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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp
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+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp
@@ -0,0 +1,1888 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Buffer11.cpp Defines the Buffer11 class.
+
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+
+#include <memory>
+
+#include "common/MemoryBuffer.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/renderer/d3d/IndexDataManager.h"
+#include "libANGLE/renderer/d3d/VertexDataManager.h"
+#include "libANGLE/renderer/d3d/d3d11/Context11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/renderer_utils.h"
+
+namespace rx
+{
+
+namespace
+{
+
+template <typename T>
+GLuint ReadIndexValueFromIndices(const uint8_t *data, size_t index)
+{
+ return reinterpret_cast<const T *>(data)[index];
+}
+typedef GLuint (*ReadIndexValueFunction)(const uint8_t *data, size_t index);
+
+enum class CopyResult
+{
+ RECREATED,
+ NOT_RECREATED,
+};
+
+void CalculateConstantBufferParams(GLintptr offset,
+ GLsizeiptr size,
+ UINT *outFirstConstant,
+ UINT *outNumConstants)
+{
+ // The offset must be aligned to 256 bytes (should have been enforced by glBindBufferRange).
+ ASSERT(offset % 256 == 0);
+
+ // firstConstant and numConstants are expressed in constants of 16-bytes. Furthermore they must
+ // be a multiple of 16 constants.
+ *outFirstConstant = static_cast<UINT>(offset / 16);
+
+ // The GL size is not required to be aligned to a 256 bytes boundary.
+ // Round the size up to a 256 bytes boundary then express the results in constants of 16-bytes.
+ *outNumConstants = static_cast<UINT>(rx::roundUpPow2(size, static_cast<GLsizeiptr>(256)) / 16);
+
+ // Since the size is rounded up, firstConstant + numConstants may be bigger than the actual size
+ // of the buffer. This behaviour is explictly allowed according to the documentation on
+ // ID3D11DeviceContext1::PSSetConstantBuffers1
+ // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx
+}
+
+} // anonymous namespace
+
+namespace gl_d3d11
+{
+
+D3D11_MAP GetD3DMapTypeFromBits(BufferUsage usage, GLbitfield access)
+{
+ bool readBit = ((access & GL_MAP_READ_BIT) != 0);
+ bool writeBit = ((access & GL_MAP_WRITE_BIT) != 0);
+
+ ASSERT(readBit || writeBit);
+
+ // Note : we ignore the discard bit, because in D3D11, staging buffers
+ // don't accept the map-discard flag (discard only works for DYNAMIC usage)
+
+ if (readBit && !writeBit)
+ {
+ return D3D11_MAP_READ;
+ }
+ else if (writeBit && !readBit)
+ {
+ // Special case for uniform storage - we only allow full buffer updates.
+ return usage == BUFFER_USAGE_UNIFORM || usage == BUFFER_USAGE_STRUCTURED
+ ? D3D11_MAP_WRITE_DISCARD
+ : D3D11_MAP_WRITE;
+ }
+ else if (writeBit && readBit)
+ {
+ return D3D11_MAP_READ_WRITE;
+ }
+ else
+ {
+ UNREACHABLE();
+ return D3D11_MAP_READ;
+ }
+}
+} // namespace gl_d3d11
+
+// Each instance of Buffer11::BufferStorage is specialized for a class of D3D binding points
+// - vertex/transform feedback buffers
+// - index buffers
+// - pixel unpack buffers
+// - uniform buffers
+class Buffer11::BufferStorage : angle::NonCopyable
+{
+ public:
+ virtual ~BufferStorage() {}
+
+ DataRevision getDataRevision() const { return mRevision; }
+ BufferUsage getUsage() const { return mUsage; }
+ size_t getSize() const { return mBufferSize; }
+ void setDataRevision(DataRevision rev) { mRevision = rev; }
+
+ virtual bool isCPUAccessible(GLbitfield access) const = 0;
+
+ virtual bool isGPUAccessible() const = 0;
+
+ virtual angle::Result copyFromStorage(const gl::Context *context,
+ BufferStorage *source,
+ size_t sourceOffset,
+ size_t size,
+ size_t destOffset,
+ CopyResult *resultOut) = 0;
+ virtual angle::Result resize(const gl::Context *context, size_t size, bool preserveData) = 0;
+
+ virtual angle::Result map(const gl::Context *context,
+ size_t offset,
+ size_t length,
+ GLbitfield access,
+ uint8_t **mapPointerOut) = 0;
+ virtual void unmap() = 0;
+
+ angle::Result setData(const gl::Context *context,
+ const uint8_t *data,
+ size_t offset,
+ size_t size);
+
+ void setStructureByteStride(unsigned int structureByteStride);
+
+ protected:
+ BufferStorage(Renderer11 *renderer, BufferUsage usage);
+
+ Renderer11 *mRenderer;
+ DataRevision mRevision;
+ const BufferUsage mUsage;
+ size_t mBufferSize;
+};
+
+// A native buffer storage represents an underlying D3D11 buffer for a particular
+// type of storage.
+class Buffer11::NativeStorage : public Buffer11::BufferStorage
+{
+ public:
+ NativeStorage(Renderer11 *renderer, BufferUsage usage, const angle::Subject *onStorageChanged);
+ ~NativeStorage() override;
+
+ bool isCPUAccessible(GLbitfield access) const override;
+
+ bool isGPUAccessible() const override { return true; }
+
+ const d3d11::Buffer &getBuffer() const { return mBuffer; }
+ angle::Result copyFromStorage(const gl::Context *context,
+ BufferStorage *source,
+ size_t sourceOffset,
+ size_t size,
+ size_t destOffset,
+ CopyResult *resultOut) override;
+ angle::Result resize(const gl::Context *context, size_t size, bool preserveData) override;
+
+ angle::Result map(const gl::Context *context,
+ size_t offset,
+ size_t length,
+ GLbitfield access,
+ uint8_t **mapPointerOut) override;
+ void unmap() override;
+
+ angle::Result getSRVForFormat(const gl::Context *context,
+ DXGI_FORMAT srvFormat,
+ const d3d11::ShaderResourceView **srvOut);
+ angle::Result getRawUAV(const gl::Context *context,
+ unsigned int offset,
+ unsigned int size,
+ d3d11::UnorderedAccessView **uavOut);
+
+ protected:
+ d3d11::Buffer mBuffer;
+ const angle::Subject *mOnStorageChanged;
+
+ private:
+ static void FillBufferDesc(D3D11_BUFFER_DESC *bufferDesc,
+ Renderer11 *renderer,
+ BufferUsage usage,
+ unsigned int bufferSize);
+ void clearSRVs();
+ void clearUAVs();
+
+ std::map<DXGI_FORMAT, d3d11::ShaderResourceView> mBufferResourceViews;
+ std::map<std::pair<unsigned int, unsigned int>, d3d11::UnorderedAccessView> mBufferRawUAVs;
+};
+
+class Buffer11::StructuredBufferStorage : public Buffer11::NativeStorage
+{
+ public:
+ StructuredBufferStorage(Renderer11 *renderer,
+ BufferUsage usage,
+ const angle::Subject *onStorageChanged);
+ ~StructuredBufferStorage() override;
+ angle::Result resizeStructuredBuffer(const gl::Context *context,
+ unsigned int size,
+ unsigned int structureByteStride);
+ angle::Result getStructuredBufferRangeSRV(const gl::Context *context,
+ unsigned int offset,
+ unsigned int size,
+ unsigned int structureByteStride,
+ const d3d11::ShaderResourceView **bufferOut);
+
+ private:
+ d3d11::ShaderResourceView mStructuredBufferResourceView;
+};
+
+// A emulated indexed buffer storage represents an underlying D3D11 buffer for data
+// that has been expanded to match the indices list used. This storage is only
+// used for FL9_3 pointsprite rendering emulation.
+class Buffer11::EmulatedIndexedStorage : public Buffer11::BufferStorage
+{
+ public:
+ EmulatedIndexedStorage(Renderer11 *renderer);
+ ~EmulatedIndexedStorage() override;
+
+ bool isCPUAccessible(GLbitfield access) const override { return true; }
+
+ bool isGPUAccessible() const override { return false; }
+
+ angle::Result getBuffer(const gl::Context *context,
+ SourceIndexData *indexInfo,
+ const TranslatedAttribute &attribute,
+ GLint startVertex,
+ const d3d11::Buffer **bufferOut);
+
+ angle::Result copyFromStorage(const gl::Context *context,
+ BufferStorage *source,
+ size_t sourceOffset,
+ size_t size,
+ size_t destOffset,
+ CopyResult *resultOut) override;
+
+ angle::Result resize(const gl::Context *context, size_t size, bool preserveData) override;
+
+ angle::Result map(const gl::Context *context,
+ size_t offset,
+ size_t length,
+ GLbitfield access,
+ uint8_t **mapPointerOut) override;
+ void unmap() override;
+
+ private:
+ d3d11::Buffer mBuffer; // contains expanded data for use by D3D
+ angle::MemoryBuffer mMemoryBuffer; // original data (not expanded)
+ angle::MemoryBuffer mIndicesMemoryBuffer; // indices data
+};
+
+// Pack storage represents internal storage for pack buffers. We implement pack buffers
+// as CPU memory, tied to a staging texture, for asynchronous texture readback.
+class Buffer11::PackStorage : public Buffer11::BufferStorage
+{
+ public:
+ explicit PackStorage(Renderer11 *renderer);
+ ~PackStorage() override;
+
+ bool isCPUAccessible(GLbitfield access) const override { return true; }
+
+ bool isGPUAccessible() const override { return false; }
+
+ angle::Result copyFromStorage(const gl::Context *context,
+ BufferStorage *source,
+ size_t sourceOffset,
+ size_t size,
+ size_t destOffset,
+ CopyResult *resultOut) override;
+ angle::Result resize(const gl::Context *context, size_t size, bool preserveData) override;
+
+ angle::Result map(const gl::Context *context,
+ size_t offset,
+ size_t length,
+ GLbitfield access,
+ uint8_t **mapPointerOut) override;
+ void unmap() override;
+
+ angle::Result packPixels(const gl::Context *context,
+ const gl::FramebufferAttachment &readAttachment,
+ const PackPixelsParams &params);
+
+ private:
+ angle::Result flushQueuedPackCommand(const gl::Context *context);
+
+ TextureHelper11 mStagingTexture;
+ angle::MemoryBuffer mMemoryBuffer;
+ std::unique_ptr<PackPixelsParams> mQueuedPackCommand;
+ PackPixelsParams mPackParams;
+ bool mDataModified;
+};
+
+// System memory storage stores a CPU memory buffer with our buffer data.
+// For dynamic data, it's much faster to update the CPU memory buffer than
+// it is to update a D3D staging buffer and read it back later.
+class Buffer11::SystemMemoryStorage : public Buffer11::BufferStorage
+{
+ public:
+ explicit SystemMemoryStorage(Renderer11 *renderer);
+ ~SystemMemoryStorage() override {}
+
+ bool isCPUAccessible(GLbitfield access) const override { return true; }
+
+ bool isGPUAccessible() const override { return false; }
+
+ angle::Result copyFromStorage(const gl::Context *context,
+ BufferStorage *source,
+ size_t sourceOffset,
+ size_t size,
+ size_t destOffset,
+ CopyResult *resultOut) override;
+ angle::Result resize(const gl::Context *context, size_t size, bool preserveData) override;
+
+ angle::Result map(const gl::Context *context,
+ size_t offset,
+ size_t length,
+ GLbitfield access,
+ uint8_t **mapPointerOut) override;
+ void unmap() override;
+
+ angle::MemoryBuffer *getSystemCopy() { return &mSystemCopy; }
+
+ protected:
+ angle::MemoryBuffer mSystemCopy;
+};
+
+Buffer11::Buffer11(const gl::BufferState &state, Renderer11 *renderer)
+ : BufferD3D(state, renderer),
+ mRenderer(renderer),
+ mSize(0),
+ mMappedStorage(nullptr),
+ mBufferStorages({}),
+ mLatestBufferStorage(nullptr),
+ mDeallocThresholds({}),
+ mIdleness({}),
+ mConstantBufferStorageAdditionalSize(0),
+ mMaxConstantBufferLruCount(0),
+ mStructuredBufferStorageAdditionalSize(0),
+ mMaxStructuredBufferLruCount(0)
+{}
+
+Buffer11::~Buffer11()
+{
+ for (BufferStorage *&storage : mBufferStorages)
+ {
+ SafeDelete(storage);
+ }
+
+ for (auto &p : mConstantBufferRangeStoragesCache)
+ {
+ SafeDelete(p.second.storage);
+ }
+
+ for (auto &p : mStructuredBufferRangeStoragesCache)
+ {
+ SafeDelete(p.second.storage);
+ }
+
+ mRenderer->onBufferDelete(this);
+}
+
+angle::Result Buffer11::setData(const gl::Context *context,
+ gl::BufferBinding target,
+ const void *data,
+ size_t size,
+ gl::BufferUsage usage)
+{
+ updateD3DBufferUsage(context, usage);
+ return setSubData(context, target, data, size, 0);
+}
+
+angle::Result Buffer11::getData(const gl::Context *context, const uint8_t **outData)
+{
+ if (mSize == 0)
+ {
+ // TODO(http://anglebug.com/2840): This ensures that we don't crash or assert in robust
+ // buffer access behavior mode if there are buffers without any data. However, technically
+ // it should still be possible to draw, with fetches from this buffer returning zero.
+ return angle::Result::Stop;
+ }
+
+ SystemMemoryStorage *systemMemoryStorage = nullptr;
+ ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_SYSTEM_MEMORY, &systemMemoryStorage));
+
+ ASSERT(systemMemoryStorage->getSize() >= mSize);
+
+ *outData = systemMemoryStorage->getSystemCopy()->data();
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::setSubData(const gl::Context *context,
+ gl::BufferBinding target,
+ const void *data,
+ size_t size,
+ size_t offset)
+{
+ size_t requiredSize = size + offset;
+
+ if (data && size > 0)
+ {
+ // Use system memory storage for dynamic buffers.
+ // Try using a constant storage for constant buffers
+ BufferStorage *writeBuffer = nullptr;
+ if (target == gl::BufferBinding::Uniform)
+ {
+ // If we are a very large uniform buffer, keep system memory storage around so that we
+ // aren't forced to read back from a constant buffer. We also check the workaround for
+ // Intel - this requires us to use system memory so we don't end up having to copy from
+ // a constant buffer to a staging buffer.
+ // TODO(jmadill): Use Context caps.
+ if (offset == 0 && size >= mSize &&
+ size <= static_cast<UINT>(mRenderer->getNativeCaps().maxUniformBlockSize) &&
+ !mRenderer->getFeatures().useSystemMemoryForConstantBuffers.enabled)
+ {
+ BufferStorage *latestStorage = nullptr;
+ ANGLE_TRY(getLatestBufferStorage(context, &latestStorage));
+ if (latestStorage && (latestStorage->getUsage() == BUFFER_USAGE_STRUCTURED))
+ {
+ ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_STRUCTURED, &writeBuffer));
+ }
+ else
+ {
+ ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_UNIFORM, &writeBuffer));
+ }
+ }
+ else
+ {
+ ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_SYSTEM_MEMORY, &writeBuffer));
+ }
+ }
+ else if (supportsDirectBinding())
+ {
+ ANGLE_TRY(getStagingStorage(context, &writeBuffer));
+ }
+ else
+ {
+ ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_SYSTEM_MEMORY, &writeBuffer));
+ }
+
+ ASSERT(writeBuffer);
+
+ // Explicitly resize the staging buffer, preserving data if the new data will not
+ // completely fill the buffer
+ if (writeBuffer->getSize() < requiredSize)
+ {
+ bool preserveData = (offset > 0);
+ ANGLE_TRY(writeBuffer->resize(context, requiredSize, preserveData));
+ }
+
+ ANGLE_TRY(writeBuffer->setData(context, static_cast<const uint8_t *>(data), offset, size));
+ onStorageUpdate(writeBuffer);
+ }
+
+ mSize = std::max(mSize, requiredSize);
+ invalidateStaticData(context);
+
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::copySubData(const gl::Context *context,
+ BufferImpl *source,
+ GLintptr sourceOffset,
+ GLintptr destOffset,
+ GLsizeiptr size)
+{
+ Buffer11 *sourceBuffer = GetAs<Buffer11>(source);
+ ASSERT(sourceBuffer != nullptr);
+
+ BufferStorage *copyDest = nullptr;
+ ANGLE_TRY(getLatestBufferStorage(context, &copyDest));
+
+ if (!copyDest)
+ {
+ ANGLE_TRY(getStagingStorage(context, &copyDest));
+ }
+
+ BufferStorage *copySource = nullptr;
+ ANGLE_TRY(sourceBuffer->getLatestBufferStorage(context, &copySource));
+
+ if (!copySource)
+ {
+ ANGLE_TRY(sourceBuffer->getStagingStorage(context, &copySource));
+ }
+
+ ASSERT(copySource && copyDest);
+
+ // A staging buffer is needed if there is no cpu-cpu or gpu-gpu copy path avaiable.
+ if (!copyDest->isGPUAccessible() && !copySource->isCPUAccessible(GL_MAP_READ_BIT))
+ {
+ ANGLE_TRY(sourceBuffer->getStagingStorage(context, &copySource));
+ }
+ else if (!copySource->isGPUAccessible() && !copyDest->isCPUAccessible(GL_MAP_WRITE_BIT))
+ {
+ ANGLE_TRY(getStagingStorage(context, &copyDest));
+ }
+
+ // D3D11 does not allow overlapped copies until 11.1, and only if the
+ // device supports D3D11_FEATURE_DATA_D3D11_OPTIONS::CopyWithOverlap
+ // Get around this via a different source buffer
+ if (copySource == copyDest)
+ {
+ if (copySource->getUsage() == BUFFER_USAGE_STAGING)
+ {
+ ANGLE_TRY(
+ getBufferStorage(context, BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK, &copySource));
+ }
+ else
+ {
+ ANGLE_TRY(getStagingStorage(context, &copySource));
+ }
+ }
+
+ CopyResult copyResult = CopyResult::NOT_RECREATED;
+ ANGLE_TRY(copyDest->copyFromStorage(context, copySource, sourceOffset, size, destOffset,
+ &copyResult));
+ onStorageUpdate(copyDest);
+
+ mSize = std::max<size_t>(mSize, destOffset + size);
+ invalidateStaticData(context);
+
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::map(const gl::Context *context, GLenum access, void **mapPtr)
+{
+ // GL_OES_mapbuffer uses an enum instead of a bitfield for it's access, convert to a bitfield
+ // and call mapRange.
+ ASSERT(access == GL_WRITE_ONLY_OES);
+ return mapRange(context, 0, mSize, GL_MAP_WRITE_BIT, mapPtr);
+}
+
+angle::Result Buffer11::mapRange(const gl::Context *context,
+ size_t offset,
+ size_t length,
+ GLbitfield access,
+ void **mapPtr)
+{
+ ASSERT(!mMappedStorage);
+
+ BufferStorage *latestStorage = nullptr;
+ ANGLE_TRY(getLatestBufferStorage(context, &latestStorage));
+
+ if (latestStorage && (latestStorage->getUsage() == BUFFER_USAGE_PIXEL_PACK ||
+ latestStorage->getUsage() == BUFFER_USAGE_STAGING))
+ {
+ // Latest storage is mappable.
+ mMappedStorage = latestStorage;
+ }
+ else
+ {
+ // Fall back to using the staging buffer if the latest storage does not exist or is not
+ // CPU-accessible.
+ ANGLE_TRY(getStagingStorage(context, &mMappedStorage));
+ }
+
+ Context11 *context11 = GetImplAs<Context11>(context);
+ ANGLE_CHECK_GL_ALLOC(context11, mMappedStorage);
+
+ if ((access & GL_MAP_WRITE_BIT) > 0)
+ {
+ // Update the data revision immediately, since the data might be changed at any time
+ onStorageUpdate(mMappedStorage);
+ invalidateStaticData(context);
+ }
+
+ uint8_t *mappedBuffer = nullptr;
+ ANGLE_TRY(mMappedStorage->map(context, offset, length, access, &mappedBuffer));
+ ASSERT(mappedBuffer);
+
+ *mapPtr = static_cast<void *>(mappedBuffer);
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::unmap(const gl::Context *context, GLboolean *result)
+{
+ ASSERT(mMappedStorage);
+ mMappedStorage->unmap();
+ mMappedStorage = nullptr;
+
+ // TODO: detect if we had corruption. if so, return false.
+ *result = GL_TRUE;
+
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::markTransformFeedbackUsage(const gl::Context *context)
+{
+ ANGLE_TRY(markBufferUsage(context, BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK));
+ return angle::Result::Continue;
+}
+
+void Buffer11::updateDeallocThreshold(BufferUsage usage)
+{
+ // The following strategy was tuned on the Oort online benchmark (http://oortonline.gl/)
+ // as well as a custom microbenchmark (IndexConversionPerfTest.Run/index_range_d3d11)
+
+ // First readback: 8 unmodified uses before we free buffer memory.
+ // After that, double the threshold each time until we reach the max.
+ if (mDeallocThresholds[usage] == 0)
+ {
+ mDeallocThresholds[usage] = 8;
+ }
+ else if (mDeallocThresholds[usage] < std::numeric_limits<unsigned int>::max() / 2u)
+ {
+ mDeallocThresholds[usage] *= 2u;
+ }
+ else
+ {
+ mDeallocThresholds[usage] = std::numeric_limits<unsigned int>::max();
+ }
+}
+
+// Free the storage if we decide it isn't being used very often.
+angle::Result Buffer11::checkForDeallocation(const gl::Context *context, BufferUsage usage)
+{
+ mIdleness[usage]++;
+
+ BufferStorage *&storage = mBufferStorages[usage];
+ if (storage != nullptr && mIdleness[usage] > mDeallocThresholds[usage])
+ {
+ BufferStorage *latestStorage = nullptr;
+ ANGLE_TRY(getLatestBufferStorage(context, &latestStorage));
+ if (latestStorage != storage)
+ {
+ SafeDelete(storage);
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+// Keep system memory when we are using it for the canonical version of data.
+bool Buffer11::canDeallocateSystemMemory() const
+{
+ // Must keep system memory on Intel.
+ if (mRenderer->getFeatures().useSystemMemoryForConstantBuffers.enabled)
+ {
+ return false;
+ }
+
+ return (!mBufferStorages[BUFFER_USAGE_UNIFORM] ||
+ mSize <= static_cast<size_t>(mRenderer->getNativeCaps().maxUniformBlockSize));
+}
+
+void Buffer11::markBufferUsage(BufferUsage usage)
+{
+ mIdleness[usage] = 0;
+}
+
+angle::Result Buffer11::markBufferUsage(const gl::Context *context, BufferUsage usage)
+{
+ BufferStorage *bufferStorage = nullptr;
+ ANGLE_TRY(getBufferStorage(context, usage, &bufferStorage));
+
+ if (bufferStorage)
+ {
+ onStorageUpdate(bufferStorage);
+ }
+
+ invalidateStaticData(context);
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::garbageCollection(const gl::Context *context, BufferUsage currentUsage)
+{
+ if (currentUsage != BUFFER_USAGE_SYSTEM_MEMORY && canDeallocateSystemMemory())
+ {
+ ANGLE_TRY(checkForDeallocation(context, BUFFER_USAGE_SYSTEM_MEMORY));
+ }
+
+ if (currentUsage != BUFFER_USAGE_STAGING)
+ {
+ ANGLE_TRY(checkForDeallocation(context, BUFFER_USAGE_STAGING));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::getBuffer(const gl::Context *context,
+ BufferUsage usage,
+ ID3D11Buffer **bufferOut)
+{
+ NativeStorage *storage = nullptr;
+ ANGLE_TRY(getBufferStorage(context, usage, &storage));
+ *bufferOut = storage->getBuffer().get();
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::getEmulatedIndexedBuffer(const gl::Context *context,
+ SourceIndexData *indexInfo,
+ const TranslatedAttribute &attribute,
+ GLint startVertex,
+ ID3D11Buffer **bufferOut)
+{
+ ASSERT(indexInfo);
+
+ EmulatedIndexedStorage *emulatedStorage = nullptr;
+ ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_EMULATED_INDEXED_VERTEX, &emulatedStorage));
+
+ const d3d11::Buffer *nativeBuffer = nullptr;
+ ANGLE_TRY(
+ emulatedStorage->getBuffer(context, indexInfo, attribute, startVertex, &nativeBuffer));
+ *bufferOut = nativeBuffer->get();
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::getConstantBufferRange(const gl::Context *context,
+ GLintptr offset,
+ GLsizeiptr size,
+ const d3d11::Buffer **bufferOut,
+ UINT *firstConstantOut,
+ UINT *numConstantsOut)
+{
+ NativeStorage *bufferStorage = nullptr;
+ if ((offset == 0 &&
+ size < static_cast<GLsizeiptr>(mRenderer->getNativeCaps().maxUniformBlockSize)) ||
+ mRenderer->getRenderer11DeviceCaps().supportsConstantBufferOffsets)
+ {
+ ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_UNIFORM, &bufferStorage));
+ CalculateConstantBufferParams(offset, size, firstConstantOut, numConstantsOut);
+ }
+ else
+ {
+ ANGLE_TRY(getConstantBufferRangeStorage(context, offset, size, &bufferStorage));
+ *firstConstantOut = 0;
+ *numConstantsOut = 0;
+ }
+
+ *bufferOut = &bufferStorage->getBuffer();
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::markRawBufferUsage(const gl::Context *context)
+{
+ ANGLE_TRY(markBufferUsage(context, BUFFER_USAGE_RAW_UAV));
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::markTypedBufferUsage(const gl::Context *context)
+{
+ ANGLE_TRY(markBufferUsage(context, BUFFER_USAGE_TYPED_UAV));
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::getRawUAVRange(const gl::Context *context,
+ GLintptr offset,
+ GLsizeiptr size,
+ d3d11::UnorderedAccessView **uavOut)
+{
+ NativeStorage *nativeStorage = nullptr;
+ ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_RAW_UAV, &nativeStorage));
+
+ return nativeStorage->getRawUAV(context, static_cast<unsigned int>(offset),
+ static_cast<unsigned int>(size), uavOut);
+}
+
+angle::Result Buffer11::getSRV(const gl::Context *context,
+ DXGI_FORMAT srvFormat,
+ const d3d11::ShaderResourceView **srvOut)
+{
+ NativeStorage *nativeStorage = nullptr;
+ ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_PIXEL_UNPACK, &nativeStorage));
+ return nativeStorage->getSRVForFormat(context, srvFormat, srvOut);
+}
+
+angle::Result Buffer11::packPixels(const gl::Context *context,
+ const gl::FramebufferAttachment &readAttachment,
+ const PackPixelsParams &params)
+{
+ PackStorage *packStorage = nullptr;
+ ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_PIXEL_PACK, &packStorage));
+
+ ASSERT(packStorage);
+ ANGLE_TRY(packStorage->packPixels(context, readAttachment, params));
+ onStorageUpdate(packStorage);
+
+ return angle::Result::Continue;
+}
+
+size_t Buffer11::getTotalCPUBufferMemoryBytes() const
+{
+ size_t allocationSize = 0;
+
+ BufferStorage *staging = mBufferStorages[BUFFER_USAGE_STAGING];
+ allocationSize += staging ? staging->getSize() : 0;
+
+ BufferStorage *sysMem = mBufferStorages[BUFFER_USAGE_SYSTEM_MEMORY];
+ allocationSize += sysMem ? sysMem->getSize() : 0;
+
+ return allocationSize;
+}
+
+template <typename StorageOutT>
+angle::Result Buffer11::getBufferStorage(const gl::Context *context,
+ BufferUsage usage,
+ StorageOutT **storageOut)
+{
+ ASSERT(0 <= usage && usage < BUFFER_USAGE_COUNT);
+ BufferStorage *&newStorage = mBufferStorages[usage];
+
+ if (!newStorage)
+ {
+ newStorage = allocateStorage(usage);
+ }
+
+ markBufferUsage(usage);
+
+ // resize buffer
+ if (newStorage->getSize() < mSize)
+ {
+ ANGLE_TRY(newStorage->resize(context, mSize, true));
+ }
+
+ ASSERT(newStorage);
+
+ ANGLE_TRY(updateBufferStorage(context, newStorage, 0, mSize));
+ ANGLE_TRY(garbageCollection(context, usage));
+
+ *storageOut = GetAs<StorageOutT>(newStorage);
+ return angle::Result::Continue;
+}
+
+Buffer11::BufferStorage *Buffer11::allocateStorage(BufferUsage usage)
+{
+ updateDeallocThreshold(usage);
+ switch (usage)
+ {
+ case BUFFER_USAGE_PIXEL_PACK:
+ return new PackStorage(mRenderer);
+ case BUFFER_USAGE_SYSTEM_MEMORY:
+ return new SystemMemoryStorage(mRenderer);
+ case BUFFER_USAGE_EMULATED_INDEXED_VERTEX:
+ return new EmulatedIndexedStorage(mRenderer);
+ case BUFFER_USAGE_INDEX:
+ case BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK:
+ return new NativeStorage(mRenderer, usage, this);
+ case BUFFER_USAGE_STRUCTURED:
+ return new StructuredBufferStorage(mRenderer, usage, nullptr);
+ default:
+ return new NativeStorage(mRenderer, usage, nullptr);
+ }
+}
+
+angle::Result Buffer11::getConstantBufferRangeStorage(const gl::Context *context,
+ GLintptr offset,
+ GLsizeiptr size,
+ Buffer11::NativeStorage **storageOut)
+{
+ BufferStorage *newStorage;
+ {
+ // Keep the cacheEntry in a limited scope because it may be invalidated later in the code if
+ // we need to reclaim some space.
+ BufferCacheEntry *cacheEntry = &mConstantBufferRangeStoragesCache[offset];
+
+ if (!cacheEntry->storage)
+ {
+ cacheEntry->storage = allocateStorage(BUFFER_USAGE_UNIFORM);
+ cacheEntry->lruCount = ++mMaxConstantBufferLruCount;
+ }
+
+ cacheEntry->lruCount = ++mMaxConstantBufferLruCount;
+ newStorage = cacheEntry->storage;
+ }
+
+ markBufferUsage(BUFFER_USAGE_UNIFORM);
+
+ if (newStorage->getSize() < static_cast<size_t>(size))
+ {
+ size_t maximumAllowedAdditionalSize = 2 * getSize();
+
+ size_t sizeDelta = size - newStorage->getSize();
+
+ while (mConstantBufferStorageAdditionalSize + sizeDelta > maximumAllowedAdditionalSize)
+ {
+ auto iter = std::min_element(
+ std::begin(mConstantBufferRangeStoragesCache),
+ std::end(mConstantBufferRangeStoragesCache),
+ [](const BufferCache::value_type &a, const BufferCache::value_type &b) {
+ return a.second.lruCount < b.second.lruCount;
+ });
+
+ ASSERT(iter->second.storage != newStorage);
+ ASSERT(mConstantBufferStorageAdditionalSize >= iter->second.storage->getSize());
+
+ mConstantBufferStorageAdditionalSize -= iter->second.storage->getSize();
+ SafeDelete(iter->second.storage);
+ mConstantBufferRangeStoragesCache.erase(iter);
+ }
+
+ ANGLE_TRY(newStorage->resize(context, size, false));
+ mConstantBufferStorageAdditionalSize += sizeDelta;
+
+ // We don't copy the old data when resizing the constant buffer because the data may be
+ // out-of-date therefore we reset the data revision and let updateBufferStorage() handle the
+ // copy.
+ newStorage->setDataRevision(0);
+ }
+
+ ANGLE_TRY(updateBufferStorage(context, newStorage, offset, size));
+ ANGLE_TRY(garbageCollection(context, BUFFER_USAGE_UNIFORM));
+ *storageOut = GetAs<NativeStorage>(newStorage);
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::getStructuredBufferRangeSRV(const gl::Context *context,
+ unsigned int offset,
+ unsigned int size,
+ unsigned int structureByteStride,
+ const d3d11::ShaderResourceView **srvOut)
+{
+ BufferStorage *newStorage;
+
+ {
+ // Keep the cacheEntry in a limited scope because it may be invalidated later in the code if
+ // we need to reclaim some space.
+ StructuredBufferKey structuredBufferKey = StructuredBufferKey(offset, structureByteStride);
+ BufferCacheEntry *cacheEntry = &mStructuredBufferRangeStoragesCache[structuredBufferKey];
+
+ if (!cacheEntry->storage)
+ {
+ cacheEntry->storage = allocateStorage(BUFFER_USAGE_STRUCTURED);
+ cacheEntry->lruCount = ++mMaxStructuredBufferLruCount;
+ }
+
+ cacheEntry->lruCount = ++mMaxStructuredBufferLruCount;
+ newStorage = cacheEntry->storage;
+ }
+
+ StructuredBufferStorage *structuredBufferStorage = GetAs<StructuredBufferStorage>(newStorage);
+
+ markBufferUsage(BUFFER_USAGE_STRUCTURED);
+
+ if (newStorage->getSize() < static_cast<size_t>(size))
+ {
+ size_t maximumAllowedAdditionalSize = 2 * getSize();
+
+ size_t sizeDelta = static_cast<size_t>(size) - newStorage->getSize();
+
+ while (mStructuredBufferStorageAdditionalSize + sizeDelta > maximumAllowedAdditionalSize)
+ {
+ auto iter = std::min_element(std::begin(mStructuredBufferRangeStoragesCache),
+ std::end(mStructuredBufferRangeStoragesCache),
+ [](const StructuredBufferCache::value_type &a,
+ const StructuredBufferCache::value_type &b) {
+ return a.second.lruCount < b.second.lruCount;
+ });
+
+ ASSERT(iter->second.storage != newStorage);
+ ASSERT(mStructuredBufferStorageAdditionalSize >= iter->second.storage->getSize());
+
+ mStructuredBufferStorageAdditionalSize -= iter->second.storage->getSize();
+ SafeDelete(iter->second.storage);
+ mStructuredBufferRangeStoragesCache.erase(iter);
+ }
+
+ ANGLE_TRY(
+ structuredBufferStorage->resizeStructuredBuffer(context, size, structureByteStride));
+ mStructuredBufferStorageAdditionalSize += sizeDelta;
+
+ // We don't copy the old data when resizing the structured buffer because the data may be
+ // out-of-date therefore we reset the data revision and let updateBufferStorage() handle the
+ // copy.
+ newStorage->setDataRevision(0);
+ }
+
+ ANGLE_TRY(updateBufferStorage(context, newStorage, offset, static_cast<size_t>(size)));
+ ANGLE_TRY(garbageCollection(context, BUFFER_USAGE_STRUCTURED));
+ ANGLE_TRY(structuredBufferStorage->getStructuredBufferRangeSRV(context, offset, size,
+ structureByteStride, srvOut));
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::updateBufferStorage(const gl::Context *context,
+ BufferStorage *storage,
+ size_t sourceOffset,
+ size_t storageSize)
+{
+ BufferStorage *latestBuffer = nullptr;
+ ANGLE_TRY(getLatestBufferStorage(context, &latestBuffer));
+
+ ASSERT(storage);
+
+ if (!latestBuffer)
+ {
+ onStorageUpdate(storage);
+ return angle::Result::Continue;
+ }
+
+ if (latestBuffer->getDataRevision() <= storage->getDataRevision())
+ {
+ return angle::Result::Continue;
+ }
+
+ if (latestBuffer->getSize() == 0 || storage->getSize() == 0)
+ {
+ return angle::Result::Continue;
+ }
+
+ // Copy through a staging buffer if we're copying from or to a non-staging, mappable
+ // buffer storage. This is because we can't map a GPU buffer, and copy CPU
+ // data directly. If we're already using a staging buffer we're fine.
+ if (latestBuffer->getUsage() != BUFFER_USAGE_STAGING &&
+ storage->getUsage() != BUFFER_USAGE_STAGING &&
+ (!latestBuffer->isCPUAccessible(GL_MAP_READ_BIT) ||
+ !storage->isCPUAccessible(GL_MAP_WRITE_BIT)))
+ {
+ NativeStorage *stagingBuffer = nullptr;
+ ANGLE_TRY(getStagingStorage(context, &stagingBuffer));
+
+ CopyResult copyResult = CopyResult::NOT_RECREATED;
+ ANGLE_TRY(stagingBuffer->copyFromStorage(context, latestBuffer, 0, latestBuffer->getSize(),
+ 0, &copyResult));
+ onCopyStorage(stagingBuffer, latestBuffer);
+
+ latestBuffer = stagingBuffer;
+ }
+
+ CopyResult copyResult = CopyResult::NOT_RECREATED;
+ ANGLE_TRY(
+ storage->copyFromStorage(context, latestBuffer, sourceOffset, storageSize, 0, &copyResult));
+ // If the D3D buffer has been recreated, we should update our serial.
+ if (copyResult == CopyResult::RECREATED)
+ {
+ updateSerial();
+ }
+ onCopyStorage(storage, latestBuffer);
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::getLatestBufferStorage(const gl::Context *context,
+ Buffer11::BufferStorage **storageOut) const
+{
+ // resize buffer
+ if (mLatestBufferStorage && mLatestBufferStorage->getSize() < mSize)
+ {
+ ANGLE_TRY(mLatestBufferStorage->resize(context, mSize, true));
+ }
+
+ *storageOut = mLatestBufferStorage;
+ return angle::Result::Continue;
+}
+
+template <typename StorageOutT>
+angle::Result Buffer11::getStagingStorage(const gl::Context *context, StorageOutT **storageOut)
+{
+ return getBufferStorage(context, BUFFER_USAGE_STAGING, storageOut);
+}
+
+size_t Buffer11::getSize() const
+{
+ return mSize;
+}
+
+bool Buffer11::supportsDirectBinding() const
+{
+ // Do not support direct buffers for dynamic data. The streaming buffer
+ // offers better performance for data which changes every frame.
+ return (mUsage == D3DBufferUsage::STATIC);
+}
+
+void Buffer11::initializeStaticData(const gl::Context *context)
+{
+ BufferD3D::initializeStaticData(context);
+ onStateChange(angle::SubjectMessage::SubjectChanged);
+}
+
+void Buffer11::invalidateStaticData(const gl::Context *context)
+{
+ BufferD3D::invalidateStaticData(context);
+ onStateChange(angle::SubjectMessage::SubjectChanged);
+}
+
+void Buffer11::onCopyStorage(BufferStorage *dest, BufferStorage *source)
+{
+ ASSERT(source && mLatestBufferStorage);
+ dest->setDataRevision(source->getDataRevision());
+
+ // Only update the latest buffer storage if our usage index is lower. See comment in header.
+ if (dest->getUsage() < mLatestBufferStorage->getUsage())
+ {
+ mLatestBufferStorage = dest;
+ }
+}
+
+void Buffer11::onStorageUpdate(BufferStorage *updatedStorage)
+{
+ updatedStorage->setDataRevision(updatedStorage->getDataRevision() + 1);
+ mLatestBufferStorage = updatedStorage;
+}
+
+// Buffer11::BufferStorage implementation
+
+Buffer11::BufferStorage::BufferStorage(Renderer11 *renderer, BufferUsage usage)
+ : mRenderer(renderer), mRevision(0), mUsage(usage), mBufferSize(0)
+{}
+
+angle::Result Buffer11::BufferStorage::setData(const gl::Context *context,
+ const uint8_t *data,
+ size_t offset,
+ size_t size)
+{
+ ASSERT(isCPUAccessible(GL_MAP_WRITE_BIT));
+
+ // Uniform storage can have a different internal size than the buffer size. Ensure we don't
+ // overflow.
+ size_t mapSize = std::min(size, mBufferSize - offset);
+
+ uint8_t *writePointer = nullptr;
+ ANGLE_TRY(map(context, offset, mapSize, GL_MAP_WRITE_BIT, &writePointer));
+
+ memcpy(writePointer, data, mapSize);
+
+ unmap();
+
+ return angle::Result::Continue;
+}
+
+// Buffer11::NativeStorage implementation
+
+Buffer11::NativeStorage::NativeStorage(Renderer11 *renderer,
+ BufferUsage usage,
+ const angle::Subject *onStorageChanged)
+ : BufferStorage(renderer, usage), mBuffer(), mOnStorageChanged(onStorageChanged)
+{}
+
+Buffer11::NativeStorage::~NativeStorage()
+{
+ clearSRVs();
+ clearUAVs();
+}
+
+bool Buffer11::NativeStorage::isCPUAccessible(GLbitfield access) const
+{
+ if ((access & GL_MAP_READ_BIT) != 0)
+ {
+ // Read is more exclusive than write mappability.
+ return (mUsage == BUFFER_USAGE_STAGING);
+ }
+ ASSERT((access & GL_MAP_WRITE_BIT) != 0);
+ return (mUsage == BUFFER_USAGE_STAGING || mUsage == BUFFER_USAGE_UNIFORM ||
+ mUsage == BUFFER_USAGE_STRUCTURED);
+}
+
+// Returns true if it recreates the direct buffer
+angle::Result Buffer11::NativeStorage::copyFromStorage(const gl::Context *context,
+ BufferStorage *source,
+ size_t sourceOffset,
+ size_t size,
+ size_t destOffset,
+ CopyResult *resultOut)
+{
+ size_t requiredSize = destOffset + size;
+
+ // (Re)initialize D3D buffer if needed
+ bool preserveData = (destOffset > 0);
+ if (!mBuffer.valid() || mBufferSize < requiredSize)
+ {
+ ANGLE_TRY(resize(context, requiredSize, preserveData));
+ *resultOut = CopyResult::RECREATED;
+ }
+ else
+ {
+ *resultOut = CopyResult::NOT_RECREATED;
+ }
+
+ size_t clampedSize = size;
+ if (mUsage == BUFFER_USAGE_UNIFORM)
+ {
+ clampedSize = std::min(clampedSize, mBufferSize - destOffset);
+ }
+
+ if (clampedSize == 0)
+ {
+ return angle::Result::Continue;
+ }
+
+ if (source->getUsage() == BUFFER_USAGE_PIXEL_PACK ||
+ source->getUsage() == BUFFER_USAGE_SYSTEM_MEMORY)
+ {
+ ASSERT(source->isCPUAccessible(GL_MAP_READ_BIT) && isCPUAccessible(GL_MAP_WRITE_BIT));
+
+ // Uniform buffers must be mapped with write/discard.
+ ASSERT(!(preserveData && mUsage == BUFFER_USAGE_UNIFORM));
+
+ uint8_t *sourcePointer = nullptr;
+ ANGLE_TRY(source->map(context, sourceOffset, clampedSize, GL_MAP_READ_BIT, &sourcePointer));
+
+ auto err = setData(context, sourcePointer, destOffset, clampedSize);
+ source->unmap();
+ ANGLE_TRY(err);
+ }
+ else
+ {
+ D3D11_BOX srcBox;
+ srcBox.left = static_cast<unsigned int>(sourceOffset);
+ srcBox.right = static_cast<unsigned int>(sourceOffset + clampedSize);
+ srcBox.top = 0;
+ srcBox.bottom = 1;
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ const d3d11::Buffer *sourceBuffer = &GetAs<NativeStorage>(source)->getBuffer();
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ deviceContext->CopySubresourceRegion(mBuffer.get(), 0,
+ static_cast<unsigned int>(destOffset), 0, 0,
+ sourceBuffer->get(), 0, &srcBox);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::NativeStorage::resize(const gl::Context *context,
+ size_t size,
+ bool preserveData)
+{
+ if (size == 0)
+ {
+ mBuffer.reset();
+ mBufferSize = 0;
+ return angle::Result::Continue;
+ }
+
+ D3D11_BUFFER_DESC bufferDesc;
+ FillBufferDesc(&bufferDesc, mRenderer, mUsage, static_cast<unsigned int>(size));
+
+ d3d11::Buffer newBuffer;
+ ANGLE_TRY(
+ mRenderer->allocateResource(SafeGetImplAs<Context11>(context), bufferDesc, &newBuffer));
+ newBuffer.setInternalName("Buffer11::NativeStorage");
+
+ if (mBuffer.valid() && preserveData)
+ {
+ // We don't call resize if the buffer is big enough already.
+ ASSERT(mBufferSize <= size);
+
+ D3D11_BOX srcBox;
+ srcBox.left = 0;
+ srcBox.right = static_cast<unsigned int>(mBufferSize);
+ srcBox.top = 0;
+ srcBox.bottom = 1;
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ deviceContext->CopySubresourceRegion(newBuffer.get(), 0, 0, 0, 0, mBuffer.get(), 0,
+ &srcBox);
+ }
+
+ // No longer need the old buffer
+ mBuffer = std::move(newBuffer);
+
+ mBufferSize = bufferDesc.ByteWidth;
+
+ // Free the SRVs.
+ clearSRVs();
+
+ // Free the UAVs.
+ clearUAVs();
+
+ // Notify that the storage has changed.
+ if (mOnStorageChanged)
+ {
+ mOnStorageChanged->onStateChange(angle::SubjectMessage::SubjectChanged);
+ }
+
+ return angle::Result::Continue;
+}
+
+// static
+void Buffer11::NativeStorage::FillBufferDesc(D3D11_BUFFER_DESC *bufferDesc,
+ Renderer11 *renderer,
+ BufferUsage usage,
+ unsigned int bufferSize)
+{
+ bufferDesc->ByteWidth = bufferSize;
+ bufferDesc->MiscFlags = 0;
+ bufferDesc->StructureByteStride = 0;
+
+ switch (usage)
+ {
+ case BUFFER_USAGE_STAGING:
+ bufferDesc->Usage = D3D11_USAGE_STAGING;
+ bufferDesc->BindFlags = 0;
+ bufferDesc->CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ break;
+
+ case BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK:
+ bufferDesc->Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc->BindFlags = D3D11_BIND_VERTEX_BUFFER;
+
+ if (renderer->isES3Capable())
+ {
+ bufferDesc->BindFlags |= D3D11_BIND_STREAM_OUTPUT;
+ }
+
+ bufferDesc->CPUAccessFlags = 0;
+ break;
+
+ case BUFFER_USAGE_INDEX:
+ bufferDesc->Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc->BindFlags = D3D11_BIND_INDEX_BUFFER;
+ bufferDesc->CPUAccessFlags = 0;
+ break;
+
+ case BUFFER_USAGE_INDIRECT:
+ bufferDesc->MiscFlags = D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS;
+ bufferDesc->Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc->BindFlags = 0;
+ bufferDesc->CPUAccessFlags = 0;
+ break;
+
+ case BUFFER_USAGE_PIXEL_UNPACK:
+ bufferDesc->Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc->BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ bufferDesc->CPUAccessFlags = 0;
+ break;
+
+ case BUFFER_USAGE_UNIFORM:
+ bufferDesc->Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc->BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ bufferDesc->CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+
+ // Constant buffers must be of a limited size, and aligned to 16 byte boundaries
+ // For our purposes we ignore any buffer data past the maximum constant buffer size
+ bufferDesc->ByteWidth = roundUpPow2(bufferDesc->ByteWidth, 16u);
+
+ // Note: it seems that D3D11 allows larger buffers on some platforms, but not all.
+ // (Windows 10 seems to allow larger constant buffers, but not Windows 7)
+ if (!renderer->getRenderer11DeviceCaps().supportsConstantBufferOffsets)
+ {
+ bufferDesc->ByteWidth = std::min<UINT>(
+ bufferDesc->ByteWidth,
+ static_cast<UINT>(renderer->getNativeCaps().maxUniformBlockSize));
+ }
+ break;
+
+ case BUFFER_USAGE_RAW_UAV:
+ bufferDesc->MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
+ bufferDesc->BindFlags = D3D11_BIND_UNORDERED_ACCESS;
+ bufferDesc->Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc->CPUAccessFlags = 0;
+ break;
+ case BUFFER_USAGE_TYPED_UAV:
+ bufferDesc->BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
+ bufferDesc->Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc->CPUAccessFlags = 0;
+ bufferDesc->MiscFlags = 0;
+ break;
+
+ default:
+ UNREACHABLE();
+ }
+}
+
+angle::Result Buffer11::NativeStorage::map(const gl::Context *context,
+ size_t offset,
+ size_t length,
+ GLbitfield access,
+ uint8_t **mapPointerOut)
+{
+ ASSERT(isCPUAccessible(access));
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ D3D11_MAP d3dMapType = gl_d3d11::GetD3DMapTypeFromBits(mUsage, access);
+ UINT d3dMapFlag = ((access & GL_MAP_UNSYNCHRONIZED_BIT) != 0 ? D3D11_MAP_FLAG_DO_NOT_WAIT : 0);
+
+ ANGLE_TRY(
+ mRenderer->mapResource(context, mBuffer.get(), 0, d3dMapType, d3dMapFlag, &mappedResource));
+ ASSERT(mappedResource.pData);
+ *mapPointerOut = static_cast<uint8_t *>(mappedResource.pData) + offset;
+ return angle::Result::Continue;
+}
+
+void Buffer11::NativeStorage::unmap()
+{
+ ASSERT(isCPUAccessible(GL_MAP_WRITE_BIT) || isCPUAccessible(GL_MAP_READ_BIT));
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ context->Unmap(mBuffer.get(), 0);
+}
+
+angle::Result Buffer11::NativeStorage::getSRVForFormat(const gl::Context *context,
+ DXGI_FORMAT srvFormat,
+ const d3d11::ShaderResourceView **srvOut)
+{
+ auto bufferSRVIt = mBufferResourceViews.find(srvFormat);
+
+ if (bufferSRVIt != mBufferResourceViews.end())
+ {
+ *srvOut = &bufferSRVIt->second;
+ return angle::Result::Continue;
+ }
+
+ const d3d11::DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(srvFormat);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC bufferSRVDesc;
+ bufferSRVDesc.Buffer.ElementOffset = 0;
+ bufferSRVDesc.Buffer.ElementWidth = static_cast<UINT>(mBufferSize) / dxgiFormatInfo.pixelBytes;
+ bufferSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
+ bufferSRVDesc.Format = srvFormat;
+
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), bufferSRVDesc,
+ mBuffer.get(), &mBufferResourceViews[srvFormat]));
+
+ *srvOut = &mBufferResourceViews[srvFormat];
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::NativeStorage::getRawUAV(const gl::Context *context,
+ unsigned int offset,
+ unsigned int size,
+ d3d11::UnorderedAccessView **uavOut)
+{
+ ASSERT(offset + size <= mBufferSize);
+
+ auto bufferRawUAV = mBufferRawUAVs.find({offset, size});
+ if (bufferRawUAV != mBufferRawUAVs.end())
+ {
+ *uavOut = &bufferRawUAV->second;
+ return angle::Result::Continue;
+ }
+
+ D3D11_UNORDERED_ACCESS_VIEW_DESC bufferUAVDesc;
+
+ // DXGI_FORMAT_R32_TYPELESS uses 4 bytes per element
+ constexpr int kBytesToElement = 4;
+ bufferUAVDesc.Buffer.FirstElement = offset / kBytesToElement;
+ bufferUAVDesc.Buffer.NumElements = size / kBytesToElement;
+ bufferUAVDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
+ bufferUAVDesc.Format = DXGI_FORMAT_R32_TYPELESS; // Format must be DXGI_FORMAT_R32_TYPELESS,
+ // when creating Raw Unordered Access View
+ bufferUAVDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
+
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), bufferUAVDesc,
+ mBuffer.get(), &mBufferRawUAVs[{offset, size}]));
+ *uavOut = &mBufferRawUAVs[{offset, size}];
+ return angle::Result::Continue;
+}
+
+void Buffer11::NativeStorage::clearSRVs()
+{
+ mBufferResourceViews.clear();
+}
+
+void Buffer11::NativeStorage::clearUAVs()
+{
+ mBufferRawUAVs.clear();
+}
+
+Buffer11::StructuredBufferStorage::StructuredBufferStorage(Renderer11 *renderer,
+ BufferUsage usage,
+ const angle::Subject *onStorageChanged)
+ : NativeStorage(renderer, usage, onStorageChanged), mStructuredBufferResourceView()
+{}
+
+Buffer11::StructuredBufferStorage::~StructuredBufferStorage()
+{
+ mStructuredBufferResourceView.reset();
+}
+
+angle::Result Buffer11::StructuredBufferStorage::resizeStructuredBuffer(
+ const gl::Context *context,
+ unsigned int size,
+ unsigned int structureByteStride)
+{
+ if (size == 0)
+ {
+ mBuffer.reset();
+ mBufferSize = 0;
+ return angle::Result::Continue;
+ }
+
+ D3D11_BUFFER_DESC bufferDesc;
+ bufferDesc.ByteWidth = size;
+ bufferDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
+ bufferDesc.StructureByteStride = structureByteStride;
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+
+ d3d11::Buffer newBuffer;
+ ANGLE_TRY(
+ mRenderer->allocateResource(SafeGetImplAs<Context11>(context), bufferDesc, &newBuffer));
+ newBuffer.setInternalName("Buffer11::StructuredBufferStorage");
+
+ // No longer need the old buffer
+ mBuffer = std::move(newBuffer);
+
+ mBufferSize = static_cast<size_t>(bufferDesc.ByteWidth);
+
+ mStructuredBufferResourceView.reset();
+
+ // Notify that the storage has changed.
+ if (mOnStorageChanged)
+ {
+ mOnStorageChanged->onStateChange(angle::SubjectMessage::SubjectChanged);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::StructuredBufferStorage::getStructuredBufferRangeSRV(
+ const gl::Context *context,
+ unsigned int offset,
+ unsigned int size,
+ unsigned int structureByteStride,
+ const d3d11::ShaderResourceView **srvOut)
+{
+ if (mStructuredBufferResourceView.valid())
+ {
+ *srvOut = &mStructuredBufferResourceView;
+ return angle::Result::Continue;
+ }
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC bufferSRVDesc = {};
+ bufferSRVDesc.BufferEx.NumElements = structureByteStride == 0u ? 1 : size / structureByteStride;
+ bufferSRVDesc.BufferEx.FirstElement = 0;
+ bufferSRVDesc.BufferEx.Flags = 0;
+ bufferSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
+ bufferSRVDesc.Format = DXGI_FORMAT_UNKNOWN;
+
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), bufferSRVDesc,
+ mBuffer.get(), &mStructuredBufferResourceView));
+
+ *srvOut = &mStructuredBufferResourceView;
+ return angle::Result::Continue;
+}
+
+// Buffer11::EmulatedIndexStorage implementation
+Buffer11::EmulatedIndexedStorage::EmulatedIndexedStorage(Renderer11 *renderer)
+ : BufferStorage(renderer, BUFFER_USAGE_EMULATED_INDEXED_VERTEX), mBuffer()
+{}
+
+Buffer11::EmulatedIndexedStorage::~EmulatedIndexedStorage() {}
+
+angle::Result Buffer11::EmulatedIndexedStorage::getBuffer(const gl::Context *context,
+ SourceIndexData *indexInfo,
+ const TranslatedAttribute &attribute,
+ GLint startVertex,
+ const d3d11::Buffer **bufferOut)
+{
+ Context11 *context11 = GetImplAs<Context11>(context);
+
+ // If a change in the indices applied from the last draw call is detected, then the emulated
+ // indexed buffer needs to be invalidated. After invalidation, the change detected flag should
+ // be cleared to avoid unnecessary recreation of the buffer.
+ if (!mBuffer.valid() || indexInfo->srcIndicesChanged)
+ {
+ mBuffer.reset();
+
+ // Copy the source index data. This ensures that the lifetime of the indices pointer
+ // stays with this storage until the next time we invalidate.
+ size_t indicesDataSize = 0;
+ switch (indexInfo->srcIndexType)
+ {
+ case gl::DrawElementsType::UnsignedInt:
+ indicesDataSize = sizeof(GLuint) * indexInfo->srcCount;
+ break;
+ case gl::DrawElementsType::UnsignedShort:
+ indicesDataSize = sizeof(GLushort) * indexInfo->srcCount;
+ break;
+ case gl::DrawElementsType::UnsignedByte:
+ indicesDataSize = sizeof(GLubyte) * indexInfo->srcCount;
+ break;
+ default:
+ indicesDataSize = sizeof(GLushort) * indexInfo->srcCount;
+ break;
+ }
+
+ ANGLE_CHECK_GL_ALLOC(context11, mIndicesMemoryBuffer.resize(indicesDataSize));
+
+ memcpy(mIndicesMemoryBuffer.data(), indexInfo->srcIndices, indicesDataSize);
+
+ indexInfo->srcIndicesChanged = false;
+ }
+
+ if (!mBuffer.valid())
+ {
+ unsigned int offset = 0;
+ ANGLE_TRY(attribute.computeOffset(context, startVertex, &offset));
+
+ // Expand the memory storage upon request and cache the results.
+ unsigned int expandedDataSize =
+ static_cast<unsigned int>((indexInfo->srcCount * attribute.stride) + offset);
+ angle::MemoryBuffer expandedData;
+ ANGLE_CHECK_GL_ALLOC(context11, expandedData.resize(expandedDataSize));
+
+ // Clear the contents of the allocated buffer
+ ZeroMemory(expandedData.data(), expandedDataSize);
+
+ uint8_t *curr = expandedData.data();
+ const uint8_t *ptr = static_cast<const uint8_t *>(indexInfo->srcIndices);
+
+ // Ensure that we start in the correct place for the emulated data copy operation to
+ // maintain offset behaviors.
+ curr += offset;
+
+ ReadIndexValueFunction readIndexValue = ReadIndexValueFromIndices<GLushort>;
+
+ switch (indexInfo->srcIndexType)
+ {
+ case gl::DrawElementsType::UnsignedInt:
+ readIndexValue = ReadIndexValueFromIndices<GLuint>;
+ break;
+ case gl::DrawElementsType::UnsignedShort:
+ readIndexValue = ReadIndexValueFromIndices<GLushort>;
+ break;
+ case gl::DrawElementsType::UnsignedByte:
+ readIndexValue = ReadIndexValueFromIndices<GLubyte>;
+ break;
+ default:
+ UNREACHABLE();
+ return angle::Result::Stop;
+ }
+
+ // Iterate over the cached index data and copy entries indicated into the emulated buffer.
+ for (GLuint i = 0; i < indexInfo->srcCount; i++)
+ {
+ GLuint idx = readIndexValue(ptr, i);
+ memcpy(curr, mMemoryBuffer.data() + (attribute.stride * idx), attribute.stride);
+ curr += attribute.stride;
+ }
+
+ // Finally, initialize the emulated indexed native storage object with the newly copied data
+ // and free the temporary buffers used.
+ D3D11_BUFFER_DESC bufferDesc;
+ bufferDesc.ByteWidth = expandedDataSize;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.StructureByteStride = 0;
+ bufferDesc.Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = 0;
+
+ D3D11_SUBRESOURCE_DATA subResourceData = {expandedData.data(), 0, 0};
+
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), bufferDesc,
+ &subResourceData, &mBuffer));
+ mBuffer.setInternalName("Buffer11::EmulatedIndexedStorage");
+ }
+
+ *bufferOut = &mBuffer;
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::EmulatedIndexedStorage::copyFromStorage(const gl::Context *context,
+ BufferStorage *source,
+ size_t sourceOffset,
+ size_t size,
+ size_t destOffset,
+ CopyResult *resultOut)
+{
+ ASSERT(source->isCPUAccessible(GL_MAP_READ_BIT));
+ uint8_t *sourceData = nullptr;
+ ANGLE_TRY(source->map(context, sourceOffset, size, GL_MAP_READ_BIT, &sourceData));
+ ASSERT(destOffset + size <= mMemoryBuffer.size());
+ memcpy(mMemoryBuffer.data() + destOffset, sourceData, size);
+ source->unmap();
+ *resultOut = CopyResult::RECREATED;
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::EmulatedIndexedStorage::resize(const gl::Context *context,
+ size_t size,
+ bool preserveData)
+{
+ if (mMemoryBuffer.size() < size)
+ {
+ Context11 *context11 = GetImplAs<Context11>(context);
+ ANGLE_CHECK_GL_ALLOC(context11, mMemoryBuffer.resize(size));
+ mBufferSize = size;
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::EmulatedIndexedStorage::map(const gl::Context *context,
+ size_t offset,
+ size_t length,
+ GLbitfield access,
+ uint8_t **mapPointerOut)
+{
+ ASSERT(!mMemoryBuffer.empty() && offset + length <= mMemoryBuffer.size());
+ *mapPointerOut = mMemoryBuffer.data() + offset;
+ return angle::Result::Continue;
+}
+
+void Buffer11::EmulatedIndexedStorage::unmap()
+{
+ // No-op
+}
+
+// Buffer11::PackStorage implementation
+
+Buffer11::PackStorage::PackStorage(Renderer11 *renderer)
+ : BufferStorage(renderer, BUFFER_USAGE_PIXEL_PACK), mStagingTexture(), mDataModified(false)
+{}
+
+Buffer11::PackStorage::~PackStorage() {}
+
+angle::Result Buffer11::PackStorage::copyFromStorage(const gl::Context *context,
+ BufferStorage *source,
+ size_t sourceOffset,
+ size_t size,
+ size_t destOffset,
+ CopyResult *resultOut)
+{
+ ANGLE_TRY(flushQueuedPackCommand(context));
+
+ // For all use cases of pack buffers, we must copy through a readable buffer.
+ ASSERT(source->isCPUAccessible(GL_MAP_READ_BIT));
+ uint8_t *sourceData = nullptr;
+ ANGLE_TRY(source->map(context, sourceOffset, size, GL_MAP_READ_BIT, &sourceData));
+ ASSERT(destOffset + size <= mMemoryBuffer.size());
+ memcpy(mMemoryBuffer.data() + destOffset, sourceData, size);
+ source->unmap();
+ *resultOut = CopyResult::NOT_RECREATED;
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::PackStorage::resize(const gl::Context *context,
+ size_t size,
+ bool preserveData)
+{
+ if (size != mBufferSize)
+ {
+ Context11 *context11 = GetImplAs<Context11>(context);
+ ANGLE_CHECK_GL_ALLOC(context11, mMemoryBuffer.resize(size));
+ mBufferSize = size;
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::PackStorage::map(const gl::Context *context,
+ size_t offset,
+ size_t length,
+ GLbitfield access,
+ uint8_t **mapPointerOut)
+{
+ ASSERT(offset + length <= getSize());
+ // TODO: fast path
+ // We might be able to optimize out one or more memcpy calls by detecting when
+ // and if D3D packs the staging texture memory identically to how we would fill
+ // the pack buffer according to the current pack state.
+
+ ANGLE_TRY(flushQueuedPackCommand(context));
+
+ mDataModified = (mDataModified || (access & GL_MAP_WRITE_BIT) != 0);
+
+ *mapPointerOut = mMemoryBuffer.data() + offset;
+ return angle::Result::Continue;
+}
+
+void Buffer11::PackStorage::unmap()
+{
+ // No-op
+}
+
+angle::Result Buffer11::PackStorage::packPixels(const gl::Context *context,
+ const gl::FramebufferAttachment &readAttachment,
+ const PackPixelsParams &params)
+{
+ ANGLE_TRY(flushQueuedPackCommand(context));
+
+ RenderTarget11 *renderTarget = nullptr;
+ ANGLE_TRY(readAttachment.getRenderTarget(context, 0, &renderTarget));
+
+ const TextureHelper11 &srcTexture = renderTarget->getTexture();
+ ASSERT(srcTexture.valid());
+ unsigned int srcSubresource = renderTarget->getSubresourceIndex();
+
+ mQueuedPackCommand.reset(new PackPixelsParams(params));
+
+ gl::Extents srcTextureSize(params.area.width, params.area.height, 1);
+ if (!mStagingTexture.get() || mStagingTexture.getFormat() != srcTexture.getFormat() ||
+ mStagingTexture.getExtents() != srcTextureSize)
+ {
+ ANGLE_TRY(mRenderer->createStagingTexture(context, srcTexture.getTextureType(),
+ srcTexture.getFormatSet(), srcTextureSize,
+ StagingAccess::READ, &mStagingTexture));
+ }
+
+ // ReadPixels from multisampled FBOs isn't supported in current GL
+ ASSERT(srcTexture.getSampleCount() <= 1);
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ D3D11_BOX srcBox;
+ srcBox.left = params.area.x;
+ srcBox.right = params.area.x + params.area.width;
+ srcBox.top = params.area.y;
+ srcBox.bottom = params.area.y + params.area.height;
+
+ // Select the correct layer from a 3D attachment
+ srcBox.front = 0;
+ if (mStagingTexture.is3D())
+ {
+ srcBox.front = static_cast<UINT>(readAttachment.layer());
+ }
+ srcBox.back = srcBox.front + 1;
+
+ // Asynchronous copy
+ immediateContext->CopySubresourceRegion(mStagingTexture.get(), 0, 0, 0, 0, srcTexture.get(),
+ srcSubresource, &srcBox);
+
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::PackStorage::flushQueuedPackCommand(const gl::Context *context)
+{
+ ASSERT(mMemoryBuffer.size() > 0);
+
+ if (mQueuedPackCommand)
+ {
+ ANGLE_TRY(mRenderer->packPixels(context, mStagingTexture, *mQueuedPackCommand,
+ mMemoryBuffer.data()));
+ mQueuedPackCommand.reset(nullptr);
+ }
+
+ return angle::Result::Continue;
+}
+
+// Buffer11::SystemMemoryStorage implementation
+
+Buffer11::SystemMemoryStorage::SystemMemoryStorage(Renderer11 *renderer)
+ : Buffer11::BufferStorage(renderer, BUFFER_USAGE_SYSTEM_MEMORY)
+{}
+
+angle::Result Buffer11::SystemMemoryStorage::copyFromStorage(const gl::Context *context,
+ BufferStorage *source,
+ size_t sourceOffset,
+ size_t size,
+ size_t destOffset,
+ CopyResult *resultOut)
+{
+ ASSERT(source->isCPUAccessible(GL_MAP_READ_BIT));
+ uint8_t *sourceData = nullptr;
+ ANGLE_TRY(source->map(context, sourceOffset, size, GL_MAP_READ_BIT, &sourceData));
+ ASSERT(destOffset + size <= mSystemCopy.size());
+ memcpy(mSystemCopy.data() + destOffset, sourceData, size);
+ source->unmap();
+ *resultOut = CopyResult::RECREATED;
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::SystemMemoryStorage::resize(const gl::Context *context,
+ size_t size,
+ bool preserveData)
+{
+ if (mSystemCopy.size() < size)
+ {
+ Context11 *context11 = GetImplAs<Context11>(context);
+ ANGLE_CHECK_GL_ALLOC(context11, mSystemCopy.resize(size));
+ mBufferSize = size;
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Buffer11::SystemMemoryStorage::map(const gl::Context *context,
+ size_t offset,
+ size_t length,
+ GLbitfield access,
+ uint8_t **mapPointerOut)
+{
+ ASSERT(!mSystemCopy.empty() && offset + length <= mSystemCopy.size());
+ *mapPointerOut = mSystemCopy.data() + offset;
+ return angle::Result::Continue;
+}
+
+void Buffer11::SystemMemoryStorage::unmap()
+{
+ // No-op
+}
+} // namespace rx