// // 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. // // Buffer11.cpp Defines the Buffer11 class. #include "libANGLE/renderer/d3d/d3d11/Buffer11.h" #include "common/MemoryBuffer.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" #if defined(ANGLE_MINGW32_COMPAT) typedef enum D3D11_MAP_FLAG { D3D11_MAP_FLAG_DO_NOT_WAIT = 0x100000 } D3D11_MAP_FLAG; #endif namespace rx { PackPixelsParams::PackPixelsParams() : format(GL_NONE), type(GL_NONE), outputPitch(0), packBuffer(NULL), offset(0) {} PackPixelsParams::PackPixelsParams(const gl::Rectangle &areaIn, GLenum formatIn, GLenum typeIn, GLuint outputPitchIn, const gl::PixelPackState &packIn, ptrdiff_t offsetIn) : area(areaIn), format(formatIn), type(typeIn), outputPitch(outputPitchIn), packBuffer(packIn.pixelBuffer.get()), pack(packIn.alignment, packIn.reverseRowOrder), offset(offsetIn) {} namespace gl_d3d11 { D3D11_MAP GetD3DMapTypeFromBits(GLbitfield access) { bool readBit = ((access & GL_MAP_READ_BIT) != 0); bool writeBit = ((access & GL_MAP_WRITE_BIT) != 0); ASSERT(readBit || writeBit); // Note : we ignore the discard bit, because in D3D11, staging buffers // don't accept the map-discard flag (discard only works for DYNAMIC usage) if (readBit && !writeBit) { return D3D11_MAP_READ; } else if (writeBit && !readBit) { return D3D11_MAP_WRITE; } else if (writeBit && readBit) { return D3D11_MAP_READ_WRITE; } else { UNREACHABLE(); return D3D11_MAP_READ; } } } // Each instance of Buffer11::BufferStorage is specialized for a class of D3D binding points // - vertex/transform feedback buffers // - index buffers // - pixel unpack buffers // - uniform buffers class Buffer11::BufferStorage : angle::NonCopyable { public: virtual ~BufferStorage() {} DataRevision getDataRevision() const { return mRevision; } BufferUsage getUsage() const { return mUsage; } size_t getSize() const { return mBufferSize; } void setDataRevision(DataRevision rev) { mRevision = rev; } virtual bool isMappable() const = 0; virtual bool copyFromStorage(BufferStorage *source, size_t sourceOffset, size_t size, size_t destOffset) = 0; virtual gl::Error resize(size_t size, bool preserveData) = 0; virtual uint8_t *map(size_t offset, size_t length, GLbitfield access) = 0; virtual void unmap() = 0; gl::Error setData(const uint8_t *data, size_t offset, size_t size); protected: BufferStorage(Renderer11 *renderer, BufferUsage usage); Renderer11 *mRenderer; DataRevision mRevision; const BufferUsage mUsage; size_t mBufferSize; }; // A native buffer storage represents an underlying D3D11 buffer for a particular // type of storage. class Buffer11::NativeStorage : public Buffer11::BufferStorage { public: NativeStorage(Renderer11 *renderer, BufferUsage usage); ~NativeStorage() override; bool isMappable() const override { return mUsage == BUFFER_USAGE_STAGING; } ID3D11Buffer *getNativeStorage() const { return mNativeStorage; } bool copyFromStorage(BufferStorage *source, size_t sourceOffset, size_t size, size_t destOffset) override; gl::Error resize(size_t size, bool preserveData) override; uint8_t *map(size_t offset, size_t length, GLbitfield access) override; void unmap() override; private: static void fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Renderer11 *renderer, BufferUsage usage, unsigned int bufferSize); ID3D11Buffer *mNativeStorage; }; // Pack storage represents internal storage for pack buffers. We implement pack buffers // as CPU memory, tied to a staging texture, for asynchronous texture readback. class Buffer11::PackStorage : public Buffer11::BufferStorage { public: explicit PackStorage(Renderer11 *renderer); ~PackStorage() override; bool isMappable() const override { return true; } bool copyFromStorage(BufferStorage *source, size_t sourceOffset, size_t size, size_t destOffset) override; gl::Error resize(size_t size, bool preserveData) override; uint8_t *map(size_t offset, size_t length, GLbitfield access) override; void unmap() override; gl::Error packPixels(ID3D11Texture2D *srcTexure, UINT srcSubresource, const PackPixelsParams ¶ms); private: gl::Error flushQueuedPackCommand(); ID3D11Texture2D *mStagingTexture; DXGI_FORMAT mTextureFormat; gl::Extents mTextureSize; MemoryBuffer mMemoryBuffer; PackPixelsParams *mQueuedPackCommand; PackPixelsParams mPackParams; bool mDataModified; }; // System memory storage stores a CPU memory buffer with our buffer data. // For dynamic data, it's much faster to update the CPU memory buffer than // it is to update a D3D staging buffer and read it back later. class Buffer11::SystemMemoryStorage : public Buffer11::BufferStorage { public: explicit SystemMemoryStorage(Renderer11 *renderer); ~SystemMemoryStorage() override {} bool isMappable() const override { return true; } bool copyFromStorage(BufferStorage *source, size_t sourceOffset, size_t size, size_t destOffset) override; gl::Error resize(size_t size, bool preserveData) override; uint8_t *map(size_t offset, size_t length, GLbitfield access) override; void unmap() override; MemoryBuffer *getSystemCopy() { return &mSystemCopy; } protected: MemoryBuffer mSystemCopy; }; Buffer11::Buffer11(Renderer11 *renderer) : BufferD3D(renderer), mRenderer(renderer), mSize(0), mMappedStorage(NULL), mReadUsageCount(0), mHasSystemMemoryStorage(false) {} Buffer11::~Buffer11() { for (auto it = mBufferStorages.begin(); it != mBufferStorages.end(); it++) { SafeDelete(it->second); } } Buffer11 *Buffer11::makeBuffer11(BufferImpl *buffer) { ASSERT(HAS_DYNAMIC_TYPE(Buffer11*, buffer)); return static_cast(buffer); } gl::Error Buffer11::setData(const void *data, size_t size, GLenum usage) { gl::Error error = setSubData(data, size, 0); if (error.isError()) { return error; } if (usage == GL_STATIC_DRAW) { initializeStaticData(); } return error; } gl::Error Buffer11::getData(const uint8_t **outData) { SystemMemoryStorage *systemMemoryStorage = nullptr; gl::Error error = getSystemMemoryStorage(&systemMemoryStorage); if (error.isError()) { *outData = nullptr; return error; } mReadUsageCount = 0; ASSERT(systemMemoryStorage->getSize() >= mSize); *outData = systemMemoryStorage->getSystemCopy()->data(); return gl::Error(GL_NO_ERROR); } gl::Error Buffer11::getSystemMemoryStorage(SystemMemoryStorage **storageOut) { BufferStorage *memStorageUntyped = getBufferStorage(BUFFER_USAGE_SYSTEM_MEMORY); if (memStorageUntyped == nullptr) { // TODO(jmadill): convert all to errors return gl::Error(GL_OUT_OF_MEMORY); } *storageOut = GetAs(memStorageUntyped); return gl::Error(GL_NO_ERROR); } gl::Error Buffer11::setSubData(const void *data, size_t size, size_t offset) { size_t requiredSize = size + offset; if (data && size > 0) { // Use system memory storage for dynamic buffers. BufferStorage *writeBuffer = nullptr; if (supportsDirectBinding()) { writeBuffer = getStagingStorage(); if (!writeBuffer) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal buffer."); } } else { SystemMemoryStorage *systemMemoryStorage = nullptr; gl::Error error = getSystemMemoryStorage(&systemMemoryStorage); if (error.isError()) { return error; } writeBuffer = systemMemoryStorage; } ASSERT(writeBuffer); // Explicitly resize the staging buffer, preserving data if the new data will not // completely fill the buffer if (writeBuffer->getSize() < requiredSize) { bool preserveData = (offset > 0); gl::Error error = writeBuffer->resize(requiredSize, preserveData); if (error.isError()) { return error; } } writeBuffer->setData(static_cast(data), offset, size); writeBuffer->setDataRevision(writeBuffer->getDataRevision() + 1); } mSize = std::max(mSize, requiredSize); invalidateStaticData(); return gl::Error(GL_NO_ERROR); } gl::Error Buffer11::copySubData(BufferImpl* source, GLintptr sourceOffset, GLintptr destOffset, GLsizeiptr size) { Buffer11 *sourceBuffer = makeBuffer11(source); ASSERT(sourceBuffer != NULL); BufferStorage *copyDest = getLatestBufferStorage(); if (!copyDest) { copyDest = getStagingStorage(); } BufferStorage *copySource = sourceBuffer->getLatestBufferStorage(); if (!copySource || !copyDest) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal staging buffer."); } // If copying to/from a pixel pack buffer, we must have a staging or // pack buffer partner, because other native buffers can't be mapped if (copyDest->getUsage() == BUFFER_USAGE_PIXEL_PACK && !copySource->isMappable()) { copySource = sourceBuffer->getStagingStorage(); } else if (copySource->getUsage() == BUFFER_USAGE_PIXEL_PACK && !copyDest->isMappable()) { copyDest = getStagingStorage(); } // D3D11 does not allow overlapped copies until 11.1, and only if the // device supports D3D11_FEATURE_DATA_D3D11_OPTIONS::CopyWithOverlap // Get around this via a different source buffer if (copySource == copyDest) { if (copySource->getUsage() == BUFFER_USAGE_STAGING) { copySource = getBufferStorage(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK); } else { copySource = getStagingStorage(); } } copyDest->copyFromStorage(copySource, sourceOffset, size, destOffset); copyDest->setDataRevision(copyDest->getDataRevision() + 1); mSize = std::max(mSize, destOffset + size); invalidateStaticData(); return gl::Error(GL_NO_ERROR); } gl::Error Buffer11::map(size_t offset, size_t length, GLbitfield access, GLvoid **mapPtr) { ASSERT(!mMappedStorage); BufferStorage *latestStorage = getLatestBufferStorage(); if (latestStorage && (latestStorage->getUsage() == BUFFER_USAGE_PIXEL_PACK || latestStorage->getUsage() == BUFFER_USAGE_STAGING)) { // Latest storage is mappable. mMappedStorage = latestStorage; } else { // Fall back to using the staging buffer if the latest storage does // not exist or is not CPU-accessible. mMappedStorage = getStagingStorage(); } if (!mMappedStorage) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate mappable internal buffer."); } if ((access & GL_MAP_WRITE_BIT) > 0) { // Update the data revision immediately, since the data might be changed at any time mMappedStorage->setDataRevision(mMappedStorage->getDataRevision() + 1); } uint8_t *mappedBuffer = mMappedStorage->map(offset, length, access); if (!mappedBuffer) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal buffer."); } *mapPtr = static_cast(mappedBuffer); return gl::Error(GL_NO_ERROR); } gl::Error Buffer11::unmap() { ASSERT(mMappedStorage); mMappedStorage->unmap(); mMappedStorage = NULL; return gl::Error(GL_NO_ERROR); } void Buffer11::markTransformFeedbackUsage() { BufferStorage *transformFeedbackStorage = getBufferStorage(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK); if (transformFeedbackStorage) { transformFeedbackStorage->setDataRevision(transformFeedbackStorage->getDataRevision() + 1); } invalidateStaticData(); } void Buffer11::markBufferUsage() { mReadUsageCount++; // Free the system memory storage if we decide it isn't being used very often. const unsigned int usageLimit = 5; if (mReadUsageCount > usageLimit && mHasSystemMemoryStorage) { auto systemMemoryStorageIt = mBufferStorages.find(BUFFER_USAGE_SYSTEM_MEMORY); ASSERT(systemMemoryStorageIt != mBufferStorages.end()); SafeDelete(systemMemoryStorageIt->second); mBufferStorages.erase(systemMemoryStorageIt); mHasSystemMemoryStorage = false; } } ID3D11Buffer *Buffer11::getBuffer(BufferUsage usage) { markBufferUsage(); BufferStorage *bufferStorage = getBufferStorage(usage); if (!bufferStorage) { // Storage out-of-memory return NULL; } ASSERT(HAS_DYNAMIC_TYPE(NativeStorage*, bufferStorage)); return static_cast(bufferStorage)->getNativeStorage(); } ID3D11ShaderResourceView *Buffer11::getSRV(DXGI_FORMAT srvFormat) { BufferStorage *storage = getBufferStorage(BUFFER_USAGE_PIXEL_UNPACK); if (!storage) { // Storage out-of-memory return NULL; } ASSERT(HAS_DYNAMIC_TYPE(NativeStorage*, storage)); ID3D11Buffer *buffer = static_cast(storage)->getNativeStorage(); auto bufferSRVIt = mBufferResourceViews.find(srvFormat); if (bufferSRVIt != mBufferResourceViews.end()) { if (bufferSRVIt->second.first == buffer) { return bufferSRVIt->second.second; } else { // The underlying buffer has changed since the SRV was created: recreate the SRV. SafeRelease(bufferSRVIt->second.second); } } ID3D11Device *device = mRenderer->getDevice(); ID3D11ShaderResourceView *bufferSRV = NULL; const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(srvFormat); D3D11_SHADER_RESOURCE_VIEW_DESC bufferSRVDesc; bufferSRVDesc.Buffer.ElementOffset = 0; bufferSRVDesc.Buffer.ElementWidth = mSize / dxgiFormatInfo.pixelBytes; bufferSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; bufferSRVDesc.Format = srvFormat; HRESULT result = device->CreateShaderResourceView(buffer, &bufferSRVDesc, &bufferSRV); UNUSED_ASSERTION_VARIABLE(result); ASSERT(SUCCEEDED(result)); mBufferResourceViews[srvFormat] = BufferSRVPair(buffer, bufferSRV); return bufferSRV; } gl::Error Buffer11::packPixels(ID3D11Texture2D *srcTexture, UINT srcSubresource, const PackPixelsParams ¶ms) { PackStorage *packStorage = getPackStorage(); BufferStorage *latestStorage = getLatestBufferStorage(); if (packStorage) { gl::Error error = packStorage->packPixels(srcTexture, srcSubresource, params); if (error.isError()) { return error; } packStorage->setDataRevision(latestStorage ? latestStorage->getDataRevision() + 1 : 1); } return gl::Error(GL_NO_ERROR); } Buffer11::BufferStorage *Buffer11::getBufferStorage(BufferUsage usage) { BufferStorage *newStorage = NULL; auto directBufferIt = mBufferStorages.find(usage); if (directBufferIt != mBufferStorages.end()) { newStorage = directBufferIt->second; } if (!newStorage) { if (usage == BUFFER_USAGE_PIXEL_PACK) { newStorage = new PackStorage(mRenderer); } else if (usage == BUFFER_USAGE_SYSTEM_MEMORY) { newStorage = new SystemMemoryStorage(mRenderer); mHasSystemMemoryStorage = true; } else { // buffer is not allocated, create it newStorage = new NativeStorage(mRenderer, usage); } mBufferStorages.insert(std::make_pair(usage, newStorage)); } // resize buffer if (newStorage->getSize() < mSize) { if (newStorage->resize(mSize, true).isError()) { // Out of memory error return NULL; } } BufferStorage *latestBuffer = getLatestBufferStorage(); if (latestBuffer && latestBuffer->getDataRevision() > newStorage->getDataRevision()) { // Copy through a staging buffer if we're copying from or to a non-staging, mappable // buffer storage. This is because we can't map a GPU buffer, and copy CPU // data directly. If we're already using a staging buffer we're fine. if (latestBuffer->getUsage() != BUFFER_USAGE_STAGING && newStorage->getUsage() != BUFFER_USAGE_STAGING && (!latestBuffer->isMappable() || !newStorage->isMappable())) { NativeStorage *stagingBuffer = getStagingStorage(); stagingBuffer->copyFromStorage(latestBuffer, 0, latestBuffer->getSize(), 0); stagingBuffer->setDataRevision(latestBuffer->getDataRevision()); latestBuffer = stagingBuffer; } // if copyFromStorage returns true, the D3D buffer has been recreated // and we should update our serial if (newStorage->copyFromStorage(latestBuffer, 0, latestBuffer->getSize(), 0)) { updateSerial(); } newStorage->setDataRevision(latestBuffer->getDataRevision()); } return newStorage; } Buffer11::BufferStorage *Buffer11::getLatestBufferStorage() const { // Even though we iterate over all the direct buffers, it is expected that only // 1 or 2 will be present. BufferStorage *latestStorage = NULL; DataRevision latestRevision = 0; for (auto it = mBufferStorages.begin(); it != mBufferStorages.end(); it++) { BufferStorage *storage = it->second; if (!latestStorage || storage->getDataRevision() > latestRevision) { latestStorage = storage; latestRevision = storage->getDataRevision(); } } // resize buffer if (latestStorage && latestStorage->getSize() < mSize) { if (latestStorage->resize(mSize, true).isError()) { // Out of memory error return NULL; } } return latestStorage; } Buffer11::NativeStorage *Buffer11::getStagingStorage() { BufferStorage *stagingStorage = getBufferStorage(BUFFER_USAGE_STAGING); if (!stagingStorage) { // Out-of-memory return NULL; } ASSERT(HAS_DYNAMIC_TYPE(NativeStorage*, stagingStorage)); return static_cast(stagingStorage); } Buffer11::PackStorage *Buffer11::getPackStorage() { BufferStorage *packStorage = getBufferStorage(BUFFER_USAGE_PIXEL_PACK); if (!packStorage) { // Out-of-memory return NULL; } ASSERT(HAS_DYNAMIC_TYPE(PackStorage*, packStorage)); return static_cast(packStorage); } bool Buffer11::supportsDirectBinding() const { // Do not support direct buffers for dynamic data. The streaming buffer // offers better performance for data which changes every frame. // Check for absence of static buffer interfaces to detect dynamic data. return (mStaticVertexBuffer && mStaticIndexBuffer); } Buffer11::BufferStorage::BufferStorage(Renderer11 *renderer, BufferUsage usage) : mRenderer(renderer), mUsage(usage), mRevision(0), mBufferSize(0) { } gl::Error Buffer11::BufferStorage::setData(const uint8_t *data, size_t offset, size_t size) { ASSERT(isMappable()); uint8_t *writePointer = map(offset, size, GL_MAP_WRITE_BIT); if (!writePointer) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal buffer."); } memcpy(writePointer, data, size); unmap(); return gl::Error(GL_NO_ERROR); } Buffer11::NativeStorage::NativeStorage(Renderer11 *renderer, BufferUsage usage) : BufferStorage(renderer, usage), mNativeStorage(NULL) { } Buffer11::NativeStorage::~NativeStorage() { SafeRelease(mNativeStorage); } // Returns true if it recreates the direct buffer bool Buffer11::NativeStorage::copyFromStorage(BufferStorage *source, size_t sourceOffset, size_t size, size_t destOffset) { ID3D11DeviceContext *context = mRenderer->getDeviceContext(); size_t requiredSize = sourceOffset + size; bool createBuffer = !mNativeStorage || mBufferSize < requiredSize; // (Re)initialize D3D buffer if needed if (createBuffer) { bool preserveData = (destOffset > 0); resize(source->getSize(), preserveData); } if (source->getUsage() == BUFFER_USAGE_PIXEL_PACK || source->getUsage() == BUFFER_USAGE_SYSTEM_MEMORY) { ASSERT(source->isMappable()); uint8_t *sourcePointer = source->map(sourceOffset, size, GL_MAP_READ_BIT); D3D11_MAPPED_SUBRESOURCE mappedResource; HRESULT hr = context->Map(mNativeStorage, 0, D3D11_MAP_WRITE, 0, &mappedResource); UNUSED_ASSERTION_VARIABLE(hr); ASSERT(SUCCEEDED(hr)); uint8_t *destPointer = static_cast(mappedResource.pData) + destOffset; // Offset bounds are validated at the API layer ASSERT(sourceOffset + size <= destOffset + mBufferSize); memcpy(destPointer, sourcePointer, size); context->Unmap(mNativeStorage, 0); source->unmap(); } else { ASSERT(HAS_DYNAMIC_TYPE(NativeStorage*, source)); D3D11_BOX srcBox; srcBox.left = sourceOffset; srcBox.right = sourceOffset + size; srcBox.top = 0; srcBox.bottom = 1; srcBox.front = 0; srcBox.back = 1; ASSERT(HAS_DYNAMIC_TYPE(NativeStorage*, source)); ID3D11Buffer *sourceBuffer = static_cast(source)->getNativeStorage(); context->CopySubresourceRegion(mNativeStorage, 0, destOffset, 0, 0, sourceBuffer, 0, &srcBox); } return createBuffer; } gl::Error Buffer11::NativeStorage::resize(size_t size, bool preserveData) { ID3D11Device *device = mRenderer->getDevice(); ID3D11DeviceContext *context = mRenderer->getDeviceContext(); D3D11_BUFFER_DESC bufferDesc; fillBufferDesc(&bufferDesc, mRenderer, mUsage, size); ID3D11Buffer *newBuffer; HRESULT result = device->CreateBuffer(&bufferDesc, NULL, &newBuffer); if (FAILED(result)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer, result: 0x%X.", result); } if (mNativeStorage && preserveData) { // We don't call resize if the buffer is big enough already. ASSERT(mBufferSize <= size); D3D11_BOX srcBox; srcBox.left = 0; srcBox.right = mBufferSize; srcBox.top = 0; srcBox.bottom = 1; srcBox.front = 0; srcBox.back = 1; context->CopySubresourceRegion(newBuffer, 0, 0, 0, 0, mNativeStorage, 0, &srcBox); } // No longer need the old buffer SafeRelease(mNativeStorage); mNativeStorage = newBuffer; mBufferSize = bufferDesc.ByteWidth; return gl::Error(GL_NO_ERROR); } void Buffer11::NativeStorage::fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Renderer11 *renderer, BufferUsage usage, unsigned int bufferSize) { bufferDesc->ByteWidth = bufferSize; bufferDesc->MiscFlags = 0; bufferDesc->StructureByteStride = 0; switch (usage) { case BUFFER_USAGE_STAGING: bufferDesc->Usage = D3D11_USAGE_STAGING; bufferDesc->BindFlags = 0; bufferDesc->CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; break; case BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK: bufferDesc->Usage = D3D11_USAGE_DEFAULT; bufferDesc->BindFlags = D3D11_BIND_VERTEX_BUFFER; if (renderer->isES3Capable()) { bufferDesc->BindFlags |= D3D11_BIND_STREAM_OUTPUT; } bufferDesc->CPUAccessFlags = 0; break; case BUFFER_USAGE_INDEX: bufferDesc->Usage = D3D11_USAGE_DEFAULT; bufferDesc->BindFlags = D3D11_BIND_INDEX_BUFFER; bufferDesc->CPUAccessFlags = 0; break; case BUFFER_USAGE_PIXEL_UNPACK: bufferDesc->Usage = D3D11_USAGE_DEFAULT; bufferDesc->BindFlags = D3D11_BIND_SHADER_RESOURCE; bufferDesc->CPUAccessFlags = 0; break; case BUFFER_USAGE_UNIFORM: bufferDesc->Usage = D3D11_USAGE_DYNAMIC; bufferDesc->BindFlags = D3D11_BIND_CONSTANT_BUFFER; bufferDesc->CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // Constant buffers must be of a limited size, and aligned to 16 byte boundaries // For our purposes we ignore any buffer data past the maximum constant buffer size bufferDesc->ByteWidth = roundUp(bufferDesc->ByteWidth, 16u); bufferDesc->ByteWidth = std::min(bufferDesc->ByteWidth, renderer->getRendererCaps().maxUniformBlockSize); break; default: UNREACHABLE(); } } uint8_t *Buffer11::NativeStorage::map(size_t offset, size_t length, GLbitfield access) { ASSERT(mUsage == BUFFER_USAGE_STAGING); D3D11_MAPPED_SUBRESOURCE mappedResource; ID3D11DeviceContext *context = mRenderer->getDeviceContext(); D3D11_MAP d3dMapType = gl_d3d11::GetD3DMapTypeFromBits(access); UINT d3dMapFlag = ((access & GL_MAP_UNSYNCHRONIZED_BIT) != 0 ? D3D11_MAP_FLAG_DO_NOT_WAIT : 0); HRESULT result = context->Map(mNativeStorage, 0, d3dMapType, d3dMapFlag, &mappedResource); UNUSED_ASSERTION_VARIABLE(result); ASSERT(SUCCEEDED(result)); return static_cast(mappedResource.pData) + offset; } void Buffer11::NativeStorage::unmap() { ASSERT(mUsage == BUFFER_USAGE_STAGING); ID3D11DeviceContext *context = mRenderer->getDeviceContext(); context->Unmap(mNativeStorage, 0); } Buffer11::PackStorage::PackStorage(Renderer11 *renderer) : BufferStorage(renderer, BUFFER_USAGE_PIXEL_PACK), mStagingTexture(NULL), mTextureFormat(DXGI_FORMAT_UNKNOWN), mQueuedPackCommand(NULL), mDataModified(false) { } Buffer11::PackStorage::~PackStorage() { SafeRelease(mStagingTexture); SafeDelete(mQueuedPackCommand); } bool Buffer11::PackStorage::copyFromStorage(BufferStorage *source, size_t sourceOffset, size_t size, size_t destOffset) { // We copy through a staging buffer when drawing with a pack buffer, // or for other cases where we access the pack buffer UNREACHABLE(); return false; } gl::Error Buffer11::PackStorage::resize(size_t size, bool preserveData) { if (size != mBufferSize) { if (!mMemoryBuffer.resize(size)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to resize internal buffer storage."); } mBufferSize = size; } return gl::Error(GL_NO_ERROR); } uint8_t *Buffer11::PackStorage::map(size_t offset, size_t length, GLbitfield access) { ASSERT(offset + length <= getSize()); // TODO: fast path // We might be able to optimize out one or more memcpy calls by detecting when // and if D3D packs the staging texture memory identically to how we would fill // the pack buffer according to the current pack state. gl::Error error = flushQueuedPackCommand(); if (error.isError()) { return NULL; } mDataModified = (mDataModified || (access & GL_MAP_WRITE_BIT) != 0); return mMemoryBuffer.data() + offset; } void Buffer11::PackStorage::unmap() { // No-op } gl::Error Buffer11::PackStorage::packPixels(ID3D11Texture2D *srcTexure, UINT srcSubresource, const PackPixelsParams ¶ms) { gl::Error error = flushQueuedPackCommand(); if (error.isError()) { return error; } mQueuedPackCommand = new PackPixelsParams(params); D3D11_TEXTURE2D_DESC textureDesc; srcTexure->GetDesc(&textureDesc); if (mStagingTexture != NULL && (mTextureFormat != textureDesc.Format || mTextureSize.width != params.area.width || mTextureSize.height != params.area.height)) { SafeRelease(mStagingTexture); mTextureSize.width = 0; mTextureSize.height = 0; mTextureFormat = DXGI_FORMAT_UNKNOWN; } if (mStagingTexture == NULL) { ID3D11Device *device = mRenderer->getDevice(); HRESULT hr; mTextureSize.width = params.area.width; mTextureSize.height = params.area.height; mTextureFormat = textureDesc.Format; D3D11_TEXTURE2D_DESC stagingDesc; stagingDesc.Width = params.area.width; stagingDesc.Height = params.area.height; stagingDesc.MipLevels = 1; stagingDesc.ArraySize = 1; stagingDesc.Format = mTextureFormat; stagingDesc.SampleDesc.Count = 1; stagingDesc.SampleDesc.Quality = 0; stagingDesc.Usage = D3D11_USAGE_STAGING; stagingDesc.BindFlags = 0; stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; stagingDesc.MiscFlags = 0; hr = device->CreateTexture2D(&stagingDesc, NULL, &mStagingTexture); if (FAILED(hr)) { ASSERT(hr == E_OUTOFMEMORY); return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal staging texture."); } } // ReadPixels from multisampled FBOs isn't supported in current GL ASSERT(textureDesc.SampleDesc.Count <= 1); ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext(); D3D11_BOX srcBox; srcBox.left = params.area.x; srcBox.right = params.area.x + params.area.width; srcBox.top = params.area.y; srcBox.bottom = params.area.y + params.area.height; srcBox.front = 0; srcBox.back = 1; // Asynchronous copy immediateContext->CopySubresourceRegion(mStagingTexture, 0, 0, 0, 0, srcTexure, srcSubresource, &srcBox); return gl::Error(GL_NO_ERROR); } gl::Error Buffer11::PackStorage::flushQueuedPackCommand() { ASSERT(mMemoryBuffer.size() > 0); if (mQueuedPackCommand) { gl::Error error = mRenderer->packPixels(mStagingTexture, *mQueuedPackCommand, mMemoryBuffer.data()); SafeDelete(mQueuedPackCommand); if (error.isError()) { return error; } } return gl::Error(GL_NO_ERROR); } Buffer11::SystemMemoryStorage::SystemMemoryStorage(Renderer11 *renderer) : Buffer11::BufferStorage(renderer, BUFFER_USAGE_SYSTEM_MEMORY) {} bool Buffer11::SystemMemoryStorage::copyFromStorage(BufferStorage *source, size_t sourceOffset, size_t size, size_t destOffset) { ASSERT(source->isMappable()); const uint8_t *sourceData = source->map(sourceOffset, size, GL_MAP_READ_BIT); ASSERT(destOffset + size <= mSystemCopy.size()); memcpy(mSystemCopy.data() + destOffset, sourceData, size); source->unmap(); return true; } gl::Error Buffer11::SystemMemoryStorage::resize(size_t size, bool preserveData) { if (mSystemCopy.size() < size) { if (!mSystemCopy.resize(size)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to resize SystemMemoryStorage"); } mBufferSize = size; } return gl::Error(GL_NO_ERROR); } uint8_t *Buffer11::SystemMemoryStorage::map(size_t offset, size_t length, GLbitfield access) { ASSERT(!mSystemCopy.empty() && offset + length <= mSystemCopy.size()); return mSystemCopy.data() + offset; } void Buffer11::SystemMemoryStorage::unmap() { // No-op } }