1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2020 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrRingBuffer.h"
8*c8dee2aaSAndroid Build Coastguard Worker
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAlign.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/ganesh/GrTypesPriv.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/RefCntedCallback.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrDirectContextPriv.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrGpu.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrResourceProvider.h"
16*c8dee2aaSAndroid Build Coastguard Worker
17*c8dee2aaSAndroid Build Coastguard Worker #include <utility>
18*c8dee2aaSAndroid Build Coastguard Worker
19*c8dee2aaSAndroid Build Coastguard Worker // Get offset into buffer that has enough space for size
20*c8dee2aaSAndroid Build Coastguard Worker // Returns fTotalSize if no space
getAllocationOffset(size_t size)21*c8dee2aaSAndroid Build Coastguard Worker size_t GrRingBuffer::getAllocationOffset(size_t size) {
22*c8dee2aaSAndroid Build Coastguard Worker // capture current state locally (because fTail could be overwritten by the completion handler)
23*c8dee2aaSAndroid Build Coastguard Worker size_t head, tail;
24*c8dee2aaSAndroid Build Coastguard Worker head = fHead;
25*c8dee2aaSAndroid Build Coastguard Worker tail = fTail;
26*c8dee2aaSAndroid Build Coastguard Worker
27*c8dee2aaSAndroid Build Coastguard Worker // The head and tail indices increment without bound, wrapping with overflow,
28*c8dee2aaSAndroid Build Coastguard Worker // so we need to mod them down to the actual bounds of the allocation to determine
29*c8dee2aaSAndroid Build Coastguard Worker // which blocks are available.
30*c8dee2aaSAndroid Build Coastguard Worker size_t modHead = head & (fTotalSize - 1);
31*c8dee2aaSAndroid Build Coastguard Worker size_t modTail = tail & (fTotalSize - 1);
32*c8dee2aaSAndroid Build Coastguard Worker
33*c8dee2aaSAndroid Build Coastguard Worker bool full = (head != tail && modHead == modTail);
34*c8dee2aaSAndroid Build Coastguard Worker
35*c8dee2aaSAndroid Build Coastguard Worker if (full) {
36*c8dee2aaSAndroid Build Coastguard Worker return fTotalSize;
37*c8dee2aaSAndroid Build Coastguard Worker }
38*c8dee2aaSAndroid Build Coastguard Worker
39*c8dee2aaSAndroid Build Coastguard Worker // case 1: free space lies at the beginning and/or the end of the buffer
40*c8dee2aaSAndroid Build Coastguard Worker if (modHead >= modTail) {
41*c8dee2aaSAndroid Build Coastguard Worker // check for room at the end
42*c8dee2aaSAndroid Build Coastguard Worker if (fTotalSize - modHead < size) {
43*c8dee2aaSAndroid Build Coastguard Worker // no room at the end, check the beginning
44*c8dee2aaSAndroid Build Coastguard Worker if (modTail < size) {
45*c8dee2aaSAndroid Build Coastguard Worker // no room at the beginning
46*c8dee2aaSAndroid Build Coastguard Worker return fTotalSize;
47*c8dee2aaSAndroid Build Coastguard Worker }
48*c8dee2aaSAndroid Build Coastguard Worker // we are going to allocate from the beginning, adjust head to '0' position
49*c8dee2aaSAndroid Build Coastguard Worker head += fTotalSize - modHead;
50*c8dee2aaSAndroid Build Coastguard Worker modHead = 0;
51*c8dee2aaSAndroid Build Coastguard Worker }
52*c8dee2aaSAndroid Build Coastguard Worker // case 2: free space lies in the middle of the buffer, check for room there
53*c8dee2aaSAndroid Build Coastguard Worker } else if (modTail - modHead < size) {
54*c8dee2aaSAndroid Build Coastguard Worker // no room in the middle
55*c8dee2aaSAndroid Build Coastguard Worker return fTotalSize;
56*c8dee2aaSAndroid Build Coastguard Worker }
57*c8dee2aaSAndroid Build Coastguard Worker
58*c8dee2aaSAndroid Build Coastguard Worker fHead = SkAlignTo(head + size, fAlignment);
59*c8dee2aaSAndroid Build Coastguard Worker return modHead;
60*c8dee2aaSAndroid Build Coastguard Worker }
61*c8dee2aaSAndroid Build Coastguard Worker
suballocate(size_t size)62*c8dee2aaSAndroid Build Coastguard Worker GrRingBuffer::Slice GrRingBuffer::suballocate(size_t size) {
63*c8dee2aaSAndroid Build Coastguard Worker fNewAllocation = true;
64*c8dee2aaSAndroid Build Coastguard Worker if (fCurrentBuffer) {
65*c8dee2aaSAndroid Build Coastguard Worker size_t offset = this->getAllocationOffset(size);
66*c8dee2aaSAndroid Build Coastguard Worker if (offset < fTotalSize) {
67*c8dee2aaSAndroid Build Coastguard Worker return { fCurrentBuffer.get(), offset };
68*c8dee2aaSAndroid Build Coastguard Worker }
69*c8dee2aaSAndroid Build Coastguard Worker
70*c8dee2aaSAndroid Build Coastguard Worker // Try to grow allocation (old allocation will age out).
71*c8dee2aaSAndroid Build Coastguard Worker fTotalSize *= 2;
72*c8dee2aaSAndroid Build Coastguard Worker // Add current buffer to be tracked for next submit.
73*c8dee2aaSAndroid Build Coastguard Worker fPreviousBuffers.push_back(std::move(fCurrentBuffer));
74*c8dee2aaSAndroid Build Coastguard Worker }
75*c8dee2aaSAndroid Build Coastguard Worker
76*c8dee2aaSAndroid Build Coastguard Worker GrResourceProvider* resourceProvider = fGpu->getContext()->priv().resourceProvider();
77*c8dee2aaSAndroid Build Coastguard Worker fCurrentBuffer = resourceProvider->createBuffer(fTotalSize,
78*c8dee2aaSAndroid Build Coastguard Worker fType,
79*c8dee2aaSAndroid Build Coastguard Worker kDynamic_GrAccessPattern,
80*c8dee2aaSAndroid Build Coastguard Worker GrResourceProvider::ZeroInit::kNo);
81*c8dee2aaSAndroid Build Coastguard Worker
82*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fCurrentBuffer);
83*c8dee2aaSAndroid Build Coastguard Worker fHead = 0;
84*c8dee2aaSAndroid Build Coastguard Worker fTail = 0;
85*c8dee2aaSAndroid Build Coastguard Worker fGenID++;
86*c8dee2aaSAndroid Build Coastguard Worker size_t offset = this->getAllocationOffset(size);
87*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(offset < fTotalSize);
88*c8dee2aaSAndroid Build Coastguard Worker return { fCurrentBuffer.get(), offset };
89*c8dee2aaSAndroid Build Coastguard Worker }
90*c8dee2aaSAndroid Build Coastguard Worker
91*c8dee2aaSAndroid Build Coastguard Worker // used when current command buffer/command list is submitted
startSubmit(GrGpu * gpu)92*c8dee2aaSAndroid Build Coastguard Worker void GrRingBuffer::startSubmit(GrGpu* gpu) {
93*c8dee2aaSAndroid Build Coastguard Worker for (unsigned int i = 0; i < fPreviousBuffers.size(); ++i) {
94*c8dee2aaSAndroid Build Coastguard Worker fPreviousBuffers[i]->unmap();
95*c8dee2aaSAndroid Build Coastguard Worker gpu->takeOwnershipOfBuffer(std::move(fPreviousBuffers[i]));
96*c8dee2aaSAndroid Build Coastguard Worker }
97*c8dee2aaSAndroid Build Coastguard Worker fPreviousBuffers.clear();
98*c8dee2aaSAndroid Build Coastguard Worker
99*c8dee2aaSAndroid Build Coastguard Worker if (fNewAllocation) {
100*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_BUILD_FOR_MAC
101*c8dee2aaSAndroid Build Coastguard Worker // Since we're using a Managed buffer on MacOS we need to unmap to write back to GPU
102*c8dee2aaSAndroid Build Coastguard Worker // TODO: once we set up persistently mapped UPLOAD buffers on D3D, we can remove the
103*c8dee2aaSAndroid Build Coastguard Worker // platform restriction.
104*c8dee2aaSAndroid Build Coastguard Worker fCurrentBuffer->unmap();
105*c8dee2aaSAndroid Build Coastguard Worker #endif
106*c8dee2aaSAndroid Build Coastguard Worker SubmitData* submitData = new SubmitData();
107*c8dee2aaSAndroid Build Coastguard Worker submitData->fOwner = this;
108*c8dee2aaSAndroid Build Coastguard Worker submitData->fLastHead = fHead;
109*c8dee2aaSAndroid Build Coastguard Worker submitData->fGenID = fGenID;
110*c8dee2aaSAndroid Build Coastguard Worker gpu->addFinishedCallback(skgpu::AutoCallback(FinishSubmit, submitData));
111*c8dee2aaSAndroid Build Coastguard Worker fNewAllocation = false;
112*c8dee2aaSAndroid Build Coastguard Worker }
113*c8dee2aaSAndroid Build Coastguard Worker }
114*c8dee2aaSAndroid Build Coastguard Worker
115*c8dee2aaSAndroid Build Coastguard Worker // used when current command buffer/command list is completed
FinishSubmit(void * finishedContext)116*c8dee2aaSAndroid Build Coastguard Worker void GrRingBuffer::FinishSubmit(void* finishedContext) {
117*c8dee2aaSAndroid Build Coastguard Worker GrRingBuffer::SubmitData* submitData = (GrRingBuffer::SubmitData*)finishedContext;
118*c8dee2aaSAndroid Build Coastguard Worker if (submitData && submitData->fOwner && submitData->fGenID == submitData->fOwner->fGenID) {
119*c8dee2aaSAndroid Build Coastguard Worker submitData->fOwner->fTail = submitData->fLastHead;
120*c8dee2aaSAndroid Build Coastguard Worker submitData->fOwner = nullptr;
121*c8dee2aaSAndroid Build Coastguard Worker }
122*c8dee2aaSAndroid Build Coastguard Worker delete submitData;
123*c8dee2aaSAndroid Build Coastguard Worker }
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