1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2014 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker
7*8975f5c5SAndroid Build Coastguard Worker // BufferD3D.cpp Defines common functionality between the Buffer9 and Buffer11 classes.
8*8975f5c5SAndroid Build Coastguard Worker
9*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/d3d/BufferD3D.h"
10*8975f5c5SAndroid Build Coastguard Worker
11*8975f5c5SAndroid Build Coastguard Worker #include "common/mathutil.h"
12*8975f5c5SAndroid Build Coastguard Worker #include "common/utilities.h"
13*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/d3d/IndexBuffer.h"
14*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/d3d/RendererD3D.h"
15*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/d3d/VertexBuffer.h"
16*8975f5c5SAndroid Build Coastguard Worker
17*8975f5c5SAndroid Build Coastguard Worker namespace rx
18*8975f5c5SAndroid Build Coastguard Worker {
19*8975f5c5SAndroid Build Coastguard Worker
20*8975f5c5SAndroid Build Coastguard Worker unsigned int BufferD3D::mNextSerial = 1;
21*8975f5c5SAndroid Build Coastguard Worker
BufferD3D(const gl::BufferState & state,BufferFactoryD3D * factory)22*8975f5c5SAndroid Build Coastguard Worker BufferD3D::BufferD3D(const gl::BufferState &state, BufferFactoryD3D *factory)
23*8975f5c5SAndroid Build Coastguard Worker : BufferImpl(state),
24*8975f5c5SAndroid Build Coastguard Worker mFactory(factory),
25*8975f5c5SAndroid Build Coastguard Worker mStaticIndexBuffer(nullptr),
26*8975f5c5SAndroid Build Coastguard Worker mStaticBufferCacheTotalSize(0),
27*8975f5c5SAndroid Build Coastguard Worker mStaticVertexBufferOutOfDate(false),
28*8975f5c5SAndroid Build Coastguard Worker mUnmodifiedDataUse(0),
29*8975f5c5SAndroid Build Coastguard Worker mUsage(D3DBufferUsage::STATIC)
30*8975f5c5SAndroid Build Coastguard Worker {
31*8975f5c5SAndroid Build Coastguard Worker updateSerial();
32*8975f5c5SAndroid Build Coastguard Worker }
33*8975f5c5SAndroid Build Coastguard Worker
~BufferD3D()34*8975f5c5SAndroid Build Coastguard Worker BufferD3D::~BufferD3D()
35*8975f5c5SAndroid Build Coastguard Worker {
36*8975f5c5SAndroid Build Coastguard Worker SafeDelete(mStaticIndexBuffer);
37*8975f5c5SAndroid Build Coastguard Worker }
38*8975f5c5SAndroid Build Coastguard Worker
emptyStaticBufferCache()39*8975f5c5SAndroid Build Coastguard Worker void BufferD3D::emptyStaticBufferCache()
40*8975f5c5SAndroid Build Coastguard Worker {
41*8975f5c5SAndroid Build Coastguard Worker mStaticVertexBuffers.clear();
42*8975f5c5SAndroid Build Coastguard Worker mStaticBufferCacheTotalSize = 0;
43*8975f5c5SAndroid Build Coastguard Worker }
44*8975f5c5SAndroid Build Coastguard Worker
updateSerial()45*8975f5c5SAndroid Build Coastguard Worker void BufferD3D::updateSerial()
46*8975f5c5SAndroid Build Coastguard Worker {
47*8975f5c5SAndroid Build Coastguard Worker mSerial = mNextSerial++;
48*8975f5c5SAndroid Build Coastguard Worker }
49*8975f5c5SAndroid Build Coastguard Worker
updateD3DBufferUsage(const gl::Context * context,gl::BufferUsage usage)50*8975f5c5SAndroid Build Coastguard Worker void BufferD3D::updateD3DBufferUsage(const gl::Context *context, gl::BufferUsage usage)
51*8975f5c5SAndroid Build Coastguard Worker {
52*8975f5c5SAndroid Build Coastguard Worker switch (usage)
53*8975f5c5SAndroid Build Coastguard Worker {
54*8975f5c5SAndroid Build Coastguard Worker case gl::BufferUsage::StaticCopy:
55*8975f5c5SAndroid Build Coastguard Worker case gl::BufferUsage::StaticDraw:
56*8975f5c5SAndroid Build Coastguard Worker case gl::BufferUsage::StaticRead:
57*8975f5c5SAndroid Build Coastguard Worker case gl::BufferUsage::DynamicCopy:
58*8975f5c5SAndroid Build Coastguard Worker case gl::BufferUsage::DynamicRead:
59*8975f5c5SAndroid Build Coastguard Worker case gl::BufferUsage::StreamCopy:
60*8975f5c5SAndroid Build Coastguard Worker case gl::BufferUsage::StreamRead:
61*8975f5c5SAndroid Build Coastguard Worker mUsage = D3DBufferUsage::STATIC;
62*8975f5c5SAndroid Build Coastguard Worker initializeStaticData(context);
63*8975f5c5SAndroid Build Coastguard Worker break;
64*8975f5c5SAndroid Build Coastguard Worker
65*8975f5c5SAndroid Build Coastguard Worker case gl::BufferUsage::DynamicDraw:
66*8975f5c5SAndroid Build Coastguard Worker case gl::BufferUsage::StreamDraw:
67*8975f5c5SAndroid Build Coastguard Worker mUsage = D3DBufferUsage::DYNAMIC;
68*8975f5c5SAndroid Build Coastguard Worker break;
69*8975f5c5SAndroid Build Coastguard Worker default:
70*8975f5c5SAndroid Build Coastguard Worker UNREACHABLE();
71*8975f5c5SAndroid Build Coastguard Worker }
72*8975f5c5SAndroid Build Coastguard Worker }
73*8975f5c5SAndroid Build Coastguard Worker
initializeStaticData(const gl::Context * context)74*8975f5c5SAndroid Build Coastguard Worker void BufferD3D::initializeStaticData(const gl::Context *context)
75*8975f5c5SAndroid Build Coastguard Worker {
76*8975f5c5SAndroid Build Coastguard Worker if (mStaticVertexBuffers.empty())
77*8975f5c5SAndroid Build Coastguard Worker {
78*8975f5c5SAndroid Build Coastguard Worker StaticVertexBufferInterface *newStaticBuffer = new StaticVertexBufferInterface(mFactory);
79*8975f5c5SAndroid Build Coastguard Worker mStaticVertexBuffers.push_back(
80*8975f5c5SAndroid Build Coastguard Worker std::unique_ptr<StaticVertexBufferInterface>(newStaticBuffer));
81*8975f5c5SAndroid Build Coastguard Worker }
82*8975f5c5SAndroid Build Coastguard Worker if (!mStaticIndexBuffer)
83*8975f5c5SAndroid Build Coastguard Worker {
84*8975f5c5SAndroid Build Coastguard Worker mStaticIndexBuffer = new StaticIndexBufferInterface(mFactory);
85*8975f5c5SAndroid Build Coastguard Worker }
86*8975f5c5SAndroid Build Coastguard Worker }
87*8975f5c5SAndroid Build Coastguard Worker
getStaticIndexBuffer()88*8975f5c5SAndroid Build Coastguard Worker StaticIndexBufferInterface *BufferD3D::getStaticIndexBuffer()
89*8975f5c5SAndroid Build Coastguard Worker {
90*8975f5c5SAndroid Build Coastguard Worker return mStaticIndexBuffer;
91*8975f5c5SAndroid Build Coastguard Worker }
92*8975f5c5SAndroid Build Coastguard Worker
getStaticVertexBuffer(const gl::VertexAttribute & attribute,const gl::VertexBinding & binding)93*8975f5c5SAndroid Build Coastguard Worker StaticVertexBufferInterface *BufferD3D::getStaticVertexBuffer(const gl::VertexAttribute &attribute,
94*8975f5c5SAndroid Build Coastguard Worker const gl::VertexBinding &binding)
95*8975f5c5SAndroid Build Coastguard Worker {
96*8975f5c5SAndroid Build Coastguard Worker if (mStaticVertexBuffers.empty())
97*8975f5c5SAndroid Build Coastguard Worker {
98*8975f5c5SAndroid Build Coastguard Worker // Early out if there aren't any static buffers at all
99*8975f5c5SAndroid Build Coastguard Worker return nullptr;
100*8975f5c5SAndroid Build Coastguard Worker }
101*8975f5c5SAndroid Build Coastguard Worker
102*8975f5c5SAndroid Build Coastguard Worker // Early out, the attribute can be added to mStaticVertexBuffer.
103*8975f5c5SAndroid Build Coastguard Worker if (mStaticVertexBuffers.size() == 1 && mStaticVertexBuffers[0]->empty())
104*8975f5c5SAndroid Build Coastguard Worker {
105*8975f5c5SAndroid Build Coastguard Worker return mStaticVertexBuffers[0].get();
106*8975f5c5SAndroid Build Coastguard Worker }
107*8975f5c5SAndroid Build Coastguard Worker
108*8975f5c5SAndroid Build Coastguard Worker // Cache size limiting: track the total allocated buffer sizes.
109*8975f5c5SAndroid Build Coastguard Worker size_t currentTotalSize = 0;
110*8975f5c5SAndroid Build Coastguard Worker
111*8975f5c5SAndroid Build Coastguard Worker // At this point, see if any of the existing static buffers contains the attribute data
112*8975f5c5SAndroid Build Coastguard Worker // If there is a cached static buffer that already contains the attribute, then return it
113*8975f5c5SAndroid Build Coastguard Worker for (const auto &staticBuffer : mStaticVertexBuffers)
114*8975f5c5SAndroid Build Coastguard Worker {
115*8975f5c5SAndroid Build Coastguard Worker if (staticBuffer->matchesAttribute(attribute, binding))
116*8975f5c5SAndroid Build Coastguard Worker {
117*8975f5c5SAndroid Build Coastguard Worker return staticBuffer.get();
118*8975f5c5SAndroid Build Coastguard Worker }
119*8975f5c5SAndroid Build Coastguard Worker
120*8975f5c5SAndroid Build Coastguard Worker currentTotalSize += staticBuffer->getBufferSize();
121*8975f5c5SAndroid Build Coastguard Worker }
122*8975f5c5SAndroid Build Coastguard Worker
123*8975f5c5SAndroid Build Coastguard Worker // Cache size limiting: Clean-up threshold is four times the base buffer size, with a minimum.
124*8975f5c5SAndroid Build Coastguard Worker ASSERT(getSize() < std::numeric_limits<size_t>::max() / 4u);
125*8975f5c5SAndroid Build Coastguard Worker size_t sizeThreshold = std::max(getSize() * 4u, static_cast<size_t>(0x1000u));
126*8975f5c5SAndroid Build Coastguard Worker
127*8975f5c5SAndroid Build Coastguard Worker // If we're past the threshold, clear the buffer cache. Note that this will release buffers
128*8975f5c5SAndroid Build Coastguard Worker // that are currenly bound, and in an edge case can even translate the same attribute twice
129*8975f5c5SAndroid Build Coastguard Worker // in the same draw call. It will not delete currently bound buffers, however, because they
130*8975f5c5SAndroid Build Coastguard Worker // are ref counted.
131*8975f5c5SAndroid Build Coastguard Worker if (currentTotalSize > sizeThreshold)
132*8975f5c5SAndroid Build Coastguard Worker {
133*8975f5c5SAndroid Build Coastguard Worker emptyStaticBufferCache();
134*8975f5c5SAndroid Build Coastguard Worker }
135*8975f5c5SAndroid Build Coastguard Worker
136*8975f5c5SAndroid Build Coastguard Worker // At this point, we must create a new static buffer for the attribute data.
137*8975f5c5SAndroid Build Coastguard Worker StaticVertexBufferInterface *newStaticBuffer = new StaticVertexBufferInterface(mFactory);
138*8975f5c5SAndroid Build Coastguard Worker newStaticBuffer->setAttribute(attribute, binding);
139*8975f5c5SAndroid Build Coastguard Worker mStaticVertexBuffers.push_back(std::unique_ptr<StaticVertexBufferInterface>(newStaticBuffer));
140*8975f5c5SAndroid Build Coastguard Worker return newStaticBuffer;
141*8975f5c5SAndroid Build Coastguard Worker }
142*8975f5c5SAndroid Build Coastguard Worker
invalidateStaticData(const gl::Context * context)143*8975f5c5SAndroid Build Coastguard Worker void BufferD3D::invalidateStaticData(const gl::Context *context)
144*8975f5c5SAndroid Build Coastguard Worker {
145*8975f5c5SAndroid Build Coastguard Worker emptyStaticBufferCache();
146*8975f5c5SAndroid Build Coastguard Worker
147*8975f5c5SAndroid Build Coastguard Worker if (mStaticIndexBuffer && mStaticIndexBuffer->getBufferSize() != 0)
148*8975f5c5SAndroid Build Coastguard Worker {
149*8975f5c5SAndroid Build Coastguard Worker SafeDelete(mStaticIndexBuffer);
150*8975f5c5SAndroid Build Coastguard Worker }
151*8975f5c5SAndroid Build Coastguard Worker
152*8975f5c5SAndroid Build Coastguard Worker // If the buffer was created with a static usage then we recreate the static
153*8975f5c5SAndroid Build Coastguard Worker // buffers so that they are populated the next time we use this buffer.
154*8975f5c5SAndroid Build Coastguard Worker if (mUsage == D3DBufferUsage::STATIC)
155*8975f5c5SAndroid Build Coastguard Worker {
156*8975f5c5SAndroid Build Coastguard Worker initializeStaticData(context);
157*8975f5c5SAndroid Build Coastguard Worker }
158*8975f5c5SAndroid Build Coastguard Worker
159*8975f5c5SAndroid Build Coastguard Worker mUnmodifiedDataUse = 0;
160*8975f5c5SAndroid Build Coastguard Worker }
161*8975f5c5SAndroid Build Coastguard Worker
162*8975f5c5SAndroid Build Coastguard Worker // Creates static buffers if sufficient used data has been left unmodified
promoteStaticUsage(const gl::Context * context,size_t dataSize)163*8975f5c5SAndroid Build Coastguard Worker void BufferD3D::promoteStaticUsage(const gl::Context *context, size_t dataSize)
164*8975f5c5SAndroid Build Coastguard Worker {
165*8975f5c5SAndroid Build Coastguard Worker if (mUsage == D3DBufferUsage::DYNAMIC)
166*8975f5c5SAndroid Build Coastguard Worker {
167*8975f5c5SAndroid Build Coastguard Worker // Note: This is not a safe math operation. 'dataSize' can come from the app.
168*8975f5c5SAndroid Build Coastguard Worker mUnmodifiedDataUse += dataSize;
169*8975f5c5SAndroid Build Coastguard Worker
170*8975f5c5SAndroid Build Coastguard Worker if (mUnmodifiedDataUse > 3 * getSize())
171*8975f5c5SAndroid Build Coastguard Worker {
172*8975f5c5SAndroid Build Coastguard Worker updateD3DBufferUsage(context, gl::BufferUsage::StaticDraw);
173*8975f5c5SAndroid Build Coastguard Worker }
174*8975f5c5SAndroid Build Coastguard Worker }
175*8975f5c5SAndroid Build Coastguard Worker }
176*8975f5c5SAndroid Build Coastguard Worker
getIndexRange(const gl::Context * context,gl::DrawElementsType type,size_t offset,size_t count,bool primitiveRestartEnabled,gl::IndexRange * outRange)177*8975f5c5SAndroid Build Coastguard Worker angle::Result BufferD3D::getIndexRange(const gl::Context *context,
178*8975f5c5SAndroid Build Coastguard Worker gl::DrawElementsType type,
179*8975f5c5SAndroid Build Coastguard Worker size_t offset,
180*8975f5c5SAndroid Build Coastguard Worker size_t count,
181*8975f5c5SAndroid Build Coastguard Worker bool primitiveRestartEnabled,
182*8975f5c5SAndroid Build Coastguard Worker gl::IndexRange *outRange)
183*8975f5c5SAndroid Build Coastguard Worker {
184*8975f5c5SAndroid Build Coastguard Worker const uint8_t *data = nullptr;
185*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(getData(context, &data));
186*8975f5c5SAndroid Build Coastguard Worker
187*8975f5c5SAndroid Build Coastguard Worker *outRange = gl::ComputeIndexRange(type, data + offset, count, primitiveRestartEnabled);
188*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
189*8975f5c5SAndroid Build Coastguard Worker }
190*8975f5c5SAndroid Build Coastguard Worker
191*8975f5c5SAndroid Build Coastguard Worker } // namespace rx
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