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//
// 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
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