gfx/angle/src/libGLESv2/renderer/BufferStorage11.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/angle/src/libGLESv2/renderer/BufferStorage11.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,358 @@
     1.4 +#include "precompiled.h"
     1.5 +//
     1.6 +// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
     1.7 +// Use of this source code is governed by a BSD-style license that can be
     1.8 +// found in the LICENSE file.
     1.9 +//
    1.10 +
    1.11 +// BufferStorage11.cpp Defines the BufferStorage11 class.
    1.12 +
    1.13 +#include "libGLESv2/renderer/BufferStorage11.h"
    1.14 +#include "libGLESv2/main.h"
    1.15 +#include "libGLESv2/renderer/Renderer11.h"
    1.16 +
    1.17 +namespace rx
    1.18 +{
    1.19 +
    1.20 +BufferStorage11::BufferStorage11(Renderer11 *renderer)
    1.21 +{
    1.22 +    mRenderer = renderer;
    1.23 +
    1.24 +    mStagingBuffer = NULL;
    1.25 +    mStagingBufferSize = 0;
    1.26 +
    1.27 +    mBuffer = NULL;
    1.28 +    mBufferSize = 0;
    1.29 +
    1.30 +    mSize = 0;
    1.31 +
    1.32 +    mResolvedData = NULL;
    1.33 +    mResolvedDataSize = 0;
    1.34 +    mResolvedDataValid = false;
    1.35 +
    1.36 +    mReadUsageCount = 0;
    1.37 +    mWriteUsageCount = 0;
    1.38 +}
    1.39 +
    1.40 +BufferStorage11::~BufferStorage11()
    1.41 +{
    1.42 +    if (mStagingBuffer)
    1.43 +    {
    1.44 +        mStagingBuffer->Release();
    1.45 +        mStagingBuffer = NULL;
    1.46 +    }
    1.47 +
    1.48 +    if (mBuffer)
    1.49 +    {
    1.50 +        mBuffer->Release();
    1.51 +        mBuffer = NULL;
    1.52 +    }
    1.53 +
    1.54 +    if (mResolvedData)
    1.55 +    {
    1.56 +        free(mResolvedData);
    1.57 +        mResolvedData = NULL;
    1.58 +    }
    1.59 +}
    1.60 +
    1.61 +BufferStorage11 *BufferStorage11::makeBufferStorage11(BufferStorage *bufferStorage)
    1.62 +{
    1.63 +    ASSERT(HAS_DYNAMIC_TYPE(BufferStorage11*, bufferStorage));
    1.64 +    return static_cast<BufferStorage11*>(bufferStorage);
    1.65 +}
    1.66 +
    1.67 +void *BufferStorage11::getData()
    1.68 +{
    1.69 +    if (!mResolvedDataValid)
    1.70 +    {
    1.71 +        ID3D11Device *device = mRenderer->getDevice();
    1.72 +        ID3D11DeviceContext *context = mRenderer->getDeviceContext();
    1.73 +        HRESULT result;
    1.74 +
    1.75 +        if (!mStagingBuffer || mStagingBufferSize < mBufferSize)
    1.76 +        {
    1.77 +            if (mStagingBuffer)
    1.78 +            {
    1.79 +                mStagingBuffer->Release();
    1.80 +                mStagingBuffer = NULL;
    1.81 +                mStagingBufferSize = 0;
    1.82 +            }
    1.83 +
    1.84 +            D3D11_BUFFER_DESC bufferDesc;
    1.85 +            bufferDesc.ByteWidth = mSize;
    1.86 +            bufferDesc.Usage = D3D11_USAGE_STAGING;
    1.87 +            bufferDesc.BindFlags = 0;
    1.88 +            bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
    1.89 +            bufferDesc.MiscFlags = 0;
    1.90 +            bufferDesc.StructureByteStride = 0;
    1.91 +
    1.92 +            result = device->CreateBuffer(&bufferDesc, NULL, &mStagingBuffer);
    1.93 +            if (FAILED(result))
    1.94 +            {
    1.95 +                return gl::error(GL_OUT_OF_MEMORY, (void*)NULL);
    1.96 +            }
    1.97 +
    1.98 +            mStagingBufferSize = bufferDesc.ByteWidth;
    1.99 +        }
   1.100 +
   1.101 +        if (!mResolvedData || mResolvedDataSize < mBufferSize)
   1.102 +        {
   1.103 +            free(mResolvedData);
   1.104 +            mResolvedData = malloc(mSize);
   1.105 +            mResolvedDataSize = mSize;
   1.106 +        }
   1.107 +
   1.108 +        D3D11_BOX srcBox;
   1.109 +        srcBox.left = 0;
   1.110 +        srcBox.right = mSize;
   1.111 +        srcBox.top = 0;
   1.112 +        srcBox.bottom = 1;
   1.113 +        srcBox.front = 0;
   1.114 +        srcBox.back = 1;
   1.115 +
   1.116 +        context->CopySubresourceRegion(mStagingBuffer, 0, 0, 0, 0, mBuffer, 0, &srcBox);
   1.117 +
   1.118 +        D3D11_MAPPED_SUBRESOURCE mappedResource;
   1.119 +        result = context->Map(mStagingBuffer, 0, D3D11_MAP_READ, 0, &mappedResource);
   1.120 +        if (FAILED(result))
   1.121 +        {
   1.122 +            return gl::error(GL_OUT_OF_MEMORY, (void*)NULL);
   1.123 +        }
   1.124 +
   1.125 +        memcpy(mResolvedData, mappedResource.pData, mSize);
   1.126 +
   1.127 +        context->Unmap(mStagingBuffer, 0);
   1.128 +
   1.129 +        mResolvedDataValid = true;
   1.130 +    }
   1.131 +
   1.132 +    mReadUsageCount = 0;
   1.133 +
   1.134 +    return mResolvedData;
   1.135 +}
   1.136 +
   1.137 +void BufferStorage11::setData(const void* data, unsigned int size, unsigned int offset)
   1.138 +{
   1.139 +    ID3D11Device *device = mRenderer->getDevice();
   1.140 +    ID3D11DeviceContext *context = mRenderer->getDeviceContext();
   1.141 +    HRESULT result;
   1.142 +
   1.143 +    unsigned int requiredBufferSize = size + offset;
   1.144 +    unsigned int requiredStagingSize = size;
   1.145 +    bool directInitialization = offset == 0 && (!mBuffer || mBufferSize < size + offset);
   1.146 +
   1.147 +    if (!directInitialization)
   1.148 +    {
   1.149 +        if (!mStagingBuffer || mStagingBufferSize < requiredStagingSize)
   1.150 +        {
   1.151 +            if (mStagingBuffer)
   1.152 +            {
   1.153 +                mStagingBuffer->Release();
   1.154 +                mStagingBuffer = NULL;
   1.155 +                mStagingBufferSize = 0;
   1.156 +            }
   1.157 +
   1.158 +            D3D11_BUFFER_DESC bufferDesc;
   1.159 +            bufferDesc.ByteWidth = size;
   1.160 +            bufferDesc.Usage = D3D11_USAGE_STAGING;
   1.161 +            bufferDesc.BindFlags = 0;
   1.162 +            bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
   1.163 +            bufferDesc.MiscFlags = 0;
   1.164 +            bufferDesc.StructureByteStride = 0;
   1.165 +
   1.166 +            if (data)
   1.167 +            {
   1.168 +                D3D11_SUBRESOURCE_DATA initialData;
   1.169 +                initialData.pSysMem = data;
   1.170 +                initialData.SysMemPitch = size;
   1.171 +                initialData.SysMemSlicePitch = 0;
   1.172 +
   1.173 +                result = device->CreateBuffer(&bufferDesc, &initialData, &mStagingBuffer);
   1.174 +            }
   1.175 +            else
   1.176 +            {
   1.177 +                result = device->CreateBuffer(&bufferDesc, NULL, &mStagingBuffer);
   1.178 +            }
   1.179 +
   1.180 +            if (FAILED(result))
   1.181 +            {
   1.182 +                return gl::error(GL_OUT_OF_MEMORY);
   1.183 +            }
   1.184 +
   1.185 +            mStagingBufferSize = size;
   1.186 +        }
   1.187 +        else if (data)
   1.188 +        {
   1.189 +            D3D11_MAPPED_SUBRESOURCE mappedResource;
   1.190 +            result = context->Map(mStagingBuffer, 0, D3D11_MAP_WRITE, 0, &mappedResource);
   1.191 +            if (FAILED(result))
   1.192 +            {
   1.193 +                return gl::error(GL_OUT_OF_MEMORY);
   1.194 +            }
   1.195 +
   1.196 +            memcpy(mappedResource.pData, data, size);
   1.197 +
   1.198 +            context->Unmap(mStagingBuffer, 0);
   1.199 +        }
   1.200 +    }
   1.201 +
   1.202 +    if (!mBuffer || mBufferSize < size + offset)
   1.203 +    {
   1.204 +        D3D11_BUFFER_DESC bufferDesc;
   1.205 +        bufferDesc.ByteWidth = requiredBufferSize;
   1.206 +        bufferDesc.Usage = D3D11_USAGE_DEFAULT;
   1.207 +        bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_INDEX_BUFFER;
   1.208 +        bufferDesc.CPUAccessFlags = 0;
   1.209 +        bufferDesc.MiscFlags = 0;
   1.210 +        bufferDesc.StructureByteStride = 0;
   1.211 +
   1.212 +        if (directInitialization)
   1.213 +        {
   1.214 +            // Since the data will fill the entire buffer (being larger than the initial size and having
   1.215 +            // no offset), the buffer can be initialized with the data so no staging buffer is required
   1.216 +
   1.217 +            // No longer need the old buffer
   1.218 +            if (mBuffer)
   1.219 +            {
   1.220 +                mBuffer->Release();
   1.221 +                mBuffer = NULL;
   1.222 +                mBufferSize = 0;
   1.223 +            }
   1.224 +
   1.225 +            if (data)
   1.226 +            {
   1.227 +                D3D11_SUBRESOURCE_DATA initialData;
   1.228 +                initialData.pSysMem = data;
   1.229 +                initialData.SysMemPitch = size;
   1.230 +                initialData.SysMemSlicePitch = 0;
   1.231 +
   1.232 +                result = device->CreateBuffer(&bufferDesc, &initialData, &mBuffer);
   1.233 +            }
   1.234 +            else
   1.235 +            {
   1.236 +                result = device->CreateBuffer(&bufferDesc, NULL, &mBuffer);
   1.237 +            }
   1.238 +
   1.239 +            if (FAILED(result))
   1.240 +            {
   1.241 +                return gl::error(GL_OUT_OF_MEMORY);
   1.242 +            }
   1.243 +        }
   1.244 +        else if (mBuffer && offset > 0)
   1.245 +        {
   1.246 +            // If offset is greater than zero and the buffer is non-null, need to preserve the data from
   1.247 +            // the old buffer up to offset
   1.248 +            ID3D11Buffer *newBuffer = NULL;
   1.249 +
   1.250 +            result = device->CreateBuffer(&bufferDesc, NULL, &newBuffer);
   1.251 +            if (FAILED(result))
   1.252 +            {
   1.253 +                return gl::error(GL_OUT_OF_MEMORY);
   1.254 +            }
   1.255 +
   1.256 +            D3D11_BOX srcBox;
   1.257 +            srcBox.left = 0;
   1.258 +            srcBox.right = std::min(offset, mBufferSize);
   1.259 +            srcBox.top = 0;
   1.260 +            srcBox.bottom = 1;
   1.261 +            srcBox.front = 0;
   1.262 +            srcBox.back = 1;
   1.263 +
   1.264 +            context->CopySubresourceRegion(newBuffer, 0, 0, 0, 0, mBuffer, 0, &srcBox);
   1.265 +
   1.266 +            mBuffer->Release();
   1.267 +            mBuffer = newBuffer;
   1.268 +        }
   1.269 +        else
   1.270 +        {
   1.271 +            // Simple case, nothing needs to be copied from the old buffer to the new one, just create
   1.272 +            // a new buffer
   1.273 +
   1.274 +            // No longer need the old buffer
   1.275 +            if (mBuffer)
   1.276 +            {
   1.277 +                mBuffer->Release();
   1.278 +                mBuffer = NULL;
   1.279 +                mBufferSize = 0;
   1.280 +            }
   1.281 +
   1.282 +            // Create a new buffer for data storage
   1.283 +            result = device->CreateBuffer(&bufferDesc, NULL, &mBuffer);
   1.284 +            if (FAILED(result))
   1.285 +            {
   1.286 +                return gl::error(GL_OUT_OF_MEMORY);
   1.287 +            }
   1.288 +        }
   1.289 +
   1.290 +        updateSerial();
   1.291 +        mBufferSize = bufferDesc.ByteWidth;
   1.292 +    }
   1.293 +
   1.294 +    if (!directInitialization)
   1.295 +    {
   1.296 +        ASSERT(mStagingBuffer && mStagingBufferSize >= requiredStagingSize);
   1.297 +
   1.298 +        // Data is already put into the staging buffer, copy it over to the data buffer
   1.299 +        D3D11_BOX srcBox;
   1.300 +        srcBox.left = 0;
   1.301 +        srcBox.right = size;
   1.302 +        srcBox.top = 0;
   1.303 +        srcBox.bottom = 1;
   1.304 +        srcBox.front = 0;
   1.305 +        srcBox.back = 1;
   1.306 +
   1.307 +        context->CopySubresourceRegion(mBuffer, 0, offset, 0, 0, mStagingBuffer, 0, &srcBox);
   1.308 +    }
   1.309 +
   1.310 +    mSize = std::max(mSize, offset + size);
   1.311 +
   1.312 +    mWriteUsageCount = 0;
   1.313 +
   1.314 +    mResolvedDataValid = false;
   1.315 +}
   1.316 +
   1.317 +void BufferStorage11::clear()
   1.318 +{
   1.319 +    mResolvedDataValid = false;
   1.320 +    mSize = 0;
   1.321 +}
   1.322 +
   1.323 +unsigned int BufferStorage11::getSize() const
   1.324 +{
   1.325 +    return mSize;
   1.326 +}
   1.327 +
   1.328 +bool BufferStorage11::supportsDirectBinding() const
   1.329 +{
   1.330 +    return true;
   1.331 +}
   1.332 +
   1.333 +void BufferStorage11::markBufferUsage()
   1.334 +{
   1.335 +    mReadUsageCount++;
   1.336 +    mWriteUsageCount++;
   1.337 +
   1.338 +    static const unsigned int usageLimit = 5;
   1.339 +
   1.340 +    if (mReadUsageCount > usageLimit && mResolvedData)
   1.341 +    {
   1.342 +        free(mResolvedData);
   1.343 +        mResolvedData = NULL;
   1.344 +        mResolvedDataSize = 0;
   1.345 +        mResolvedDataValid = false;
   1.346 +    }
   1.347 +
   1.348 +    if (mReadUsageCount > usageLimit && mWriteUsageCount > usageLimit && mStagingBuffer)
   1.349 +    {
   1.350 +        mStagingBuffer->Release();
   1.351 +        mStagingBuffer = NULL;
   1.352 +        mStagingBufferSize = 0;
   1.353 +    }
   1.354 +}
   1.355 +
   1.356 +ID3D11Buffer *BufferStorage11::getBuffer() const
   1.357 +{
   1.358 +    return mBuffer;
   1.359 +}
   1.360 +
   1.361 +}

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