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Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/BufferD3D.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/d3d/BufferD3D.cpp | 188 |
1 files changed, 188 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/BufferD3D.cpp b/gfx/angle/src/libANGLE/renderer/d3d/BufferD3D.cpp new file mode 100755 index 000000000..250162726 --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/d3d/BufferD3D.cpp @@ -0,0 +1,188 @@ +// +// 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/VertexBuffer.h" +#include "libANGLE/renderer/d3d/RendererD3D.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(GLenum usage) +{ + switch (usage) + { + case GL_STATIC_DRAW: + case GL_STATIC_READ: + case GL_STATIC_COPY: + mUsage = D3DBufferUsage::STATIC; + initializeStaticData(); + break; + + case GL_STREAM_DRAW: + case GL_STREAM_READ: + case GL_STREAM_COPY: + case GL_DYNAMIC_READ: + case GL_DYNAMIC_COPY: + case GL_DYNAMIC_DRAW: + mUsage = D3DBufferUsage::DYNAMIC; + break; + default: + UNREACHABLE(); + } +} + +void BufferD3D::initializeStaticData() +{ + if (mStaticVertexBuffers.empty()) + { + auto 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) +{ + 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)) + { + 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. + auto newStaticBuffer = new StaticVertexBufferInterface(mFactory); + newStaticBuffer->setAttribute(attribute); + mStaticVertexBuffers.push_back(std::unique_ptr<StaticVertexBufferInterface>(newStaticBuffer)); + return newStaticBuffer; +} + +void BufferD3D::invalidateStaticData() +{ + 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(); + } + + mUnmodifiedDataUse = 0; +} + +// Creates static buffers if sufficient used data has been left unmodified +void BufferD3D::promoteStaticUsage(int dataSize) +{ + if (mUsage == D3DBufferUsage::DYNAMIC) + { + mUnmodifiedDataUse += dataSize; + + if (mUnmodifiedDataUse > 3 * getSize()) + { + updateD3DBufferUsage(GL_STATIC_DRAW); + } + } +} + +gl::Error BufferD3D::getIndexRange(GLenum type, + size_t offset, + size_t count, + bool primitiveRestartEnabled, + gl::IndexRange *outRange) +{ + const uint8_t *data = nullptr; + ANGLE_TRY(getData(&data)); + + *outRange = gl::ComputeIndexRange(type, data + offset, count, primitiveRestartEnabled); + return gl::Error(GL_NO_ERROR); +} + +} // namespace rx |