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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/renderer/d3d/BufferD3D.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/BufferD3D.cpp')
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diff --git a/gfx/angle/src/libANGLE/renderer/d3d/BufferD3D.cpp b/gfx/angle/src/libANGLE/renderer/d3d/BufferD3D.cpp
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+++ 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