tor-browser

The Tor Browser
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BufferD3D.cpp (6102B)


      1 //
      2 // Copyright 2014 The ANGLE Project Authors. All rights reserved.
      3 // Use of this source code is governed by a BSD-style license that can be
      4 // found in the LICENSE file.
      5 //
      6 
      7 // BufferD3D.cpp Defines common functionality between the Buffer9 and Buffer11 classes.
      8 
      9 #include "libANGLE/renderer/d3d/BufferD3D.h"
     10 
     11 #include "common/mathutil.h"
     12 #include "common/utilities.h"
     13 #include "libANGLE/renderer/d3d/IndexBuffer.h"
     14 #include "libANGLE/renderer/d3d/RendererD3D.h"
     15 #include "libANGLE/renderer/d3d/VertexBuffer.h"
     16 
     17 namespace rx
     18 {
     19 
     20 unsigned int BufferD3D::mNextSerial = 1;
     21 
     22 BufferD3D::BufferD3D(const gl::BufferState &state, BufferFactoryD3D *factory)
     23    : BufferImpl(state),
     24      mFactory(factory),
     25      mStaticIndexBuffer(nullptr),
     26      mStaticBufferCacheTotalSize(0),
     27      mStaticVertexBufferOutOfDate(false),
     28      mUnmodifiedDataUse(0),
     29      mUsage(D3DBufferUsage::STATIC)
     30 {
     31    updateSerial();
     32 }
     33 
     34 BufferD3D::~BufferD3D()
     35 {
     36    SafeDelete(mStaticIndexBuffer);
     37 }
     38 
     39 void BufferD3D::emptyStaticBufferCache()
     40 {
     41    mStaticVertexBuffers.clear();
     42    mStaticBufferCacheTotalSize = 0;
     43 }
     44 
     45 void BufferD3D::updateSerial()
     46 {
     47    mSerial = mNextSerial++;
     48 }
     49 
     50 void BufferD3D::updateD3DBufferUsage(const gl::Context *context, gl::BufferUsage usage)
     51 {
     52    switch (usage)
     53    {
     54        case gl::BufferUsage::StaticCopy:
     55        case gl::BufferUsage::StaticDraw:
     56        case gl::BufferUsage::StaticRead:
     57        case gl::BufferUsage::DynamicCopy:
     58        case gl::BufferUsage::DynamicRead:
     59        case gl::BufferUsage::StreamCopy:
     60        case gl::BufferUsage::StreamRead:
     61            mUsage = D3DBufferUsage::STATIC;
     62            initializeStaticData(context);
     63            break;
     64 
     65        case gl::BufferUsage::DynamicDraw:
     66        case gl::BufferUsage::StreamDraw:
     67            mUsage = D3DBufferUsage::DYNAMIC;
     68            break;
     69        default:
     70            UNREACHABLE();
     71    }
     72 }
     73 
     74 void BufferD3D::initializeStaticData(const gl::Context *context)
     75 {
     76    if (mStaticVertexBuffers.empty())
     77    {
     78        StaticVertexBufferInterface *newStaticBuffer = new StaticVertexBufferInterface(mFactory);
     79        mStaticVertexBuffers.push_back(
     80            std::unique_ptr<StaticVertexBufferInterface>(newStaticBuffer));
     81    }
     82    if (!mStaticIndexBuffer)
     83    {
     84        mStaticIndexBuffer = new StaticIndexBufferInterface(mFactory);
     85    }
     86 }
     87 
     88 StaticIndexBufferInterface *BufferD3D::getStaticIndexBuffer()
     89 {
     90    return mStaticIndexBuffer;
     91 }
     92 
     93 StaticVertexBufferInterface *BufferD3D::getStaticVertexBuffer(const gl::VertexAttribute &attribute,
     94                                                              const gl::VertexBinding &binding)
     95 {
     96    if (mStaticVertexBuffers.empty())
     97    {
     98        // Early out if there aren't any static buffers at all
     99        return nullptr;
    100    }
    101 
    102    // Early out, the attribute can be added to mStaticVertexBuffer.
    103    if (mStaticVertexBuffers.size() == 1 && mStaticVertexBuffers[0]->empty())
    104    {
    105        return mStaticVertexBuffers[0].get();
    106    }
    107 
    108    // Cache size limiting: track the total allocated buffer sizes.
    109    size_t currentTotalSize = 0;
    110 
    111    // At this point, see if any of the existing static buffers contains the attribute data
    112    // If there is a cached static buffer that already contains the attribute, then return it
    113    for (const auto &staticBuffer : mStaticVertexBuffers)
    114    {
    115        if (staticBuffer->matchesAttribute(attribute, binding))
    116        {
    117            return staticBuffer.get();
    118        }
    119 
    120        currentTotalSize += staticBuffer->getBufferSize();
    121    }
    122 
    123    // Cache size limiting: Clean-up threshold is four times the base buffer size, with a minimum.
    124    ASSERT(getSize() < std::numeric_limits<size_t>::max() / 4u);
    125    size_t sizeThreshold = std::max(getSize() * 4u, static_cast<size_t>(0x1000u));
    126 
    127    // If we're past the threshold, clear the buffer cache. Note that this will release buffers
    128    // that are currenly bound, and in an edge case can even translate the same attribute twice
    129    // in the same draw call. It will not delete currently bound buffers, however, because they
    130    // are ref counted.
    131    if (currentTotalSize > sizeThreshold)
    132    {
    133        emptyStaticBufferCache();
    134    }
    135 
    136    // At this point, we must create a new static buffer for the attribute data.
    137    StaticVertexBufferInterface *newStaticBuffer = new StaticVertexBufferInterface(mFactory);
    138    newStaticBuffer->setAttribute(attribute, binding);
    139    mStaticVertexBuffers.push_back(std::unique_ptr<StaticVertexBufferInterface>(newStaticBuffer));
    140    return newStaticBuffer;
    141 }
    142 
    143 void BufferD3D::invalidateStaticData(const gl::Context *context)
    144 {
    145    emptyStaticBufferCache();
    146 
    147    if (mStaticIndexBuffer && mStaticIndexBuffer->getBufferSize() != 0)
    148    {
    149        SafeDelete(mStaticIndexBuffer);
    150    }
    151 
    152    // If the buffer was created with a static usage then we recreate the static
    153    // buffers so that they are populated the next time we use this buffer.
    154    if (mUsage == D3DBufferUsage::STATIC)
    155    {
    156        initializeStaticData(context);
    157    }
    158 
    159    mUnmodifiedDataUse = 0;
    160 }
    161 
    162 // Creates static buffers if sufficient used data has been left unmodified
    163 void BufferD3D::promoteStaticUsage(const gl::Context *context, size_t dataSize)
    164 {
    165    if (mUsage == D3DBufferUsage::DYNAMIC)
    166    {
    167        // Note: This is not a safe math operation. 'dataSize' can come from the app.
    168        mUnmodifiedDataUse += dataSize;
    169 
    170        if (mUnmodifiedDataUse > 3 * getSize())
    171        {
    172            updateD3DBufferUsage(context, gl::BufferUsage::StaticDraw);
    173        }
    174    }
    175 }
    176 
    177 angle::Result BufferD3D::getIndexRange(const gl::Context *context,
    178                                       gl::DrawElementsType type,
    179                                       size_t offset,
    180                                       size_t count,
    181                                       bool primitiveRestartEnabled,
    182                                       gl::IndexRange *outRange)
    183 {
    184    const uint8_t *data = nullptr;
    185    ANGLE_TRY(getData(context, &data));
    186 
    187    *outRange = gl::ComputeIndexRange(type, data + offset, count, primitiveRestartEnabled);
    188    return angle::Result::Continue;
    189 }
    190 
    191 }  // namespace rx