// // 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(const gl::Context *context, gl::BufferUsage usage) { switch (usage) { case gl::BufferUsage::StaticCopy: case gl::BufferUsage::StaticDraw: case gl::BufferUsage::StaticRead: mUsage = D3DBufferUsage::STATIC; initializeStaticData(context); break; case gl::BufferUsage::DynamicCopy: case gl::BufferUsage::DynamicDraw: case gl::BufferUsage::DynamicRead: case gl::BufferUsage::StreamCopy: case gl::BufferUsage::StreamDraw: case gl::BufferUsage::StreamRead: 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(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::max() / 4u); size_t sizeThreshold = std::max(getSize() * 4u, static_cast(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(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, int dataSize) { if (mUsage == D3DBufferUsage::DYNAMIC) { mUnmodifiedDataUse += dataSize; if (mUnmodifiedDataUse > 3 * getSize()) { updateD3DBufferUsage(context, gl::BufferUsage::StaticDraw); } } } gl::Error BufferD3D::getIndexRange(const gl::Context *context, GLenum 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 gl::NoError(); } } // namespace rx