// // 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" namespace rx { unsigned int BufferD3D::mNextSerial = 1; BufferD3D::BufferD3D(BufferFactoryD3D *factory) : BufferImpl(), mFactory(factory), mStaticVertexBuffer(nullptr), mStaticIndexBuffer(nullptr), mStaticBufferCache(nullptr), mStaticBufferCacheTotalSize(0), mStaticVertexBufferOutOfDate(false), mUnmodifiedDataUse(0), mUsage(D3D_BUFFER_USAGE_STATIC) { updateSerial(); } BufferD3D::~BufferD3D() { SafeDelete(mStaticVertexBuffer); SafeDelete(mStaticIndexBuffer); emptyStaticBufferCache(); } void BufferD3D::emptyStaticBufferCache() { if (mStaticBufferCache != nullptr) { SafeDeleteContainer(*mStaticBufferCache); SafeDelete(mStaticBufferCache); } 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 = D3D_BUFFER_USAGE_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 = D3D_BUFFER_USAGE_DYNAMIC; break; default: UNREACHABLE(); } } void BufferD3D::initializeStaticData() { if (!mStaticVertexBuffer) { mStaticVertexBuffer = new StaticVertexBufferInterface(mFactory); } if (!mStaticIndexBuffer) { mStaticIndexBuffer = new StaticIndexBufferInterface(mFactory); } } StaticIndexBufferInterface *BufferD3D::getStaticIndexBuffer() { return mStaticIndexBuffer; } StaticVertexBufferInterface *BufferD3D::getStaticVertexBuffer( const gl::VertexAttribute &attribute, D3DStaticBufferCreationType creationType) { if (!mStaticVertexBuffer) { // Early out if there aren't any static buffers at all ASSERT(mStaticBufferCache == nullptr); return nullptr; } if (mStaticBufferCache == nullptr && !mStaticVertexBuffer->isCommitted()) { // Early out, the attribute can be added to mStaticVertexBuffer or is already in there return mStaticVertexBuffer; } // At this point, see if any of the existing static buffers contains the attribute data // If the default static vertex buffer contains the attribute, then return it if (mStaticVertexBuffer->lookupAttribute(attribute, nullptr)) { return mStaticVertexBuffer; } if (mStaticBufferCache != nullptr) { // If there is a cached static buffer that already contains the attribute, then return it for (StaticVertexBufferInterface *staticBuffer : *mStaticBufferCache) { if (staticBuffer->lookupAttribute(attribute, nullptr)) { return staticBuffer; } } } if (!mStaticVertexBuffer->isCommitted()) { // None of the existing static buffers contain the attribute data and we are able to add // the data to mStaticVertexBuffer, so we should just do so return mStaticVertexBuffer; } // At this point, we must create a new static buffer for the attribute data if (creationType != D3D_BUFFER_CREATE_IF_NECESSARY) { return nullptr; } ASSERT(mStaticVertexBuffer); ASSERT(mStaticVertexBuffer->isCommitted()); unsigned int staticVertexBufferSize = mStaticVertexBuffer->getBufferSize(); if (IsUnsignedAdditionSafe(staticVertexBufferSize, mStaticBufferCacheTotalSize)) { // Ensure that the total size of the static buffer cache remains less than 4x the // size of the original buffer unsigned int maxStaticCacheSize = IsUnsignedMultiplicationSafe(static_cast(getSize()), 4u) ? 4u * static_cast(getSize()) : std::numeric_limits::max(); // We can't reuse the default static vertex buffer, so we add it to the cache if (staticVertexBufferSize + mStaticBufferCacheTotalSize <= maxStaticCacheSize) { if (mStaticBufferCache == nullptr) { mStaticBufferCache = new std::vector(); } mStaticBufferCacheTotalSize += staticVertexBufferSize; (*mStaticBufferCache).push_back(mStaticVertexBuffer); mStaticVertexBuffer = nullptr; // Then reinitialize the static buffers to create a new static vertex buffer initializeStaticData(); // Return the default static vertex buffer return mStaticVertexBuffer; } } // At this point: // - mStaticVertexBuffer is committed and can't be altered // - mStaticBufferCache is full (or nearly overflowing) // The inputted attribute should be put in some static buffer at some point, but it can't // go in one right now, since mStaticBufferCache is full and we can't delete mStaticVertexBuffer // in case another attribute is relying upon it for the current draw. // We therefore mark mStaticVertexBuffer for deletion at the next possible time. mStaticVertexBufferOutOfDate = true; return nullptr; } void BufferD3D::reinitOutOfDateStaticData() { if (mStaticVertexBufferOutOfDate) { // During the last draw the caller tried to use some attribute with static data, but neither // the static buffer cache nor mStaticVertexBuffer contained that data. // Therefore, invalidate mStaticVertexBuffer so that if the caller tries to use that // attribute in the next draw, it'll successfully get put into mStaticVertexBuffer. invalidateStaticData(D3D_BUFFER_INVALIDATE_DEFAULT_BUFFER_ONLY); mStaticVertexBufferOutOfDate = false; } } void BufferD3D::invalidateStaticData(D3DBufferInvalidationType invalidationType) { if (invalidationType == D3D_BUFFER_INVALIDATE_WHOLE_CACHE && mStaticBufferCache != nullptr) { emptyStaticBufferCache(); } if ((mStaticVertexBuffer && mStaticVertexBuffer->getBufferSize() != 0) || (mStaticIndexBuffer && mStaticIndexBuffer->getBufferSize() != 0)) { SafeDelete(mStaticVertexBuffer); 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 == D3D_BUFFER_USAGE_STATIC) { initializeStaticData(); } } mUnmodifiedDataUse = 0; } // Creates static buffers if sufficient used data has been left unmodified void BufferD3D::promoteStaticUsage(int dataSize) { if (!mStaticVertexBuffer && !mStaticIndexBuffer) { // There isn't any scenario that involves promoting static usage and the static buffer cache // being non-empty ASSERT(mStaticBufferCache == nullptr); mUnmodifiedDataUse += dataSize; if (mUnmodifiedDataUse > 3 * getSize()) { initializeStaticData(); } } } gl::Error BufferD3D::getIndexRange(GLenum type, size_t offset, size_t count, bool primitiveRestartEnabled, gl::IndexRange *outRange) { const uint8_t *data = nullptr; gl::Error error = getData(&data); if (error.isError()) { return error; } *outRange = gl::ComputeIndexRange(type, data + offset, count, primitiveRestartEnabled); return gl::Error(GL_NO_ERROR); } }