// // 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.h: Defines the rx::Buffer11 class which implements rx::BufferImpl via rx::BufferD3D. #ifndef LIBANGLE_RENDERER_D3D_D3D11_BUFFER11_H_ #define LIBANGLE_RENDERER_D3D_D3D11_BUFFER11_H_ #include #include #include "libANGLE/angletypes.h" #include "libANGLE/renderer/d3d/BufferD3D.h" #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" namespace gl { class FramebufferAttachment; } namespace rx { struct PackPixelsParams; class Renderer11; struct SourceIndexData; struct TranslatedAttribute; // The order of this enum governs priority of 'getLatestBufferStorage'. enum BufferUsage { BUFFER_USAGE_SYSTEM_MEMORY, BUFFER_USAGE_STAGING, BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK, BUFFER_USAGE_INDEX, // TODO: possibly share this buffer type with shader storage buffers. BUFFER_USAGE_INDIRECT, BUFFER_USAGE_PIXEL_UNPACK, BUFFER_USAGE_PIXEL_PACK, BUFFER_USAGE_UNIFORM, BUFFER_USAGE_EMULATED_INDEXED_VERTEX, BUFFER_USAGE_COUNT, }; typedef size_t DataRevision; class Buffer11 : public BufferD3D { public: Buffer11(const gl::BufferState &state, Renderer11 *renderer); ~Buffer11() override; gl::ErrorOrResult getBuffer(const gl::Context *context, BufferUsage usage); gl::ErrorOrResult getEmulatedIndexedBuffer(const gl::Context *context, SourceIndexData *indexInfo, const TranslatedAttribute &attribute, GLint startVertex); gl::Error getConstantBufferRange(const gl::Context *context, GLintptr offset, GLsizeiptr size, const d3d11::Buffer **bufferOut, UINT *firstConstantOut, UINT *numConstantsOut); gl::ErrorOrResult getSRV(const gl::Context *context, DXGI_FORMAT srvFormat); bool isMapped() const { return mMappedStorage != nullptr; } gl::Error packPixels(const gl::Context *context, const gl::FramebufferAttachment &readAttachment, const PackPixelsParams ¶ms); size_t getTotalCPUBufferMemoryBytes() const; // BufferD3D implementation size_t getSize() const override; bool supportsDirectBinding() const override; gl::Error getData(const gl::Context *context, const uint8_t **outData) override; void initializeStaticData(const gl::Context *context) override; void invalidateStaticData(const gl::Context *context) override; // BufferImpl implementation gl::Error setData(const gl::Context *context, gl::BufferBinding target, const void *data, size_t size, gl::BufferUsage usage) override; gl::Error setSubData(const gl::Context *context, gl::BufferBinding target, const void *data, size_t size, size_t offset) override; gl::Error copySubData(const gl::Context *context, BufferImpl *source, GLintptr sourceOffset, GLintptr destOffset, GLsizeiptr size) override; gl::Error map(const gl::Context *context, GLenum access, void **mapPtr) override; gl::Error mapRange(const gl::Context *context, size_t offset, size_t length, GLbitfield access, void **mapPtr) override; gl::Error unmap(const gl::Context *context, GLboolean *result) override; gl::Error markTransformFeedbackUsage(const gl::Context *context) override; // We use two set of dirty events. Static buffers are marked dirty whenever // data changes, because they must be re-translated. Direct buffers only need to be // updated when the underlying ID3D11Buffer pointer changes - hopefully far less often. OnBufferDataDirtyChannel *getStaticBroadcastChannel(); OnBufferDataDirtyChannel *getDirectBroadcastChannel(); private: class BufferStorage; class EmulatedIndexedStorage; class NativeStorage; class PackStorage; class SystemMemoryStorage; struct ConstantBufferCacheEntry { ConstantBufferCacheEntry() : storage(nullptr), lruCount(0) {} BufferStorage *storage; unsigned int lruCount; }; void markBufferUsage(BufferUsage usage); gl::Error garbageCollection(const gl::Context *context, BufferUsage currentUsage); gl::ErrorOrResult getStagingStorage(const gl::Context *context); gl::ErrorOrResult getPackStorage(const gl::Context *context); gl::ErrorOrResult getSystemMemoryStorage(const gl::Context *context); gl::Error updateBufferStorage(const gl::Context *context, BufferStorage *storage, size_t sourceOffset, size_t storageSize); gl::ErrorOrResult getBufferStorage(const gl::Context *context, BufferUsage usage); gl::ErrorOrResult getLatestBufferStorage(const gl::Context *context) const; gl::ErrorOrResult getConstantBufferRangeStorage(const gl::Context *context, GLintptr offset, GLsizeiptr size); BufferStorage *allocateStorage(BufferUsage usage); void updateDeallocThreshold(BufferUsage usage); // Free the storage if we decide it isn't being used very often. gl::Error checkForDeallocation(const gl::Context *context, BufferUsage usage); // For some cases of uniform buffer storage, we can't deallocate system memory storage. bool canDeallocateSystemMemory() const; // Updates data revisions and latest storage. void onCopyStorage(BufferStorage *dest, BufferStorage *source); void onStorageUpdate(BufferStorage *updatedStorage); Renderer11 *mRenderer; size_t mSize; BufferStorage *mMappedStorage; // Buffer storages are sorted by usage. It's important that the latest buffer storage picks // the lowest usage in the case where two storages are tied on data revision - this ensures // we never do anything dangerous like map a uniform buffer over a staging or system memory // copy. std::array mBufferStorages; BufferStorage *mLatestBufferStorage; // These two arrays are used to track when to free unused storage. std::array mDeallocThresholds; std::array mIdleness; // Cache of D3D11 constant buffer for specific ranges of buffer data. // This is used to emulate UBO ranges on 11.0 devices. // Constant buffers are indexed by there start offset. typedef std::map ConstantBufferCache; ConstantBufferCache mConstantBufferRangeStoragesCache; size_t mConstantBufferStorageAdditionalSize; unsigned int mMaxConstantBufferLruCount; OnBufferDataDirtyChannel mStaticBroadcastChannel; OnBufferDataDirtyChannel mDirectBroadcastChannel; }; } // namespace rx #endif // LIBANGLE_RENDERER_D3D_D3D11_BUFFER11_H_