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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /gfx/angle/checkout/src/libANGLE/renderer/d3d/BufferD3D.cpp | |
parent | Initial commit. (diff) | |
download | firefox-esr-upstream.tar.xz firefox-esr-upstream.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/BufferD3D.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/renderer/d3d/BufferD3D.cpp | 191 |
1 files changed, 191 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/BufferD3D.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/BufferD3D.cpp new file mode 100644 index 0000000000..464bd6d4a8 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/BufferD3D.cpp @@ -0,0 +1,191 @@ +// +// 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. +// + +// BufferD3D.cpp Defines common functionality between the Buffer9 and Buffer11 classes. + +#include "libANGLE/renderer/d3d/BufferD3D.h" + +#include "common/mathutil.h" +#include "common/utilities.h" +#include "libANGLE/renderer/d3d/IndexBuffer.h" +#include "libANGLE/renderer/d3d/RendererD3D.h" +#include "libANGLE/renderer/d3d/VertexBuffer.h" + +namespace rx +{ + +unsigned int BufferD3D::mNextSerial = 1; + +BufferD3D::BufferD3D(const gl::BufferState &state, BufferFactoryD3D *factory) + : BufferImpl(state), + mFactory(factory), + mStaticIndexBuffer(nullptr), + mStaticBufferCacheTotalSize(0), + mStaticVertexBufferOutOfDate(false), + mUnmodifiedDataUse(0), + mUsage(D3DBufferUsage::STATIC) +{ + updateSerial(); +} + +BufferD3D::~BufferD3D() +{ + SafeDelete(mStaticIndexBuffer); +} + +void BufferD3D::emptyStaticBufferCache() +{ + mStaticVertexBuffers.clear(); + mStaticBufferCacheTotalSize = 0; +} + +void BufferD3D::updateSerial() +{ + mSerial = mNextSerial++; +} + +void BufferD3D::updateD3DBufferUsage(const gl::Context *context, gl::BufferUsage usage) +{ + switch (usage) + { + case gl::BufferUsage::StaticCopy: + case gl::BufferUsage::StaticDraw: + case gl::BufferUsage::StaticRead: + case gl::BufferUsage::DynamicCopy: + case gl::BufferUsage::DynamicRead: + case gl::BufferUsage::StreamCopy: + case gl::BufferUsage::StreamRead: + mUsage = D3DBufferUsage::STATIC; + initializeStaticData(context); + break; + + case gl::BufferUsage::DynamicDraw: + case gl::BufferUsage::StreamDraw: + mUsage = D3DBufferUsage::DYNAMIC; + break; + default: + UNREACHABLE(); + } +} + +void BufferD3D::initializeStaticData(const gl::Context *context) +{ + if (mStaticVertexBuffers.empty()) + { + StaticVertexBufferInterface *newStaticBuffer = new StaticVertexBufferInterface(mFactory); + mStaticVertexBuffers.push_back( + std::unique_ptr<StaticVertexBufferInterface>(newStaticBuffer)); + } + if (!mStaticIndexBuffer) + { + mStaticIndexBuffer = new StaticIndexBufferInterface(mFactory); + } +} + +StaticIndexBufferInterface *BufferD3D::getStaticIndexBuffer() +{ + return mStaticIndexBuffer; +} + +StaticVertexBufferInterface *BufferD3D::getStaticVertexBuffer(const gl::VertexAttribute &attribute, + const gl::VertexBinding &binding) +{ + if (mStaticVertexBuffers.empty()) + { + // Early out if there aren't any static buffers at all + return nullptr; + } + + // Early out, the attribute can be added to mStaticVertexBuffer. + if (mStaticVertexBuffers.size() == 1 && mStaticVertexBuffers[0]->empty()) + { + return mStaticVertexBuffers[0].get(); + } + + // Cache size limiting: track the total allocated buffer sizes. + size_t currentTotalSize = 0; + + // At this point, see if any of the existing static buffers contains the attribute data + // If there is a cached static buffer that already contains the attribute, then return it + for (const auto &staticBuffer : mStaticVertexBuffers) + { + if (staticBuffer->matchesAttribute(attribute, binding)) + { + return staticBuffer.get(); + } + + currentTotalSize += staticBuffer->getBufferSize(); + } + + // Cache size limiting: Clean-up threshold is four times the base buffer size, with a minimum. + ASSERT(getSize() < std::numeric_limits<size_t>::max() / 4u); + size_t sizeThreshold = std::max(getSize() * 4u, static_cast<size_t>(0x1000u)); + + // If we're past the threshold, clear the buffer cache. Note that this will release buffers + // that are currenly bound, and in an edge case can even translate the same attribute twice + // in the same draw call. It will not delete currently bound buffers, however, because they + // are ref counted. + if (currentTotalSize > sizeThreshold) + { + emptyStaticBufferCache(); + } + + // At this point, we must create a new static buffer for the attribute data. + StaticVertexBufferInterface *newStaticBuffer = new StaticVertexBufferInterface(mFactory); + newStaticBuffer->setAttribute(attribute, binding); + mStaticVertexBuffers.push_back(std::unique_ptr<StaticVertexBufferInterface>(newStaticBuffer)); + return newStaticBuffer; +} + +void BufferD3D::invalidateStaticData(const gl::Context *context) +{ + emptyStaticBufferCache(); + + if (mStaticIndexBuffer && mStaticIndexBuffer->getBufferSize() != 0) + { + SafeDelete(mStaticIndexBuffer); + } + + // If the buffer was created with a static usage then we recreate the static + // buffers so that they are populated the next time we use this buffer. + if (mUsage == D3DBufferUsage::STATIC) + { + initializeStaticData(context); + } + + mUnmodifiedDataUse = 0; +} + +// Creates static buffers if sufficient used data has been left unmodified +void BufferD3D::promoteStaticUsage(const gl::Context *context, size_t dataSize) +{ + if (mUsage == D3DBufferUsage::DYNAMIC) + { + // Note: This is not a safe math operation. 'dataSize' can come from the app. + mUnmodifiedDataUse += dataSize; + + if (mUnmodifiedDataUse > 3 * getSize()) + { + updateD3DBufferUsage(context, gl::BufferUsage::StaticDraw); + } + } +} + +angle::Result BufferD3D::getIndexRange(const gl::Context *context, + gl::DrawElementsType type, + size_t offset, + size_t count, + bool primitiveRestartEnabled, + gl::IndexRange *outRange) +{ + const uint8_t *data = nullptr; + ANGLE_TRY(getData(context, &data)); + + *outRange = gl::ComputeIndexRange(type, data + offset, count, primitiveRestartEnabled); + return angle::Result::Continue; +} + +} // namespace rx |