(bool) { return getHandle()->contents(); }
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void *Buffer::mapRegion(uint64 regionOffset, uint64, bool) {
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return (char *)getHandle()->contents() + regionOffset;
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}
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void unmap() {}
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VertexBuffer::VertexBuffer(PGraphics graphics,
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const VertexBufferCreateInfo &createInfo)
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: Gfx::VertexBuffer(graphics->getFamilyMapping(), createInfo.numVertices,
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createInfo.vertexSize, createInfo.sourceData.owner),
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Seele::Metal::Buffer(graphics, createInfo.sourceData.size,
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createInfo.sourceData.data, false) {}
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VertexBuffer::~VertexBuffer() {}
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IndexBuffer::IndexBuffer(PGraphics graphics,
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const IndexBufferCreateInfo &createInfo)
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: Gfx::IndexBuffer(graphics->getFamilyMapping(), createInfo.sourceData.size,
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createInfo.indexType, createInfo.sourceData.owner),
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Seele::Metal::Buffer(graphics, createInfo.sourceData.size,
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createInfo.sourceData.data, false) {}
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IndexBuffer::~IndexBuffer() {}
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UniformBuffer::UniformBuffer(PGraphics graphics,
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const UniformBufferCreateInfo &createInfo)
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: Gfx::UniformBuffer(graphics->getFamilyMapping(), createInfo.sourceData),
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Seele::Metal::Buffer(graphics, createInfo.sourceData.size,
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createInfo.sourceData.data, createInfo.dynamic) {}
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UniformBuffer::~UniformBuffer() {}
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ShaderBuffer::ShaderBuffer(PGraphics graphics,
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const ShaderBufferCreateInfo &createInfo)
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: Gfx::ShaderBuffer(graphics->getFamilyMapping(), createInfo.numElements,
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createInfo.sourceData),
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Seele::Metal::Buffer(graphics, createInfo.sourceData.size,
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createInfo.sourceData.data, createInfo.dynamic) {}
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ShaderBuffer::~ShaderBuffer() {}
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