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Buffer11.cpp
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//
// 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 <memory>
#include "common/MemoryBuffer.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/d3d/IndexDataManager.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
#include "libANGLE/renderer/d3d/d3d11/Context11.h"
#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include "libANGLE/renderer/renderer_utils.h"
namespace rx
{
namespace
{
template <typename T>
GLuint ReadIndexValueFromIndices(const uint8_t *data, size_t index)
{
return reinterpret_cast<const T *>(data)[index];
}
typedef GLuint (*ReadIndexValueFunction)(const uint8_t *data, size_t index);
enum class CopyResult
{
RECREATED,
NOT_RECREATED,
};
void CalculateConstantBufferParams(GLintptr offset,
GLsizeiptr size,
UINT *outFirstConstant,
UINT *outNumConstants)
{
// The offset must be aligned to 256 bytes (should have been enforced by glBindBufferRange).
ASSERT(offset % 256 == 0);
// firstConstant and numConstants are expressed in constants of 16-bytes. Furthermore they must
// be a multiple of 16 constants.
*outFirstConstant = static_cast<UINT>(offset / 16);
// The GL size is not required to be aligned to a 256 bytes boundary.
// Round the size up to a 256 bytes boundary then express the results in constants of 16-bytes.
*outNumConstants = static_cast<UINT>(rx::roundUp(size, static_cast<GLsizeiptr>(256)) / 16);
// Since the size is rounded up, firstConstant + numConstants may be bigger than the actual size
// of the buffer. This behaviour is explictly allowed according to the documentation on
// ID3D11DeviceContext1::PSSetConstantBuffers1
// https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx
}
} // anonymous namespace
namespace gl_d3d11
{
D3D11_MAP GetD3DMapTypeFromBits(BufferUsage usage, 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)
{
// Special case for uniform storage - we only allow full buffer updates.
return usage == BUFFER_USAGE_UNIFORM || usage == BUFFER_USAGE_STRUCTURED
? D3D11_MAP_WRITE_DISCARD
: D3D11_MAP_WRITE;
}
else if (writeBit && readBit)
{
return D3D11_MAP_READ_WRITE;
}
else
{
UNREACHABLE();
return D3D11_MAP_READ;
}
}
} // namespace gl_d3d11
// 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 isCPUAccessible(GLbitfield access) const = 0;
virtual bool isGPUAccessible() const = 0;
virtual angle::Result copyFromStorage(const gl::Context *context,
BufferStorage *source,
size_t sourceOffset,
size_t size,
size_t destOffset,
CopyResult *resultOut) = 0;
virtual angle::Result resize(const gl::Context *context, size_t size, bool preserveData) = 0;
virtual angle::Result map(const gl::Context *context,
size_t offset,
size_t length,
GLbitfield access,
uint8_t **mapPointerOut) = 0;
virtual void unmap() = 0;
angle::Result setData(const gl::Context *context,
const uint8_t *data,
size_t offset,
size_t size);
void setStructureByteStride(unsigned int structureByteStride);
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, const angle::Subject *onStorageChanged);
~NativeStorage() override;
bool isCPUAccessible(GLbitfield access) const override;
bool isGPUAccessible() const override { return true; }
const d3d11::Buffer &getBuffer() const { return mBuffer; }
angle::Result copyFromStorage(const gl::Context *context,
BufferStorage *source,
size_t sourceOffset,
size_t size,
size_t destOffset,
CopyResult *resultOut) override;
angle::Result resize(const gl::Context *context, size_t size, bool preserveData) override;
angle::Result map(const gl::Context *context,
size_t offset,
size_t length,
GLbitfield access,
uint8_t **mapPointerOut) override;
void unmap() override;
angle::Result getSRVForFormat(const gl::Context *context,
DXGI_FORMAT srvFormat,
const d3d11::ShaderResourceView **srvOut);
angle::Result getRawUAV(const gl::Context *context,
unsigned int offset,
unsigned int size,
d3d11::UnorderedAccessView **uavOut);
protected:
d3d11::Buffer mBuffer;
const angle::Subject *mOnStorageChanged;
private:
static void FillBufferDesc(D3D11_BUFFER_DESC *bufferDesc,
Renderer11 *renderer,
BufferUsage usage,
unsigned int bufferSize);
void clearSRVs();
void clearUAVs();
std::map<DXGI_FORMAT, d3d11::ShaderResourceView> mBufferResourceViews;
std::map<std::pair<unsigned int, unsigned int>, d3d11::UnorderedAccessView> mBufferRawUAVs;
};
class Buffer11::StructuredBufferStorage : public Buffer11::NativeStorage
{
public:
StructuredBufferStorage(Renderer11 *renderer,
BufferUsage usage,
const angle::Subject *onStorageChanged);
~StructuredBufferStorage() override;
angle::Result resizeStructuredBuffer(const gl::Context *context,
unsigned int size,
unsigned int structureByteStride);
angle::Result getStructuredBufferRangeSRV(const gl::Context *context,
unsigned int offset,
unsigned int size,
unsigned int structureByteStride,
const d3d11::ShaderResourceView **bufferOut);
private:
d3d11::ShaderResourceView mStructuredBufferResourceView;
};
// A emulated indexed buffer storage represents an underlying D3D11 buffer for data
// that has been expanded to match the indices list used. This storage is only
// used for FL9_3 pointsprite rendering emulation.
class Buffer11::EmulatedIndexedStorage : public Buffer11::BufferStorage
{
public:
EmulatedIndexedStorage(Renderer11 *renderer);
~EmulatedIndexedStorage() override;
bool isCPUAccessible(GLbitfield access) const override { return true; }
bool isGPUAccessible() const override { return false; }
angle::Result getBuffer(const gl::Context *context,
SourceIndexData *indexInfo,
const TranslatedAttribute &attribute,
GLint startVertex,
const d3d11::Buffer **bufferOut);
angle::Result copyFromStorage(const gl::Context *context,
BufferStorage *source,
size_t sourceOffset,
size_t size,
size_t destOffset,
CopyResult *resultOut) override;
angle::Result resize(const gl::Context *context, size_t size, bool preserveData) override;
angle::Result map(const gl::Context *context,
size_t offset,
size_t length,
GLbitfield access,
uint8_t **mapPointerOut) override;
void unmap() override;
private:
d3d11::Buffer mBuffer; // contains expanded data for use by D3D
angle::MemoryBuffer mMemoryBuffer; // original data (not expanded)
angle::MemoryBuffer mIndicesMemoryBuffer; // indices data
};
// 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 isCPUAccessible(GLbitfield access) const override { return true; }
bool isGPUAccessible() const override { return false; }
angle::Result copyFromStorage(const gl::Context *context,
BufferStorage *source,
size_t sourceOffset,
size_t size,
size_t destOffset,
CopyResult *resultOut) override;
angle::Result resize(const gl::Context *context, size_t size, bool preserveData) override;
angle::Result map(const gl::Context *context,
size_t offset,
size_t length,
GLbitfield access,
uint8_t **mapPointerOut) override;
void unmap() override;
angle::Result packPixels(const gl::Context *context,
const gl::FramebufferAttachment &readAttachment,
const PackPixelsParams ¶ms);
private:
angle::Result flushQueuedPackCommand(const gl::Context *context);
TextureHelper11 mStagingTexture;
angle::MemoryBuffer mMemoryBuffer;
std::unique_ptr<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 isCPUAccessible(GLbitfield access) const override { return true; }
bool isGPUAccessible() const override { return false; }
angle::Result copyFromStorage(const gl::Context *context,
BufferStorage *source,
size_t sourceOffset,
size_t size,
size_t destOffset,
CopyResult *resultOut) override;
angle::Result resize(const gl::Context *context, size_t size, bool preserveData) override;
angle::Result map(const gl::Context *context,
size_t offset,
size_t length,
GLbitfield access,
uint8_t **mapPointerOut) override;
void unmap() override;
angle::MemoryBuffer *getSystemCopy() { return &mSystemCopy; }
protected:
angle::MemoryBuffer mSystemCopy;
};
Buffer11::Buffer11(const gl::BufferState &state, Renderer11 *renderer)
: BufferD3D(state, renderer),
mRenderer(renderer),
mSize(0),
mMappedStorage(nullptr),
mBufferStorages({}),
mLatestBufferStorage(nullptr),
mDeallocThresholds({}),
mIdleness({}),
mConstantBufferStorageAdditionalSize(0),
mMaxConstantBufferLruCount(0),
mStructuredBufferStorageAdditionalSize(0),
mMaxStructuredBufferLruCount(0)
{}
Buffer11::~Buffer11()
{
for (BufferStorage *&storage : mBufferStorages)
{
SafeDelete(storage);
}
for (auto &p : mConstantBufferRangeStoragesCache)
{
SafeDelete(p.second.storage);
}
for (auto &p : mStructuredBufferRangeStoragesCache)
{
SafeDelete(p.second.storage);
}
mRenderer->onBufferDelete(this);
}
angle::Result Buffer11::setData(const gl::Context *context,
gl::BufferBinding target,
const void *data,
size_t size,
gl::BufferUsage usage)
{
updateD3DBufferUsage(context, usage);
return setSubData(context, target, data, size, 0);
}
angle::Result Buffer11::getData(const gl::Context *context, const uint8_t **outData)
{
if (mSize == 0)
{
// TODO(http://anglebug.com/2840): This ensures that we don't crash or assert in robust
// buffer access behavior mode if there are buffers without any data. However, technically
// it should still be possible to draw, with fetches from this buffer returning zero.
return angle::Result::Stop;
}
SystemMemoryStorage *systemMemoryStorage = nullptr;
ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_SYSTEM_MEMORY, &systemMemoryStorage));
ASSERT(systemMemoryStorage->getSize() >= mSize);
*outData = systemMemoryStorage->getSystemCopy()->data();
return angle::Result::Continue;
}
angle::Result Buffer11::setSubData(const gl::Context *context,
gl::BufferBinding target,
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.
// Try using a constant storage for constant buffers
BufferStorage *writeBuffer = nullptr;
if (target == gl::BufferBinding::Uniform)
{
// If we are a very large uniform buffer, keep system memory storage around so that we
// aren't forced to read back from a constant buffer. We also check the workaround for
// Intel - this requires us to use system memory so we don't end up having to copy from
// a constant buffer to a staging buffer.
// TODO(jmadill): Use Context caps.
if (offset == 0 && size >= mSize &&
size <= static_cast<UINT>(mRenderer->getNativeCaps().maxUniformBlockSize) &&
!mRenderer->getFeatures().useSystemMemoryForConstantBuffers.enabled)
{
BufferStorage *latestStorage = nullptr;
ANGLE_TRY(getLatestBufferStorage(context, &latestStorage));
if (latestStorage && (latestStorage->getUsage() == BUFFER_USAGE_STRUCTURED))
{
ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_STRUCTURED, &writeBuffer));
}
else
{
ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_UNIFORM, &writeBuffer));
}
}
else
{
ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_SYSTEM_MEMORY, &writeBuffer));
}
}
else if (supportsDirectBinding())
{
ANGLE_TRY(getStagingStorage(context, &writeBuffer));
}
else
{
ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_SYSTEM_MEMORY, &writeBuffer));
}
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);
ANGLE_TRY(writeBuffer->resize(context, requiredSize, preserveData));
}
ANGLE_TRY(writeBuffer->setData(context, static_cast<const uint8_t *>(data), offset, size));
onStorageUpdate(writeBuffer);
}
mSize = std::max(mSize, requiredSize);
invalidateStaticData(context);
return angle::Result::Continue;
}
angle::Result Buffer11::copySubData(const gl::Context *context,
BufferImpl *source,
GLintptr sourceOffset,
GLintptr destOffset,
GLsizeiptr size)
{
Buffer11 *sourceBuffer = GetAs<Buffer11>(source);
ASSERT(sourceBuffer != nullptr);
BufferStorage *copyDest = nullptr;
ANGLE_TRY(getLatestBufferStorage(context, ©Dest));
if (!copyDest)
{
ANGLE_TRY(getStagingStorage(context, ©Dest));
}
BufferStorage *copySource = nullptr;
ANGLE_TRY(sourceBuffer->getLatestBufferStorage(context, ©Source));
if (!copySource)
{
ANGLE_TRY(sourceBuffer->getStagingStorage(context, ©Source));
}
ASSERT(copySource && copyDest);
// A staging buffer is needed if there is no cpu-cpu or gpu-gpu copy path avaiable.
if (!copyDest->isGPUAccessible() && !copySource->isCPUAccessible(GL_MAP_READ_BIT))
{
ANGLE_TRY(sourceBuffer->getStagingStorage(context, ©Source));
}
else if (!copySource->isGPUAccessible() && !copyDest->isCPUAccessible(GL_MAP_WRITE_BIT))
{
ANGLE_TRY(getStagingStorage(context, ©Dest));
}
// 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)
{
ANGLE_TRY(
getBufferStorage(context, BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK, ©Source));
}
else
{
ANGLE_TRY(getStagingStorage(context, ©Source));
}
}
CopyResult copyResult = CopyResult::NOT_RECREATED;
ANGLE_TRY(copyDest->copyFromStorage(context, copySource, sourceOffset, size, destOffset,
©Result));
onStorageUpdate(copyDest);
mSize = std::max<size_t>(mSize, destOffset + size);
invalidateStaticData(context);
return angle::Result::Continue;
}
angle::Result Buffer11::map(const gl::Context *context, GLenum access, void **mapPtr)
{
// GL_OES_mapbuffer uses an enum instead of a bitfield for it's access, convert to a bitfield
// and call mapRange.
ASSERT(access == GL_WRITE_ONLY_OES);
return mapRange(context, 0, mSize, GL_MAP_WRITE_BIT, mapPtr);
}
angle::Result Buffer11::mapRange(const gl::Context *context,
size_t offset,
size_t length,
GLbitfield access,
void **mapPtr)
{
ASSERT(!mMappedStorage);
BufferStorage *latestStorage = nullptr;
ANGLE_TRY(getLatestBufferStorage(context, &latestStorage));
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.
ANGLE_TRY(getStagingStorage(context, &mMappedStorage));
}
Context11 *context11 = GetImplAs<Context11>(context);
ANGLE_CHECK_GL_ALLOC(context11, mMappedStorage);
if ((access & GL_MAP_WRITE_BIT) > 0)
{
// Update the data revision immediately, since the data might be changed at any time
onStorageUpdate(mMappedStorage);
invalidateStaticData(context);
}
uint8_t *mappedBuffer = nullptr;
ANGLE_TRY(mMappedStorage->map(context, offset, length, access, &mappedBuffer));
ASSERT(mappedBuffer);
*mapPtr = static_cast<void *>(mappedBuffer);
return angle::Result::Continue;
}
angle::Result Buffer11::unmap(const gl::Context *context, GLboolean *result)
{
ASSERT(mMappedStorage);
mMappedStorage->unmap();
mMappedStorage = nullptr;
// TODO: detect if we had corruption. if so, return false.
*result = GL_TRUE;
return angle::Result::Continue;
}
angle::Result Buffer11::markTransformFeedbackUsage(const gl::Context *context)
{
ANGLE_TRY(markBufferUsage(context, BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK));
return angle::Result::Continue;
}
void Buffer11::updateDeallocThreshold(BufferUsage usage)
{
// The following strategy was tuned on the Oort online benchmark (http://oortonline.gl/)
// as well as a custom microbenchmark (IndexConversionPerfTest.Run/index_range_d3d11)
// First readback: 8 unmodified uses before we free buffer memory.
// After that, double the threshold each time until we reach the max.
if (mDeallocThresholds[usage] == 0)
{
mDeallocThresholds[usage] = 8;
}
else if (mDeallocThresholds[usage] < std::numeric_limits<unsigned int>::max() / 2u)
{
mDeallocThresholds[usage] *= 2u;
}
else
{
mDeallocThresholds[usage] = std::numeric_limits<unsigned int>::max();
}
}
// Free the storage if we decide it isn't being used very often.
angle::Result Buffer11::checkForDeallocation(const gl::Context *context, BufferUsage usage)
{
mIdleness[usage]++;
BufferStorage *&storage = mBufferStorages[usage];
if (storage != nullptr && mIdleness[usage] > mDeallocThresholds[usage])
{
BufferStorage *latestStorage = nullptr;
ANGLE_TRY(getLatestBufferStorage(context, &latestStorage));
if (latestStorage != storage)
{
SafeDelete(storage);
}
}
return angle::Result::Continue;
}
// Keep system memory when we are using it for the canonical version of data.
bool Buffer11::canDeallocateSystemMemory() const
{
// Must keep system memory on Intel.
if (mRenderer->getFeatures().useSystemMemoryForConstantBuffers.enabled)
{
return false;
}
return (!mBufferStorages[BUFFER_USAGE_UNIFORM] ||
mSize <= static_cast<size_t>(mRenderer->getNativeCaps().maxUniformBlockSize));
}
void Buffer11::markBufferUsage(BufferUsage usage)
{
mIdleness[usage] = 0;
}
angle::Result Buffer11::markBufferUsage(const gl::Context *context, BufferUsage usage)
{
BufferStorage *bufferStorage = nullptr;
ANGLE_TRY(getBufferStorage(context, usage, &bufferStorage));
if (bufferStorage)
{
onStorageUpdate(bufferStorage);
}
invalidateStaticData(context);
return angle::Result::Continue;
}
angle::Result Buffer11::garbageCollection(const gl::Context *context, BufferUsage currentUsage)
{
if (currentUsage != BUFFER_USAGE_SYSTEM_MEMORY && canDeallocateSystemMemory())
{
ANGLE_TRY(checkForDeallocation(context, BUFFER_USAGE_SYSTEM_MEMORY));
}
if (currentUsage != BUFFER_USAGE_STAGING)
{
ANGLE_TRY(checkForDeallocation(context, BUFFER_USAGE_STAGING));
}
return angle::Result::Continue;
}
angle::Result Buffer11::getBuffer(const gl::Context *context,
BufferUsage usage,
ID3D11Buffer **bufferOut)
{
NativeStorage *storage = nullptr;
ANGLE_TRY(getBufferStorage(context, usage, &storage));
*bufferOut = storage->getBuffer().get();
return angle::Result::Continue;
}
angle::Result Buffer11::getEmulatedIndexedBuffer(const gl::Context *context,
SourceIndexData *indexInfo,
const TranslatedAttribute &attribute,
GLint startVertex,
ID3D11Buffer **bufferOut)
{
ASSERT(indexInfo);
EmulatedIndexedStorage *emulatedStorage = nullptr;
ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_EMULATED_INDEXED_VERTEX, &emulatedStorage));
const d3d11::Buffer *nativeBuffer = nullptr;
ANGLE_TRY(
emulatedStorage->getBuffer(context, indexInfo, attribute, startVertex, &nativeBuffer));
*bufferOut = nativeBuffer->get();
return angle::Result::Continue;
}
angle::Result Buffer11::getConstantBufferRange(const gl::Context *context,
GLintptr offset,
GLsizeiptr size,
const d3d11::Buffer **bufferOut,
UINT *firstConstantOut,
UINT *numConstantsOut)
{
NativeStorage *bufferStorage = nullptr;
if ((offset == 0 &&
size < static_cast<GLsizeiptr>(mRenderer->getNativeCaps().maxUniformBlockSize)) ||
mRenderer->getRenderer11DeviceCaps().supportsConstantBufferOffsets)
{
ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_UNIFORM, &bufferStorage));
CalculateConstantBufferParams(offset, size, firstConstantOut, numConstantsOut);
}
else
{
ANGLE_TRY(getConstantBufferRangeStorage(context, offset, size, &bufferStorage));
*firstConstantOut = 0;
*numConstantsOut = 0;
}
*bufferOut = &bufferStorage->getBuffer();
return angle::Result::Continue;
}
angle::Result Buffer11::markRawBufferUsage(const gl::Context *context)
{
ANGLE_TRY(markBufferUsage(context, BUFFER_USAGE_RAW_UAV));
return angle::Result::Continue;
}
angle::Result Buffer11::getRawUAVRange(const gl::Context *context,
GLintptr offset,
GLsizeiptr size,
d3d11::UnorderedAccessView **uavOut)
{
NativeStorage *nativeStorage = nullptr;
ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_RAW_UAV, &nativeStorage));
return nativeStorage->getRawUAV(context, static_cast<unsigned int>(offset),
static_cast<unsigned int>(size), uavOut);
}
angle::Result Buffer11::getSRV(const gl::Context *context,
DXGI_FORMAT srvFormat,
const d3d11::ShaderResourceView **srvOut)
{
NativeStorage *nativeStorage = nullptr;
ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_PIXEL_UNPACK, &nativeStorage));
return nativeStorage->getSRVForFormat(context, srvFormat, srvOut);
}
angle::Result Buffer11::packPixels(const gl::Context *context,
const gl::FramebufferAttachment &readAttachment,
const PackPixelsParams ¶ms)
{
PackStorage *packStorage = nullptr;
ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_PIXEL_PACK, &packStorage));
ASSERT(packStorage);
ANGLE_TRY(packStorage->packPixels(context, readAttachment, params));
onStorageUpdate(packStorage);
return angle::Result::Continue;
}
size_t Buffer11::getTotalCPUBufferMemoryBytes() const
{
size_t allocationSize = 0;
BufferStorage *staging = mBufferStorages[BUFFER_USAGE_STAGING];
allocationSize += staging ? staging->getSize() : 0;
BufferStorage *sysMem = mBufferStorages[BUFFER_USAGE_SYSTEM_MEMORY];
allocationSize += sysMem ? sysMem->getSize() : 0;
return allocationSize;
}
template <typename StorageOutT>
angle::Result Buffer11::getBufferStorage(const gl::Context *context,
BufferUsage usage,
StorageOutT **storageOut)
{
ASSERT(0 <= usage && usage < BUFFER_USAGE_COUNT);
BufferStorage *&newStorage = mBufferStorages[usage];
if (!newStorage)
{
newStorage = allocateStorage(usage);
}
markBufferUsage(usage);
// resize buffer
if (newStorage->getSize() < mSize)
{
ANGLE_TRY(newStorage->resize(context, mSize, true));
}
ASSERT(newStorage);
ANGLE_TRY(updateBufferStorage(context, newStorage, 0, mSize));
ANGLE_TRY(garbageCollection(context, usage));
*storageOut = GetAs<StorageOutT>(newStorage);
return angle::Result::Continue;
}
Buffer11::BufferStorage *Buffer11::allocateStorage(BufferUsage usage)
{
updateDeallocThreshold(usage);
switch (usage)
{
case BUFFER_USAGE_PIXEL_PACK:
return new PackStorage(mRenderer);
case BUFFER_USAGE_SYSTEM_MEMORY:
return new SystemMemoryStorage(mRenderer);
case BUFFER_USAGE_EMULATED_INDEXED_VERTEX:
return new EmulatedIndexedStorage(mRenderer);
case BUFFER_USAGE_INDEX:
case BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK:
return new NativeStorage(mRenderer, usage, this);
case BUFFER_USAGE_STRUCTURED:
return new StructuredBufferStorage(mRenderer, usage, nullptr);
default:
return new NativeStorage(mRenderer, usage, nullptr);
}
}
angle::Result Buffer11::getConstantBufferRangeStorage(const gl::Context *context,
GLintptr offset,
GLsizeiptr size,
Buffer11::NativeStorage **storageOut)
{
BufferStorage *newStorage;
{
// Keep the cacheEntry in a limited scope because it may be invalidated later in the code if
// we need to reclaim some space.
BufferCacheEntry *cacheEntry = &mConstantBufferRangeStoragesCache[offset];
if (!cacheEntry->storage)
{
cacheEntry->storage = allocateStorage(BUFFER_USAGE_UNIFORM);
cacheEntry->lruCount = ++mMaxConstantBufferLruCount;
}
cacheEntry->lruCount = ++mMaxConstantBufferLruCount;
newStorage = cacheEntry->storage;
}
markBufferUsage(BUFFER_USAGE_UNIFORM);
if (newStorage->getSize() < static_cast<size_t>(size))
{
size_t maximumAllowedAdditionalSize = 2 * getSize();
size_t sizeDelta = size - newStorage->getSize();
while (mConstantBufferStorageAdditionalSize + sizeDelta > maximumAllowedAdditionalSize)
{
auto iter = std::min_element(
std::begin(mConstantBufferRangeStoragesCache),
std::end(mConstantBufferRangeStoragesCache),
[](const BufferCache::value_type &a, const BufferCache::value_type &b) {
return a.second.lruCount < b.second.lruCount;
});
ASSERT(iter->second.storage != newStorage);
ASSERT(mConstantBufferStorageAdditionalSize >= iter->second.storage->getSize());
mConstantBufferStorageAdditionalSize -= iter->second.storage->getSize();
SafeDelete(iter->second.storage);
mConstantBufferRangeStoragesCache.erase(iter);
}
ANGLE_TRY(newStorage->resize(context, size, false));
mConstantBufferStorageAdditionalSize += sizeDelta;
// We don't copy the old data when resizing the constant buffer because the data may be
// out-of-date therefore we reset the data revision and let updateBufferStorage() handle the
// copy.
newStorage->setDataRevision(0);
}
ANGLE_TRY(updateBufferStorage(context, newStorage, offset, size));
ANGLE_TRY(garbageCollection(context, BUFFER_USAGE_UNIFORM));
*storageOut = GetAs<NativeStorage>(newStorage);
return angle::Result::Continue;
}
angle::Result Buffer11::getStructuredBufferRangeSRV(const gl::Context *context,
unsigned int offset,
unsigned int size,
unsigned int structureByteStride,
const d3d11::ShaderResourceView **srvOut)
{
BufferStorage *newStorage;
{
// Keep the cacheEntry in a limited scope because it may be invalidated later in the code if
// we need to reclaim some space.
StructuredBufferKey structuredBufferKey = StructuredBufferKey(offset, structureByteStride);
BufferCacheEntry *cacheEntry = &mStructuredBufferRangeStoragesCache[structuredBufferKey];
if (!cacheEntry->storage)
{
cacheEntry->storage = allocateStorage(BUFFER_USAGE_STRUCTURED);
cacheEntry->lruCount = ++mMaxStructuredBufferLruCount;
}
cacheEntry->lruCount = ++mMaxStructuredBufferLruCount;
newStorage = cacheEntry->storage;
}
StructuredBufferStorage *structuredBufferStorage = GetAs<StructuredBufferStorage>(newStorage);
markBufferUsage(BUFFER_USAGE_STRUCTURED);
if (newStorage->getSize() < static_cast<size_t>(size))
{
size_t maximumAllowedAdditionalSize = 2 * getSize();
size_t sizeDelta = static_cast<size_t>(size) - newStorage->getSize();
while (mStructuredBufferStorageAdditionalSize + sizeDelta > maximumAllowedAdditionalSize)
{
auto iter = std::min_element(std::begin(mStructuredBufferRangeStoragesCache),
std::end(mStructuredBufferRangeStoragesCache),
[](const StructuredBufferCache::value_type &a,
const StructuredBufferCache::value_type &b) {
return a.second.lruCount < b.second.lruCount;
});
ASSERT(iter->second.storage != newStorage);
ASSERT(mStructuredBufferStorageAdditionalSize >= iter->second.storage->getSize());
mStructuredBufferStorageAdditionalSize -= iter->second.storage->getSize();
SafeDelete(iter->second.storage);
mStructuredBufferRangeStoragesCache.erase(iter);
}
ANGLE_TRY(
structuredBufferStorage->resizeStructuredBuffer(context, size, structureByteStride));
mStructuredBufferStorageAdditionalSize += sizeDelta;
// We don't copy the old data when resizing the structured buffer because the data may be
// out-of-date therefore we reset the data revision and let updateBufferStorage() handle the
// copy.
newStorage->setDataRevision(0);
}
ANGLE_TRY(updateBufferStorage(context, newStorage, offset, static_cast<size_t>(size)));
ANGLE_TRY(garbageCollection(context, BUFFER_USAGE_STRUCTURED));
ANGLE_TRY(structuredBufferStorage->getStructuredBufferRangeSRV(context, offset, size,
structureByteStride, srvOut));
return angle::Result::Continue;
}
angle::Result Buffer11::updateBufferStorage(const gl::Context *context,
BufferStorage *storage,
size_t sourceOffset,
size_t storageSize)
{
BufferStorage *latestBuffer = nullptr;
ANGLE_TRY(getLatestBufferStorage(context, &latestBuffer));
ASSERT(storage);
if (!latestBuffer)
{
onStorageUpdate(storage);
return angle::Result::Continue;
}
if (latestBuffer->getDataRevision() <= storage->getDataRevision())
{
return angle::Result::Continue;
}
// 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 &&
storage->getUsage() != BUFFER_USAGE_STAGING &&
(!latestBuffer->isCPUAccessible(GL_MAP_READ_BIT) ||
!storage->isCPUAccessible(GL_MAP_WRITE_BIT)))
{
NativeStorage *stagingBuffer = nullptr;
ANGLE_TRY(getStagingStorage(context, &stagingBuffer));
CopyResult copyResult = CopyResult::NOT_RECREATED;
ANGLE_TRY(stagingBuffer->copyFromStorage(context, latestBuffer, 0, latestBuffer->getSize(),
0, ©Result));
onCopyStorage(stagingBuffer, latestBuffer);
latestBuffer = stagingBuffer;
}
CopyResult copyResult = CopyResult::NOT_RECREATED;
ANGLE_TRY(
storage->copyFromStorage(context, latestBuffer, sourceOffset, storageSize, 0, ©Result));
// If the D3D buffer has been recreated, we should update our serial.
if (copyResult == CopyResult::RECREATED)
{
updateSerial();
}
onCopyStorage(storage, latestBuffer);
return angle::Result::Continue;
}
angle::Result Buffer11::getLatestBufferStorage(const gl::Context *context,
Buffer11::BufferStorage **storageOut) const
{
// resize buffer
if (mLatestBufferStorage && mLatestBufferStorage->getSize() < mSize)
{
ANGLE_TRY(mLatestBufferStorage->resize(context, mSize, true));
}
*storageOut = mLatestBufferStorage;
return angle::Result::Continue;
}
template <typename StorageOutT>
angle::Result Buffer11::getStagingStorage(const gl::Context *context, StorageOutT **storageOut)
{
return getBufferStorage(context, BUFFER_USAGE_STAGING, storageOut);
}
size_t Buffer11::getSize() const
{
return mSize;
}
bool Buffer11::supportsDirectBinding() const
{
// Do not support direct buffers for dynamic data. The streaming buffer
// offers better performance for data which changes every frame.
return (mUsage == D3DBufferUsage::STATIC);
}
void Buffer11::initializeStaticData(const gl::Context *context)
{
BufferD3D::initializeStaticData(context);
onStateChange(angle::SubjectMessage::SubjectChanged);
}
void Buffer11::invalidateStaticData(const gl::Context *context)
{
BufferD3D::invalidateStaticData(context);
onStateChange(angle::SubjectMessage::SubjectChanged);
}
void Buffer11::onCopyStorage(BufferStorage *dest, BufferStorage *source)
{
ASSERT(source && mLatestBufferStorage);
dest->setDataRevision(source->getDataRevision());
// Only update the latest buffer storage if our usage index is lower. See comment in header.
if (dest->getUsage() < mLatestBufferStorage->getUsage())
{
mLatestBufferStorage = dest;
}
}
void Buffer11::onStorageUpdate(BufferStorage *updatedStorage)
{
updatedStorage->setDataRevision(updatedStorage->getDataRevision() + 1);
mLatestBufferStorage = updatedStorage;
}
// Buffer11::BufferStorage implementation
Buffer11::BufferStorage::BufferStorage(Renderer11 *renderer, BufferUsage usage)
: mRenderer(renderer), mRevision(0), mUsage(usage), mBufferSize(0)
{}
angle::Result Buffer11::BufferStorage::setData(const gl::Context *context,
const uint8_t *data,
size_t offset,
size_t size)
{
ASSERT(isCPUAccessible(GL_MAP_WRITE_BIT));
// Uniform storage can have a different internal size than the buffer size. Ensure we don't
// overflow.
size_t mapSize = std::min(size, mBufferSize - offset);
uint8_t *writePointer = nullptr;
ANGLE_TRY(map(context, offset, mapSize, GL_MAP_WRITE_BIT, &writePointer));
memcpy(writePointer, data, mapSize);
unmap();
return angle::Result::Continue;
}
// Buffer11::NativeStorage implementation
Buffer11::NativeStorage::NativeStorage(Renderer11 *renderer,
BufferUsage usage,
const angle::Subject *onStorageChanged)
: BufferStorage(renderer, usage), mBuffer(), mOnStorageChanged(onStorageChanged)
{}
Buffer11::NativeStorage::~NativeStorage()
{
clearSRVs();
clearUAVs();
}
bool Buffer11::NativeStorage::isCPUAccessible(GLbitfield access) const
{
if ((access & GL_MAP_READ_BIT) != 0)
{
// Read is more exclusive than write mappability.
return (mUsage == BUFFER_USAGE_STAGING);
}
ASSERT((access & GL_MAP_WRITE_BIT) != 0);
return (mUsage == BUFFER_USAGE_STAGING || mUsage == BUFFER_USAGE_UNIFORM ||
mUsage == BUFFER_USAGE_STRUCTURED);
}
// Returns true if it recreates the direct buffer
angle::Result Buffer11::NativeStorage::copyFromStorage(const gl::Context *context,
BufferStorage *source,
size_t sourceOffset,
size_t size,
size_t destOffset,
CopyResult *resultOut)
{
size_t requiredSize = destOffset + size;
// (Re)initialize D3D buffer if needed
bool preserveData = (destOffset > 0);
if (!mBuffer.valid() || mBufferSize < requiredSize)
{
ANGLE_TRY(resize(context, requiredSize, preserveData));
*resultOut = CopyResult::RECREATED;
}
else
{
*resultOut = CopyResult::NOT_RECREATED;
}
size_t clampedSize = size;
if (mUsage == BUFFER_USAGE_UNIFORM)
{
clampedSize = std::min(clampedSize, mBufferSize - destOffset);
}
if (clampedSize == 0)
{
return angle::Result::Continue;
}
if (source->getUsage() == BUFFER_USAGE_PIXEL_PACK ||
source->getUsage() == BUFFER_USAGE_SYSTEM_MEMORY)
{
ASSERT(source->isCPUAccessible(GL_MAP_READ_BIT) && isCPUAccessible(GL_MAP_WRITE_BIT));
// Uniform buffers must be mapped with write/discard.
ASSERT(!(preserveData && mUsage == BUFFER_USAGE_UNIFORM));
uint8_t *sourcePointer = nullptr;
ANGLE_TRY(source->map(context, sourceOffset, clampedSize, GL_MAP_READ_BIT, &sourcePointer));
auto err = setData(context, sourcePointer, destOffset, clampedSize);
source->unmap();
ANGLE_TRY(err);
}
else
{
D3D11_BOX srcBox;
srcBox.left = static_cast<unsigned int>(sourceOffset);
srcBox.right = static_cast<unsigned int>(sourceOffset + clampedSize);
srcBox.top = 0;
srcBox.bottom = 1;
srcBox.front = 0;
srcBox.back = 1;
const d3d11::Buffer *sourceBuffer = &GetAs<NativeStorage>(source)->getBuffer();
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();