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 // Buffer11.cpp Defines the Buffer11 class.
8
9 #include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
10
11 #include <memory>
12
13 #include "common/MemoryBuffer.h"
14 #include "libANGLE/Context.h"
15 #include "libANGLE/renderer/d3d/IndexDataManager.h"
16 #include "libANGLE/renderer/d3d/VertexDataManager.h"
17 #include "libANGLE/renderer/d3d/d3d11/Context11.h"
18 #include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
19 #include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
20 #include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
21 #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
22 #include "libANGLE/renderer/renderer_utils.h"
23
24 namespace rx
25 {
26
27 namespace
28 {
29
30 template <typename T>
ReadIndexValueFromIndices(const uint8_t * data,size_t index)31 GLuint ReadIndexValueFromIndices(const uint8_t *data, size_t index)
32 {
33 return reinterpret_cast<const T *>(data)[index];
34 }
35 typedef GLuint (*ReadIndexValueFunction)(const uint8_t *data, size_t index);
36
37 enum class CopyResult
38 {
39 RECREATED,
40 NOT_RECREATED,
41 };
42
CalculateConstantBufferParams(GLintptr offset,GLsizeiptr size,UINT * outFirstConstant,UINT * outNumConstants)43 void CalculateConstantBufferParams(GLintptr offset,
44 GLsizeiptr size,
45 UINT *outFirstConstant,
46 UINT *outNumConstants)
47 {
48 // The offset must be aligned to 256 bytes (should have been enforced by glBindBufferRange).
49 ASSERT(offset % 256 == 0);
50
51 // firstConstant and numConstants are expressed in constants of 16-bytes. Furthermore they must
52 // be a multiple of 16 constants.
53 *outFirstConstant = static_cast<UINT>(offset / 16);
54
55 // The GL size is not required to be aligned to a 256 bytes boundary.
56 // Round the size up to a 256 bytes boundary then express the results in constants of 16-bytes.
57 *outNumConstants = static_cast<UINT>(rx::roundUpPow2(size, static_cast<GLsizeiptr>(256)) / 16);
58
59 // Since the size is rounded up, firstConstant + numConstants may be bigger than the actual size
60 // of the buffer. This behaviour is explictly allowed according to the documentation on
61 // ID3D11DeviceContext1::PSSetConstantBuffers1
62 // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx
63 }
64
65 } // anonymous namespace
66
67 namespace gl_d3d11
68 {
69
GetD3DMapTypeFromBits(BufferUsage usage,GLbitfield access)70 D3D11_MAP GetD3DMapTypeFromBits(BufferUsage usage, GLbitfield access)
71 {
72 bool readBit = ((access & GL_MAP_READ_BIT) != 0);
73 bool writeBit = ((access & GL_MAP_WRITE_BIT) != 0);
74
75 ASSERT(readBit || writeBit);
76
77 // Note : we ignore the discard bit, because in D3D11, staging buffers
78 // don't accept the map-discard flag (discard only works for DYNAMIC usage)
79
80 if (readBit && !writeBit)
81 {
82 return D3D11_MAP_READ;
83 }
84 else if (writeBit && !readBit)
85 {
86 // Special case for uniform storage - we only allow full buffer updates.
87 return usage == BUFFER_USAGE_UNIFORM || usage == BUFFER_USAGE_STRUCTURED
88 ? D3D11_MAP_WRITE_DISCARD
89 : D3D11_MAP_WRITE;
90 }
91 else if (writeBit && readBit)
92 {
93 return D3D11_MAP_READ_WRITE;
94 }
95 else
96 {
97 UNREACHABLE();
98 return D3D11_MAP_READ;
99 }
100 }
101 } // namespace gl_d3d11
102
103 // Each instance of Buffer11::BufferStorage is specialized for a class of D3D binding points
104 // - vertex/transform feedback buffers
105 // - index buffers
106 // - pixel unpack buffers
107 // - uniform buffers
108 class Buffer11::BufferStorage : angle::NonCopyable
109 {
110 public:
~BufferStorage()111 virtual ~BufferStorage() {}
112
getDataRevision() const113 DataRevision getDataRevision() const { return mRevision; }
getUsage() const114 BufferUsage getUsage() const { return mUsage; }
getSize() const115 size_t getSize() const { return mBufferSize; }
setDataRevision(DataRevision rev)116 void setDataRevision(DataRevision rev) { mRevision = rev; }
117
118 virtual bool isCPUAccessible(GLbitfield access) const = 0;
119
120 virtual bool isGPUAccessible() const = 0;
121
122 virtual angle::Result copyFromStorage(const gl::Context *context,
123 BufferStorage *source,
124 size_t sourceOffset,
125 size_t size,
126 size_t destOffset,
127 CopyResult *resultOut) = 0;
128 virtual angle::Result resize(const gl::Context *context, size_t size, bool preserveData) = 0;
129
130 virtual angle::Result map(const gl::Context *context,
131 size_t offset,
132 size_t length,
133 GLbitfield access,
134 uint8_t **mapPointerOut) = 0;
135 virtual void unmap() = 0;
136
137 angle::Result setData(const gl::Context *context,
138 const uint8_t *data,
139 size_t offset,
140 size_t size);
141
142 void setStructureByteStride(unsigned int structureByteStride);
143
144 protected:
145 BufferStorage(Renderer11 *renderer, BufferUsage usage);
146
147 Renderer11 *mRenderer;
148 DataRevision mRevision;
149 const BufferUsage mUsage;
150 size_t mBufferSize;
151 };
152
153 // A native buffer storage represents an underlying D3D11 buffer for a particular
154 // type of storage.
155 class Buffer11::NativeStorage : public Buffer11::BufferStorage
156 {
157 public:
158 NativeStorage(Renderer11 *renderer, BufferUsage usage, const angle::Subject *onStorageChanged);
159 ~NativeStorage() override;
160
161 bool isCPUAccessible(GLbitfield access) const override;
162
isGPUAccessible() const163 bool isGPUAccessible() const override { return true; }
164
getBuffer() const165 const d3d11::Buffer &getBuffer() const { return mBuffer; }
166 angle::Result copyFromStorage(const gl::Context *context,
167 BufferStorage *source,
168 size_t sourceOffset,
169 size_t size,
170 size_t destOffset,
171 CopyResult *resultOut) override;
172 angle::Result resize(const gl::Context *context, size_t size, bool preserveData) override;
173
174 angle::Result map(const gl::Context *context,
175 size_t offset,
176 size_t length,
177 GLbitfield access,
178 uint8_t **mapPointerOut) override;
179 void unmap() override;
180
181 angle::Result getSRVForFormat(const gl::Context *context,
182 DXGI_FORMAT srvFormat,
183 const d3d11::ShaderResourceView **srvOut);
184 angle::Result getRawUAV(const gl::Context *context,
185 unsigned int offset,
186 unsigned int size,
187 d3d11::UnorderedAccessView **uavOut);
188
189 protected:
190 d3d11::Buffer mBuffer;
191 const angle::Subject *mOnStorageChanged;
192
193 private:
194 static void FillBufferDesc(D3D11_BUFFER_DESC *bufferDesc,
195 Renderer11 *renderer,
196 BufferUsage usage,
197 unsigned int bufferSize);
198 void clearSRVs();
199 void clearUAVs();
200
201 std::map<DXGI_FORMAT, d3d11::ShaderResourceView> mBufferResourceViews;
202 std::map<std::pair<unsigned int, unsigned int>, d3d11::UnorderedAccessView> mBufferRawUAVs;
203 };
204
205 class Buffer11::StructuredBufferStorage : public Buffer11::NativeStorage
206 {
207 public:
208 StructuredBufferStorage(Renderer11 *renderer,
209 BufferUsage usage,
210 const angle::Subject *onStorageChanged);
211 ~StructuredBufferStorage() override;
212 angle::Result resizeStructuredBuffer(const gl::Context *context,
213 unsigned int size,
214 unsigned int structureByteStride);
215 angle::Result getStructuredBufferRangeSRV(const gl::Context *context,
216 unsigned int offset,
217 unsigned int size,
218 unsigned int structureByteStride,
219 const d3d11::ShaderResourceView **bufferOut);
220
221 private:
222 d3d11::ShaderResourceView mStructuredBufferResourceView;
223 };
224
225 // A emulated indexed buffer storage represents an underlying D3D11 buffer for data
226 // that has been expanded to match the indices list used. This storage is only
227 // used for FL9_3 pointsprite rendering emulation.
228 class Buffer11::EmulatedIndexedStorage : public Buffer11::BufferStorage
229 {
230 public:
231 EmulatedIndexedStorage(Renderer11 *renderer);
232 ~EmulatedIndexedStorage() override;
233
isCPUAccessible(GLbitfield access) const234 bool isCPUAccessible(GLbitfield access) const override { return true; }
235
isGPUAccessible() const236 bool isGPUAccessible() const override { return false; }
237
238 angle::Result getBuffer(const gl::Context *context,
239 SourceIndexData *indexInfo,
240 const TranslatedAttribute &attribute,
241 GLint startVertex,
242 const d3d11::Buffer **bufferOut);
243
244 angle::Result copyFromStorage(const gl::Context *context,
245 BufferStorage *source,
246 size_t sourceOffset,
247 size_t size,
248 size_t destOffset,
249 CopyResult *resultOut) override;
250
251 angle::Result resize(const gl::Context *context, size_t size, bool preserveData) override;
252
253 angle::Result map(const gl::Context *context,
254 size_t offset,
255 size_t length,
256 GLbitfield access,
257 uint8_t **mapPointerOut) override;
258 void unmap() override;
259
260 private:
261 d3d11::Buffer mBuffer; // contains expanded data for use by D3D
262 angle::MemoryBuffer mMemoryBuffer; // original data (not expanded)
263 angle::MemoryBuffer mIndicesMemoryBuffer; // indices data
264 };
265
266 // Pack storage represents internal storage for pack buffers. We implement pack buffers
267 // as CPU memory, tied to a staging texture, for asynchronous texture readback.
268 class Buffer11::PackStorage : public Buffer11::BufferStorage
269 {
270 public:
271 explicit PackStorage(Renderer11 *renderer);
272 ~PackStorage() override;
273
isCPUAccessible(GLbitfield access) const274 bool isCPUAccessible(GLbitfield access) const override { return true; }
275
isGPUAccessible() const276 bool isGPUAccessible() const override { return false; }
277
278 angle::Result copyFromStorage(const gl::Context *context,
279 BufferStorage *source,
280 size_t sourceOffset,
281 size_t size,
282 size_t destOffset,
283 CopyResult *resultOut) override;
284 angle::Result resize(const gl::Context *context, size_t size, bool preserveData) override;
285
286 angle::Result map(const gl::Context *context,
287 size_t offset,
288 size_t length,
289 GLbitfield access,
290 uint8_t **mapPointerOut) override;
291 void unmap() override;
292
293 angle::Result packPixels(const gl::Context *context,
294 const gl::FramebufferAttachment &readAttachment,
295 const PackPixelsParams ¶ms);
296
297 private:
298 angle::Result flushQueuedPackCommand(const gl::Context *context);
299
300 TextureHelper11 mStagingTexture;
301 angle::MemoryBuffer mMemoryBuffer;
302 std::unique_ptr<PackPixelsParams> mQueuedPackCommand;
303 PackPixelsParams mPackParams;
304 bool mDataModified;
305 };
306
307 // System memory storage stores a CPU memory buffer with our buffer data.
308 // For dynamic data, it's much faster to update the CPU memory buffer than
309 // it is to update a D3D staging buffer and read it back later.
310 class Buffer11::SystemMemoryStorage : public Buffer11::BufferStorage
311 {
312 public:
313 explicit SystemMemoryStorage(Renderer11 *renderer);
~SystemMemoryStorage()314 ~SystemMemoryStorage() override {}
315
isCPUAccessible(GLbitfield access) const316 bool isCPUAccessible(GLbitfield access) const override { return true; }
317
isGPUAccessible() const318 bool isGPUAccessible() const override { return false; }
319
320 angle::Result copyFromStorage(const gl::Context *context,
321 BufferStorage *source,
322 size_t sourceOffset,
323 size_t size,
324 size_t destOffset,
325 CopyResult *resultOut) override;
326 angle::Result resize(const gl::Context *context, size_t size, bool preserveData) override;
327
328 angle::Result map(const gl::Context *context,
329 size_t offset,
330 size_t length,
331 GLbitfield access,
332 uint8_t **mapPointerOut) override;
333 void unmap() override;
334
getSystemCopy()335 angle::MemoryBuffer *getSystemCopy() { return &mSystemCopy; }
336
337 protected:
338 angle::MemoryBuffer mSystemCopy;
339 };
340
Buffer11(const gl::BufferState & state,Renderer11 * renderer)341 Buffer11::Buffer11(const gl::BufferState &state, Renderer11 *renderer)
342 : BufferD3D(state, renderer),
343 mRenderer(renderer),
344 mSize(0),
345 mMappedStorage(nullptr),
346 mBufferStorages({}),
347 mLatestBufferStorage(nullptr),
348 mDeallocThresholds({}),
349 mIdleness({}),
350 mConstantBufferStorageAdditionalSize(0),
351 mMaxConstantBufferLruCount(0),
352 mStructuredBufferStorageAdditionalSize(0),
353 mMaxStructuredBufferLruCount(0)
354 {}
355
~Buffer11()356 Buffer11::~Buffer11()
357 {
358 for (BufferStorage *&storage : mBufferStorages)
359 {
360 SafeDelete(storage);
361 }
362
363 for (auto &p : mConstantBufferRangeStoragesCache)
364 {
365 SafeDelete(p.second.storage);
366 }
367
368 for (auto &p : mStructuredBufferRangeStoragesCache)
369 {
370 SafeDelete(p.second.storage);
371 }
372
373 mRenderer->onBufferDelete(this);
374 }
375
setData(const gl::Context * context,gl::BufferBinding target,const void * data,size_t size,gl::BufferUsage usage)376 angle::Result Buffer11::setData(const gl::Context *context,
377 gl::BufferBinding target,
378 const void *data,
379 size_t size,
380 gl::BufferUsage usage)
381 {
382 updateD3DBufferUsage(context, usage);
383 return setSubData(context, target, data, size, 0);
384 }
385
getData(const gl::Context * context,const uint8_t ** outData)386 angle::Result Buffer11::getData(const gl::Context *context, const uint8_t **outData)
387 {
388 if (mSize == 0)
389 {
390 // TODO(http://anglebug.com/2840): This ensures that we don't crash or assert in robust
391 // buffer access behavior mode if there are buffers without any data. However, technically
392 // it should still be possible to draw, with fetches from this buffer returning zero.
393 return angle::Result::Stop;
394 }
395
396 SystemMemoryStorage *systemMemoryStorage = nullptr;
397 ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_SYSTEM_MEMORY, &systemMemoryStorage));
398
399 ASSERT(systemMemoryStorage->getSize() >= mSize);
400
401 *outData = systemMemoryStorage->getSystemCopy()->data();
402 return angle::Result::Continue;
403 }
404
setSubData(const gl::Context * context,gl::BufferBinding target,const void * data,size_t size,size_t offset)405 angle::Result Buffer11::setSubData(const gl::Context *context,
406 gl::BufferBinding target,
407 const void *data,
408 size_t size,
409 size_t offset)
410 {
411 size_t requiredSize = size + offset;
412
413 if (data && size > 0)
414 {
415 // Use system memory storage for dynamic buffers.
416 // Try using a constant storage for constant buffers
417 BufferStorage *writeBuffer = nullptr;
418 if (target == gl::BufferBinding::Uniform)
419 {
420 // If we are a very large uniform buffer, keep system memory storage around so that we
421 // aren't forced to read back from a constant buffer. We also check the workaround for
422 // Intel - this requires us to use system memory so we don't end up having to copy from
423 // a constant buffer to a staging buffer.
424 // TODO(jmadill): Use Context caps.
425 if (offset == 0 && size >= mSize &&
426 size <= static_cast<UINT>(mRenderer->getNativeCaps().maxUniformBlockSize) &&
427 !mRenderer->getFeatures().useSystemMemoryForConstantBuffers.enabled)
428 {
429 BufferStorage *latestStorage = nullptr;
430 ANGLE_TRY(getLatestBufferStorage(context, &latestStorage));
431 if (latestStorage && (latestStorage->getUsage() == BUFFER_USAGE_STRUCTURED))
432 {
433 ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_STRUCTURED, &writeBuffer));
434 }
435 else
436 {
437 ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_UNIFORM, &writeBuffer));
438 }
439 }
440 else
441 {
442 ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_SYSTEM_MEMORY, &writeBuffer));
443 }
444 }
445 else if (supportsDirectBinding())
446 {
447 ANGLE_TRY(getStagingStorage(context, &writeBuffer));
448 }
449 else
450 {
451 ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_SYSTEM_MEMORY, &writeBuffer));
452 }
453
454 ASSERT(writeBuffer);
455
456 // Explicitly resize the staging buffer, preserving data if the new data will not
457 // completely fill the buffer
458 if (writeBuffer->getSize() < requiredSize)
459 {
460 bool preserveData = (offset > 0);
461 ANGLE_TRY(writeBuffer->resize(context, requiredSize, preserveData));
462 }
463
464 ANGLE_TRY(writeBuffer->setData(context, static_cast<const uint8_t *>(data), offset, size));
465 onStorageUpdate(writeBuffer);
466 }
467
468 mSize = std::max(mSize, requiredSize);
469 invalidateStaticData(context);
470
471 return angle::Result::Continue;
472 }
473
copySubData(const gl::Context * context,BufferImpl * source,GLintptr sourceOffset,GLintptr destOffset,GLsizeiptr size)474 angle::Result Buffer11::copySubData(const gl::Context *context,
475 BufferImpl *source,
476 GLintptr sourceOffset,
477 GLintptr destOffset,
478 GLsizeiptr size)
479 {
480 Buffer11 *sourceBuffer = GetAs<Buffer11>(source);
481 ASSERT(sourceBuffer != nullptr);
482
483 BufferStorage *copyDest = nullptr;
484 ANGLE_TRY(getLatestBufferStorage(context, ©Dest));
485
486 if (!copyDest)
487 {
488 ANGLE_TRY(getStagingStorage(context, ©Dest));
489 }
490
491 BufferStorage *copySource = nullptr;
492 ANGLE_TRY(sourceBuffer->getLatestBufferStorage(context, ©Source));
493
494 if (!copySource)
495 {
496 ANGLE_TRY(sourceBuffer->getStagingStorage(context, ©Source));
497 }
498
499 ASSERT(copySource && copyDest);
500
501 // A staging buffer is needed if there is no cpu-cpu or gpu-gpu copy path avaiable.
502 if (!copyDest->isGPUAccessible() && !copySource->isCPUAccessible(GL_MAP_READ_BIT))
503 {
504 ANGLE_TRY(sourceBuffer->getStagingStorage(context, ©Source));
505 }
506 else if (!copySource->isGPUAccessible() && !copyDest->isCPUAccessible(GL_MAP_WRITE_BIT))
507 {
508 ANGLE_TRY(getStagingStorage(context, ©Dest));
509 }
510
511 // D3D11 does not allow overlapped copies until 11.1, and only if the
512 // device supports D3D11_FEATURE_DATA_D3D11_OPTIONS::CopyWithOverlap
513 // Get around this via a different source buffer
514 if (copySource == copyDest)
515 {
516 if (copySource->getUsage() == BUFFER_USAGE_STAGING)
517 {
518 ANGLE_TRY(
519 getBufferStorage(context, BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK, ©Source));
520 }
521 else
522 {
523 ANGLE_TRY(getStagingStorage(context, ©Source));
524 }
525 }
526
527 CopyResult copyResult = CopyResult::NOT_RECREATED;
528 ANGLE_TRY(copyDest->copyFromStorage(context, copySource, sourceOffset, size, destOffset,
529 ©Result));
530 onStorageUpdate(copyDest);
531
532 mSize = std::max<size_t>(mSize, destOffset + size);
533 invalidateStaticData(context);
534
535 return angle::Result::Continue;
536 }
537
map(const gl::Context * context,GLenum access,void ** mapPtr)538 angle::Result Buffer11::map(const gl::Context *context, GLenum access, void **mapPtr)
539 {
540 // GL_OES_mapbuffer uses an enum instead of a bitfield for it's access, convert to a bitfield
541 // and call mapRange.
542 ASSERT(access == GL_WRITE_ONLY_OES);
543 return mapRange(context, 0, mSize, GL_MAP_WRITE_BIT, mapPtr);
544 }
545
mapRange(const gl::Context * context,size_t offset,size_t length,GLbitfield access,void ** mapPtr)546 angle::Result Buffer11::mapRange(const gl::Context *context,
547 size_t offset,
548 size_t length,
549 GLbitfield access,
550 void **mapPtr)
551 {
552 ASSERT(!mMappedStorage);
553
554 BufferStorage *latestStorage = nullptr;
555 ANGLE_TRY(getLatestBufferStorage(context, &latestStorage));
556
557 if (latestStorage && (latestStorage->getUsage() == BUFFER_USAGE_PIXEL_PACK ||
558 latestStorage->getUsage() == BUFFER_USAGE_STAGING))
559 {
560 // Latest storage is mappable.
561 mMappedStorage = latestStorage;
562 }
563 else
564 {
565 // Fall back to using the staging buffer if the latest storage does not exist or is not
566 // CPU-accessible.
567 ANGLE_TRY(getStagingStorage(context, &mMappedStorage));
568 }
569
570 Context11 *context11 = GetImplAs<Context11>(context);
571 ANGLE_CHECK_GL_ALLOC(context11, mMappedStorage);
572
573 if ((access & GL_MAP_WRITE_BIT) > 0)
574 {
575 // Update the data revision immediately, since the data might be changed at any time
576 onStorageUpdate(mMappedStorage);
577 invalidateStaticData(context);
578 }
579
580 uint8_t *mappedBuffer = nullptr;
581 ANGLE_TRY(mMappedStorage->map(context, offset, length, access, &mappedBuffer));
582 ASSERT(mappedBuffer);
583
584 *mapPtr = static_cast<void *>(mappedBuffer);
585 return angle::Result::Continue;
586 }
587
unmap(const gl::Context * context,GLboolean * result)588 angle::Result Buffer11::unmap(const gl::Context *context, GLboolean *result)
589 {
590 ASSERT(mMappedStorage);
591 mMappedStorage->unmap();
592 mMappedStorage = nullptr;
593
594 // TODO: detect if we had corruption. if so, return false.
595 *result = GL_TRUE;
596
597 return angle::Result::Continue;
598 }
599
markTransformFeedbackUsage(const gl::Context * context)600 angle::Result Buffer11::markTransformFeedbackUsage(const gl::Context *context)
601 {
602 ANGLE_TRY(markBufferUsage(context, BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK));
603 return angle::Result::Continue;
604 }
605
updateDeallocThreshold(BufferUsage usage)606 void Buffer11::updateDeallocThreshold(BufferUsage usage)
607 {
608 // The following strategy was tuned on the Oort online benchmark (http://oortonline.gl/)
609 // as well as a custom microbenchmark (IndexConversionPerfTest.Run/index_range_d3d11)
610
611 // First readback: 8 unmodified uses before we free buffer memory.
612 // After that, double the threshold each time until we reach the max.
613 if (mDeallocThresholds[usage] == 0)
614 {
615 mDeallocThresholds[usage] = 8;
616 }
617 else if (mDeallocThresholds[usage] < std::numeric_limits<unsigned int>::max() / 2u)
618 {
619 mDeallocThresholds[usage] *= 2u;
620 }
621 else
622 {
623 mDeallocThresholds[usage] = std::numeric_limits<unsigned int>::max();
624 }
625 }
626
627 // Free the storage if we decide it isn't being used very often.
checkForDeallocation(const gl::Context * context,BufferUsage usage)628 angle::Result Buffer11::checkForDeallocation(const gl::Context *context, BufferUsage usage)
629 {
630 mIdleness[usage]++;
631
632 BufferStorage *&storage = mBufferStorages[usage];
633 if (storage != nullptr && mIdleness[usage] > mDeallocThresholds[usage])
634 {
635 BufferStorage *latestStorage = nullptr;
636 ANGLE_TRY(getLatestBufferStorage(context, &latestStorage));
637 if (latestStorage != storage)
638 {
639 SafeDelete(storage);
640 }
641 }
642
643 return angle::Result::Continue;
644 }
645
646 // Keep system memory when we are using it for the canonical version of data.
canDeallocateSystemMemory() const647 bool Buffer11::canDeallocateSystemMemory() const
648 {
649 // Must keep system memory on Intel.
650 if (mRenderer->getFeatures().useSystemMemoryForConstantBuffers.enabled)
651 {
652 return false;
653 }
654
655 return (!mBufferStorages[BUFFER_USAGE_UNIFORM] ||
656 mSize <= static_cast<size_t>(mRenderer->getNativeCaps().maxUniformBlockSize));
657 }
658
markBufferUsage(BufferUsage usage)659 void Buffer11::markBufferUsage(BufferUsage usage)
660 {
661 mIdleness[usage] = 0;
662 }
663
markBufferUsage(const gl::Context * context,BufferUsage usage)664 angle::Result Buffer11::markBufferUsage(const gl::Context *context, BufferUsage usage)
665 {
666 BufferStorage *bufferStorage = nullptr;
667 ANGLE_TRY(getBufferStorage(context, usage, &bufferStorage));
668
669 if (bufferStorage)
670 {
671 onStorageUpdate(bufferStorage);
672 }
673
674 invalidateStaticData(context);
675 return angle::Result::Continue;
676 }
677
garbageCollection(const gl::Context * context,BufferUsage currentUsage)678 angle::Result Buffer11::garbageCollection(const gl::Context *context, BufferUsage currentUsage)
679 {
680 if (currentUsage != BUFFER_USAGE_SYSTEM_MEMORY && canDeallocateSystemMemory())
681 {
682 ANGLE_TRY(checkForDeallocation(context, BUFFER_USAGE_SYSTEM_MEMORY));
683 }
684
685 if (currentUsage != BUFFER_USAGE_STAGING)
686 {
687 ANGLE_TRY(checkForDeallocation(context, BUFFER_USAGE_STAGING));
688 }
689
690 return angle::Result::Continue;
691 }
692
getBuffer(const gl::Context * context,BufferUsage usage,ID3D11Buffer ** bufferOut)693 angle::Result Buffer11::getBuffer(const gl::Context *context,
694 BufferUsage usage,
695 ID3D11Buffer **bufferOut)
696 {
697 NativeStorage *storage = nullptr;
698 ANGLE_TRY(getBufferStorage(context, usage, &storage));
699 *bufferOut = storage->getBuffer().get();
700 return angle::Result::Continue;
701 }
702
getEmulatedIndexedBuffer(const gl::Context * context,SourceIndexData * indexInfo,const TranslatedAttribute & attribute,GLint startVertex,ID3D11Buffer ** bufferOut)703 angle::Result Buffer11::getEmulatedIndexedBuffer(const gl::Context *context,
704 SourceIndexData *indexInfo,
705 const TranslatedAttribute &attribute,
706 GLint startVertex,
707 ID3D11Buffer **bufferOut)
708 {
709 ASSERT(indexInfo);
710
711 EmulatedIndexedStorage *emulatedStorage = nullptr;
712 ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_EMULATED_INDEXED_VERTEX, &emulatedStorage));
713
714 const d3d11::Buffer *nativeBuffer = nullptr;
715 ANGLE_TRY(
716 emulatedStorage->getBuffer(context, indexInfo, attribute, startVertex, &nativeBuffer));
717 *bufferOut = nativeBuffer->get();
718 return angle::Result::Continue;
719 }
720
getConstantBufferRange(const gl::Context * context,GLintptr offset,GLsizeiptr size,const d3d11::Buffer ** bufferOut,UINT * firstConstantOut,UINT * numConstantsOut)721 angle::Result Buffer11::getConstantBufferRange(const gl::Context *context,
722 GLintptr offset,
723 GLsizeiptr size,
724 const d3d11::Buffer **bufferOut,
725 UINT *firstConstantOut,
726 UINT *numConstantsOut)
727 {
728 NativeStorage *bufferStorage = nullptr;
729 if ((offset == 0 &&
730 size < static_cast<GLsizeiptr>(mRenderer->getNativeCaps().maxUniformBlockSize)) ||
731 mRenderer->getRenderer11DeviceCaps().supportsConstantBufferOffsets)
732 {
733 ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_UNIFORM, &bufferStorage));
734 CalculateConstantBufferParams(offset, size, firstConstantOut, numConstantsOut);
735 }
736 else
737 {
738 ANGLE_TRY(getConstantBufferRangeStorage(context, offset, size, &bufferStorage));
739 *firstConstantOut = 0;
740 *numConstantsOut = 0;
741 }
742
743 *bufferOut = &bufferStorage->getBuffer();
744 return angle::Result::Continue;
745 }
746
markRawBufferUsage(const gl::Context * context)747 angle::Result Buffer11::markRawBufferUsage(const gl::Context *context)
748 {
749 ANGLE_TRY(markBufferUsage(context, BUFFER_USAGE_RAW_UAV));
750 return angle::Result::Continue;
751 }
752
getRawUAVRange(const gl::Context * context,GLintptr offset,GLsizeiptr size,d3d11::UnorderedAccessView ** uavOut)753 angle::Result Buffer11::getRawUAVRange(const gl::Context *context,
754 GLintptr offset,
755 GLsizeiptr size,
756 d3d11::UnorderedAccessView **uavOut)
757 {
758 NativeStorage *nativeStorage = nullptr;
759 ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_RAW_UAV, &nativeStorage));
760
761 return nativeStorage->getRawUAV(context, static_cast<unsigned int>(offset),
762 static_cast<unsigned int>(size), uavOut);
763 }
764
getSRV(const gl::Context * context,DXGI_FORMAT srvFormat,const d3d11::ShaderResourceView ** srvOut)765 angle::Result Buffer11::getSRV(const gl::Context *context,
766 DXGI_FORMAT srvFormat,
767 const d3d11::ShaderResourceView **srvOut)
768 {
769 NativeStorage *nativeStorage = nullptr;
770 ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_PIXEL_UNPACK, &nativeStorage));
771 return nativeStorage->getSRVForFormat(context, srvFormat, srvOut);
772 }
773
packPixels(const gl::Context * context,const gl::FramebufferAttachment & readAttachment,const PackPixelsParams & params)774 angle::Result Buffer11::packPixels(const gl::Context *context,
775 const gl::FramebufferAttachment &readAttachment,
776 const PackPixelsParams ¶ms)
777 {
778 PackStorage *packStorage = nullptr;
779 ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_PIXEL_PACK, &packStorage));
780
781 ASSERT(packStorage);
782 ANGLE_TRY(packStorage->packPixels(context, readAttachment, params));
783 onStorageUpdate(packStorage);
784
785 return angle::Result::Continue;
786 }
787
getTotalCPUBufferMemoryBytes() const788 size_t Buffer11::getTotalCPUBufferMemoryBytes() const
789 {
790 size_t allocationSize = 0;
791
792 BufferStorage *staging = mBufferStorages[BUFFER_USAGE_STAGING];
793 allocationSize += staging ? staging->getSize() : 0;
794
795 BufferStorage *sysMem = mBufferStorages[BUFFER_USAGE_SYSTEM_MEMORY];
796 allocationSize += sysMem ? sysMem->getSize() : 0;
797
798 return allocationSize;
799 }
800
801 template <typename StorageOutT>
getBufferStorage(const gl::Context * context,BufferUsage usage,StorageOutT ** storageOut)802 angle::Result Buffer11::getBufferStorage(const gl::Context *context,
803 BufferUsage usage,
804 StorageOutT **storageOut)
805 {
806 ASSERT(0 <= usage && usage < BUFFER_USAGE_COUNT);
807 BufferStorage *&newStorage = mBufferStorages[usage];
808
809 if (!newStorage)
810 {
811 newStorage = allocateStorage(usage);
812 }
813
814 markBufferUsage(usage);
815
816 // resize buffer
817 if (newStorage->getSize() < mSize)
818 {
819 ANGLE_TRY(newStorage->resize(context, mSize, true));
820 }
821
822 ASSERT(newStorage);
823
824 ANGLE_TRY(updateBufferStorage(context, newStorage, 0, mSize));
825 ANGLE_TRY(garbageCollection(context, usage));
826
827 *storageOut = GetAs<StorageOutT>(newStorage);
828 return angle::Result::Continue;
829 }
830
allocateStorage(BufferUsage usage)831 Buffer11::BufferStorage *Buffer11::allocateStorage(BufferUsage usage)
832 {
833 updateDeallocThreshold(usage);
834 switch (usage)
835 {
836 case BUFFER_USAGE_PIXEL_PACK:
837 return new PackStorage(mRenderer);
838 case BUFFER_USAGE_SYSTEM_MEMORY:
839 return new SystemMemoryStorage(mRenderer);
840 case BUFFER_USAGE_EMULATED_INDEXED_VERTEX:
841 return new EmulatedIndexedStorage(mRenderer);
842 case BUFFER_USAGE_INDEX:
843 case BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK:
844 return new NativeStorage(mRenderer, usage, this);
845 case BUFFER_USAGE_STRUCTURED:
846 return new StructuredBufferStorage(mRenderer, usage, nullptr);
847 default:
848 return new NativeStorage(mRenderer, usage, nullptr);
849 }
850 }
851
getConstantBufferRangeStorage(const gl::Context * context,GLintptr offset,GLsizeiptr size,Buffer11::NativeStorage ** storageOut)852 angle::Result Buffer11::getConstantBufferRangeStorage(const gl::Context *context,
853 GLintptr offset,
854 GLsizeiptr size,
855 Buffer11::NativeStorage **storageOut)
856 {
857 BufferStorage *newStorage;
858 {
859 // Keep the cacheEntry in a limited scope because it may be invalidated later in the code if
860 // we need to reclaim some space.
861 BufferCacheEntry *cacheEntry = &mConstantBufferRangeStoragesCache[offset];
862
863 if (!cacheEntry->storage)
864 {
865 cacheEntry->storage = allocateStorage(BUFFER_USAGE_UNIFORM);
866 cacheEntry->lruCount = ++mMaxConstantBufferLruCount;
867 }
868
869 cacheEntry->lruCount = ++mMaxConstantBufferLruCount;
870 newStorage = cacheEntry->storage;
871 }
872
873 markBufferUsage(BUFFER_USAGE_UNIFORM);
874
875 if (newStorage->getSize() < static_cast<size_t>(size))
876 {
877 size_t maximumAllowedAdditionalSize = 2 * getSize();
878
879 size_t sizeDelta = size - newStorage->getSize();
880
881 while (mConstantBufferStorageAdditionalSize + sizeDelta > maximumAllowedAdditionalSize)
882 {
883 auto iter = std::min_element(
884 std::begin(mConstantBufferRangeStoragesCache),
885 std::end(mConstantBufferRangeStoragesCache),
886 [](const BufferCache::value_type &a, const BufferCache::value_type &b) {
887 return a.second.lruCount < b.second.lruCount;
888 });
889
890 ASSERT(iter->second.storage != newStorage);
891 ASSERT(mConstantBufferStorageAdditionalSize >= iter->second.storage->getSize());
892
893 mConstantBufferStorageAdditionalSize -= iter->second.storage->getSize();
894 SafeDelete(iter->second.storage);
895 mConstantBufferRangeStoragesCache.erase(iter);
896 }
897
898 ANGLE_TRY(newStorage->resize(context, size, false));
899 mConstantBufferStorageAdditionalSize += sizeDelta;
900
901 // We don't copy the old data when resizing the constant buffer because the data may be
902 // out-of-date therefore we reset the data revision and let updateBufferStorage() handle the
903 // copy.
904 newStorage->setDataRevision(0);
905 }
906
907 ANGLE_TRY(updateBufferStorage(context, newStorage, offset, size));
908 ANGLE_TRY(garbageCollection(context, BUFFER_USAGE_UNIFORM));
909 *storageOut = GetAs<NativeStorage>(newStorage);
910 return angle::Result::Continue;
911 }
912
getStructuredBufferRangeSRV(const gl::Context * context,unsigned int offset,unsigned int size,unsigned int structureByteStride,const d3d11::ShaderResourceView ** srvOut)913 angle::Result Buffer11::getStructuredBufferRangeSRV(const gl::Context *context,
914 unsigned int offset,
915 unsigned int size,
916 unsigned int structureByteStride,
917 const d3d11::ShaderResourceView **srvOut)
918 {
919 BufferStorage *newStorage;
920
921 {
922 // Keep the cacheEntry in a limited scope because it may be invalidated later in the code if
923 // we need to reclaim some space.
924 StructuredBufferKey structuredBufferKey = StructuredBufferKey(offset, structureByteStride);
925 BufferCacheEntry *cacheEntry = &mStructuredBufferRangeStoragesCache[structuredBufferKey];
926
927 if (!cacheEntry->storage)
928 {
929 cacheEntry->storage = allocateStorage(BUFFER_USAGE_STRUCTURED);
930 cacheEntry->lruCount = ++mMaxStructuredBufferLruCount;
931 }
932
933 cacheEntry->lruCount = ++mMaxStructuredBufferLruCount;
934 newStorage = cacheEntry->storage;
935 }
936
937 StructuredBufferStorage *structuredBufferStorage = GetAs<StructuredBufferStorage>(newStorage);
938
939 markBufferUsage(BUFFER_USAGE_STRUCTURED);
940
941 if (newStorage->getSize() < static_cast<size_t>(size))
942 {
943 size_t maximumAllowedAdditionalSize = 2 * getSize();
944
945 size_t sizeDelta = static_cast<size_t>(size) - newStorage->getSize();
946
947 while (mStructuredBufferStorageAdditionalSize + sizeDelta > maximumAllowedAdditionalSize)
948 {
949 auto iter = std::min_element(std::begin(mStructuredBufferRangeStoragesCache),
950 std::end(mStructuredBufferRangeStoragesCache),
951 [](const StructuredBufferCache::value_type &a,
952 const StructuredBufferCache::value_type &b) {
953 return a.second.lruCount < b.second.lruCount;
954 });
955
956 ASSERT(iter->second.storage != newStorage);
957 ASSERT(mStructuredBufferStorageAdditionalSize >= iter->second.storage->getSize());
958
959 mStructuredBufferStorageAdditionalSize -= iter->second.storage->getSize();
960 SafeDelete(iter->second.storage);
961 mStructuredBufferRangeStoragesCache.erase(iter);
962 }
963
964 ANGLE_TRY(
965 structuredBufferStorage->resizeStructuredBuffer(context, size, structureByteStride));
966 mStructuredBufferStorageAdditionalSize += sizeDelta;
967
968 // We don't copy the old data when resizing the structured buffer because the data may be
969 // out-of-date therefore we reset the data revision and let updateBufferStorage() handle the
970 // copy.
971 newStorage->setDataRevision(0);
972 }
973
974 ANGLE_TRY(updateBufferStorage(context, newStorage, offset, static_cast<size_t>(size)));
975 ANGLE_TRY(garbageCollection(context, BUFFER_USAGE_STRUCTURED));
976 ANGLE_TRY(structuredBufferStorage->getStructuredBufferRangeSRV(context, offset, size,
977 structureByteStride, srvOut));
978 return angle::Result::Continue;
979 }
980
updateBufferStorage(const gl::Context * context,BufferStorage * storage,size_t sourceOffset,size_t storageSize)981 angle::Result Buffer11::updateBufferStorage(const gl::Context *context,
982 BufferStorage *storage,
983 size_t sourceOffset,
984 size_t storageSize)
985 {
986 BufferStorage *latestBuffer = nullptr;
987 ANGLE_TRY(getLatestBufferStorage(context, &latestBuffer));
988
989 ASSERT(storage);
990
991 if (!latestBuffer)
992 {
993 onStorageUpdate(storage);
994 return angle::Result::Continue;
995 }
996
997 if (latestBuffer->getDataRevision() <= storage->getDataRevision())
998 {
999 return angle::Result::Continue;
1000 }
1001
1002 // Copy through a staging buffer if we're copying from or to a non-staging, mappable
1003 // buffer storage. This is because we can't map a GPU buffer, and copy CPU
1004 // data directly. If we're already using a staging buffer we're fine.
1005 if (latestBuffer->getUsage() != BUFFER_USAGE_STAGING &&
1006 storage->getUsage() != BUFFER_USAGE_STAGING &&
1007 (!latestBuffer->isCPUAccessible(GL_MAP_READ_BIT) ||
1008 !storage->isCPUAccessible(GL_MAP_WRITE_BIT)))
1009 {
1010 NativeStorage *stagingBuffer = nullptr;
1011 ANGLE_TRY(getStagingStorage(context, &stagingBuffer));
1012
1013 CopyResult copyResult = CopyResult::NOT_RECREATED;
1014 ANGLE_TRY(stagingBuffer->copyFromStorage(context, latestBuffer, 0, latestBuffer->getSize(),
1015 0, ©Result));
1016 onCopyStorage(stagingBuffer, latestBuffer);
1017
1018 latestBuffer = stagingBuffer;
1019 }
1020
1021 CopyResult copyResult = CopyResult::NOT_RECREATED;
1022 ANGLE_TRY(
1023 storage->copyFromStorage(context, latestBuffer, sourceOffset, storageSize, 0, ©Result));
1024 // If the D3D buffer has been recreated, we should update our serial.
1025 if (copyResult == CopyResult::RECREATED)
1026 {
1027 updateSerial();
1028 }
1029 onCopyStorage(storage, latestBuffer);
1030 return angle::Result::Continue;
1031 }
1032
getLatestBufferStorage(const gl::Context * context,Buffer11::BufferStorage ** storageOut) const1033 angle::Result Buffer11::getLatestBufferStorage(const gl::Context *context,
1034 Buffer11::BufferStorage **storageOut) const
1035 {
1036 // resize buffer
1037 if (mLatestBufferStorage && mLatestBufferStorage->getSize() < mSize)
1038 {
1039 ANGLE_TRY(mLatestBufferStorage->resize(context, mSize, true));
1040 }
1041
1042 *storageOut = mLatestBufferStorage;
1043 return angle::Result::Continue;
1044 }
1045
1046 template <typename StorageOutT>
getStagingStorage(const gl::Context * context,StorageOutT ** storageOut)1047 angle::Result Buffer11::getStagingStorage(const gl::Context *context, StorageOutT **storageOut)
1048 {
1049 return getBufferStorage(context, BUFFER_USAGE_STAGING, storageOut);
1050 }
1051
getSize() const1052 size_t Buffer11::getSize() const
1053 {
1054 return mSize;
1055 }
1056
supportsDirectBinding() const1057 bool Buffer11::supportsDirectBinding() const
1058 {
1059 // Do not support direct buffers for dynamic data. The streaming buffer
1060 // offers better performance for data which changes every frame.
1061 return (mUsage == D3DBufferUsage::STATIC);
1062 }
1063
initializeStaticData(const gl::Context * context)1064 void Buffer11::initializeStaticData(const gl::Context *context)
1065 {
1066 BufferD3D::initializeStaticData(context);
1067 onStateChange(angle::SubjectMessage::SubjectChanged);
1068 }
1069
invalidateStaticData(const gl::Context * context)1070 void Buffer11::invalidateStaticData(const gl::Context *context)
1071 {
1072 BufferD3D::invalidateStaticData(context);
1073 onStateChange(angle::SubjectMessage::SubjectChanged);
1074 }
1075
onCopyStorage(BufferStorage * dest,BufferStorage * source)1076 void Buffer11::onCopyStorage(BufferStorage *dest, BufferStorage *source)
1077 {
1078 ASSERT(source && mLatestBufferStorage);
1079 dest->setDataRevision(source->getDataRevision());
1080
1081 // Only update the latest buffer storage if our usage index is lower. See comment in header.
1082 if (dest->getUsage() < mLatestBufferStorage->getUsage())
1083 {
1084 mLatestBufferStorage = dest;
1085 }
1086 }
1087
onStorageUpdate(BufferStorage * updatedStorage)1088 void Buffer11::onStorageUpdate(BufferStorage *updatedStorage)
1089 {
1090 updatedStorage->setDataRevision(updatedStorage->getDataRevision() + 1);
1091 mLatestBufferStorage = updatedStorage;
1092 }
1093
1094 // Buffer11::BufferStorage implementation
1095
BufferStorage(Renderer11 * renderer,BufferUsage usage)1096 Buffer11::BufferStorage::BufferStorage(Renderer11 *renderer, BufferUsage usage)
1097 : mRenderer(renderer), mRevision(0), mUsage(usage), mBufferSize(0)
1098 {}
1099
setData(const gl::Context * context,const uint8_t * data,size_t offset,size_t size)1100 angle::Result Buffer11::BufferStorage::setData(const gl::Context *context,
1101 const uint8_t *data,
1102 size_t offset,
1103 size_t size)
1104 {
1105 ASSERT(isCPUAccessible(GL_MAP_WRITE_BIT));
1106
1107 // Uniform storage can have a different internal size than the buffer size. Ensure we don't
1108 // overflow.
1109 size_t mapSize = std::min(size, mBufferSize - offset);
1110
1111 uint8_t *writePointer = nullptr;
1112 ANGLE_TRY(map(context, offset, mapSize, GL_MAP_WRITE_BIT, &writePointer));
1113
1114 memcpy(writePointer, data, mapSize);
1115
1116 unmap();
1117
1118 return angle::Result::Continue;
1119 }
1120
1121 // Buffer11::NativeStorage implementation
1122
NativeStorage(Renderer11 * renderer,BufferUsage usage,const angle::Subject * onStorageChanged)1123 Buffer11::NativeStorage::NativeStorage(Renderer11 *renderer,
1124 BufferUsage usage,
1125 const angle::Subject *onStorageChanged)
1126 : BufferStorage(renderer, usage), mBuffer(), mOnStorageChanged(onStorageChanged)
1127 {}
1128
~NativeStorage()1129 Buffer11::NativeStorage::~NativeStorage()
1130 {
1131 clearSRVs();
1132 clearUAVs();
1133 }
1134
isCPUAccessible(GLbitfield access) const1135 bool Buffer11::NativeStorage::isCPUAccessible(GLbitfield access) const
1136 {
1137 if ((access & GL_MAP_READ_BIT) != 0)
1138 {
1139 // Read is more exclusive than write mappability.
1140 return (mUsage == BUFFER_USAGE_STAGING);
1141 }
1142 ASSERT((access & GL_MAP_WRITE_BIT) != 0);
1143 return (mUsage == BUFFER_USAGE_STAGING || mUsage == BUFFER_USAGE_UNIFORM ||
1144 mUsage == BUFFER_USAGE_STRUCTURED);
1145 }
1146
1147 // Returns true if it recreates the direct buffer
copyFromStorage(const gl::Context * context,BufferStorage * source,size_t sourceOffset,size_t size,size_t destOffset,CopyResult * resultOut)1148 angle::Result Buffer11::NativeStorage::copyFromStorage(const gl::Context *context,
1149 BufferStorage *source,
1150 size_t sourceOffset,
1151 size_t size,
1152 size_t destOffset,
1153 CopyResult *resultOut)
1154 {
1155 size_t requiredSize = destOffset + size;
1156
1157 // (Re)initialize D3D buffer if needed
1158 bool preserveData = (destOffset > 0);
1159 if (!mBuffer.valid() || mBufferSize < requiredSize)
1160 {
1161 ANGLE_TRY(resize(context, requiredSize, preserveData));
1162 *resultOut = CopyResult::RECREATED;
1163 }
1164 else
1165 {
1166 *resultOut = CopyResult::NOT_RECREATED;
1167 }
1168
1169 size_t clampedSize = size;
1170 if (mUsage == BUFFER_USAGE_UNIFORM)
1171 {
1172 clampedSize = std::min(clampedSize, mBufferSize - destOffset);
1173 }
1174
1175 if (clampedSize == 0)
1176 {
1177 return angle::Result::Continue;
1178 }
1179
1180 if (source->getUsage() == BUFFER_USAGE_PIXEL_PACK ||
1181 source->getUsage() == BUFFER_USAGE_SYSTEM_MEMORY)
1182 {
1183 ASSERT(source->isCPUAccessible(GL_MAP_READ_BIT) && isCPUAccessible(GL_MAP_WRITE_BIT));
1184
1185 // Uniform buffers must be mapped with write/discard.
1186 ASSERT(!(preserveData && mUsage == BUFFER_USAGE_UNIFORM));
1187
1188 uint8_t *sourcePointer = nullptr;
1189 ANGLE_TRY(source->map(context, sourceOffset, clampedSize, GL_MAP_READ_BIT, &sourcePointer));
1190
1191 auto err = setData(context, sourcePointer, destOffset, clampedSize);
1192 source->unmap();
1193 ANGLE_TRY(err);
1194 }
1195 else
1196 {
1197 D3D11_BOX srcBox;
1198 srcBox.left = static_cast<unsigned int>(sourceOffset);
1199 srcBox.right = static_cast<unsigned int>(sourceOffset + clampedSize);
1200 srcBox.top = 0;
1201 srcBox.bottom = 1;
1202 srcBox.front = 0;
1203 srcBox.back = 1;
1204
1205 const d3d11::Buffer *sourceBuffer = &GetAs<NativeStorage>(source)->getBuffer();
1206
1207 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
1208 deviceContext->CopySubresourceRegion(mBuffer.get(), 0,
1209 static_cast<unsigned int>(destOffset), 0, 0,
1210 sourceBuffer->get(), 0, &srcBox);
1211 }
1212
1213 return angle::Result::Continue;
1214 }
1215
resize(const gl::Context * context,size_t size,bool preserveData)1216 angle::Result Buffer11::NativeStorage::resize(const gl::Context *context,
1217 size_t size,
1218 bool preserveData)
1219 {
1220 if (size == 0)
1221 {
1222 mBuffer.reset();
1223 mBufferSize = 0;
1224 return angle::Result::Continue;
1225 }
1226
1227 D3D11_BUFFER_DESC bufferDesc;
1228 FillBufferDesc(&bufferDesc, mRenderer, mUsage, static_cast<unsigned int>(size));
1229
1230 d3d11::Buffer newBuffer;
1231 ANGLE_TRY(
1232 mRenderer->allocateResource(SafeGetImplAs<Context11>(context), bufferDesc, &newBuffer));
1233 newBuffer.setDebugName("Buffer11::NativeStorage");
1234
1235 if (mBuffer.valid() && preserveData)
1236 {
1237 // We don't call resize if the buffer is big enough already.
1238 ASSERT(mBufferSize <= size);
1239
1240 D3D11_BOX srcBox;
1241 srcBox.left = 0;
1242 srcBox.right = static_cast<unsigned int>(mBufferSize);
1243 srcBox.top = 0;
1244 srcBox.bottom = 1;
1245 srcBox.front = 0;
1246 srcBox.back = 1;
1247
1248 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
1249 deviceContext->CopySubresourceRegion(newBuffer.get(), 0, 0, 0, 0, mBuffer.get(), 0,
1250 &srcBox);
1251 }
1252
1253 // No longer need the old buffer
1254 mBuffer = std::move(newBuffer);
1255
1256 mBufferSize = bufferDesc.ByteWidth;
1257
1258 // Free the SRVs.
1259 clearSRVs();
1260
1261 // Free the UAVs.
1262 clearUAVs();
1263
1264 // Notify that the storage has changed.
1265 if (mOnStorageChanged)
1266 {
1267 mOnStorageChanged->onStateChange(angle::SubjectMessage::SubjectChanged);
1268 }
1269
1270 return angle::Result::Continue;
1271 }
1272
1273 // static
FillBufferDesc(D3D11_BUFFER_DESC * bufferDesc,Renderer11 * renderer,BufferUsage usage,unsigned int bufferSize)1274 void Buffer11::NativeStorage::FillBufferDesc(D3D11_BUFFER_DESC *bufferDesc,
1275 Renderer11 *renderer,
1276 BufferUsage usage,
1277 unsigned int bufferSize)
1278 {
1279 bufferDesc->ByteWidth = bufferSize;
1280 bufferDesc->MiscFlags = 0;
1281 bufferDesc->StructureByteStride = 0;
1282
1283 switch (usage)
1284 {
1285 case BUFFER_USAGE_STAGING:
1286 bufferDesc->Usage = D3D11_USAGE_STAGING;
1287 bufferDesc->BindFlags = 0;
1288 bufferDesc->CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
1289 break;
1290
1291 case BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK:
1292 bufferDesc->Usage = D3D11_USAGE_DEFAULT;
1293 bufferDesc->BindFlags = D3D11_BIND_VERTEX_BUFFER;
1294
1295 if (renderer->isES3Capable())
1296 {
1297 bufferDesc->BindFlags |= D3D11_BIND_STREAM_OUTPUT;
1298 }
1299
1300 bufferDesc->CPUAccessFlags = 0;
1301 break;
1302
1303 case BUFFER_USAGE_INDEX:
1304 bufferDesc->Usage = D3D11_USAGE_DEFAULT;
1305 bufferDesc->BindFlags = D3D11_BIND_INDEX_BUFFER;
1306 bufferDesc->CPUAccessFlags = 0;
1307 break;
1308
1309 case BUFFER_USAGE_INDIRECT:
1310 bufferDesc->MiscFlags = D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS;
1311 bufferDesc->Usage = D3D11_USAGE_DEFAULT;
1312 bufferDesc->BindFlags = 0;
1313 bufferDesc->CPUAccessFlags = 0;
1314 break;
1315
1316 case BUFFER_USAGE_PIXEL_UNPACK:
1317 bufferDesc->Usage = D3D11_USAGE_DEFAULT;
1318 bufferDesc->BindFlags = D3D11_BIND_SHADER_RESOURCE;
1319 bufferDesc->CPUAccessFlags = 0;
1320 break;
1321
1322 case BUFFER_USAGE_UNIFORM:
1323 bufferDesc->Usage = D3D11_USAGE_DYNAMIC;
1324 bufferDesc->BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1325 bufferDesc->CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1326
1327 // Constant buffers must be of a limited size, and aligned to 16 byte boundaries
1328 // For our purposes we ignore any buffer data past the maximum constant buffer size
1329 bufferDesc->ByteWidth = roundUpPow2(bufferDesc->ByteWidth, 16u);
1330
1331 // Note: it seems that D3D11 allows larger buffers on some platforms, but not all.
1332 // (Windows 10 seems to allow larger constant buffers, but not Windows 7)
1333 if (!renderer->getRenderer11DeviceCaps().supportsConstantBufferOffsets)
1334 {
1335 bufferDesc->ByteWidth = std::min<UINT>(
1336 bufferDesc->ByteWidth,
1337 static_cast<UINT>(renderer->getNativeCaps().maxUniformBlockSize));
1338 }
1339 break;
1340
1341 case BUFFER_USAGE_RAW_UAV:
1342 bufferDesc->MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
1343 bufferDesc->BindFlags = D3D11_BIND_UNORDERED_ACCESS;
1344 bufferDesc->Usage = D3D11_USAGE_DEFAULT;
1345 bufferDesc->CPUAccessFlags = 0;
1346 break;
1347
1348 default:
1349 UNREACHABLE();
1350 }
1351 }
1352
map(const gl::Context * context,size_t offset,size_t length,GLbitfield access,uint8_t ** mapPointerOut)1353 angle::Result Buffer11::NativeStorage::map(const gl::Context *context,
1354 size_t offset,
1355 size_t length,
1356 GLbitfield access,
1357 uint8_t **mapPointerOut)
1358 {
1359 ASSERT(isCPUAccessible(access));
1360
1361 D3D11_MAPPED_SUBRESOURCE mappedResource;
1362 D3D11_MAP d3dMapType = gl_d3d11::GetD3DMapTypeFromBits(mUsage, access);
1363 UINT d3dMapFlag = ((access & GL_MAP_UNSYNCHRONIZED_BIT) != 0 ? D3D11_MAP_FLAG_DO_NOT_WAIT : 0);
1364
1365 ANGLE_TRY(
1366 mRenderer->mapResource(context, mBuffer.get(), 0, d3dMapType, d3dMapFlag, &mappedResource));
1367 ASSERT(mappedResource.pData);
1368 *mapPointerOut = static_cast<uint8_t *>(mappedResource.pData) + offset;
1369 return angle::Result::Continue;
1370 }
1371
unmap()1372 void Buffer11::NativeStorage::unmap()
1373 {
1374 ASSERT(isCPUAccessible(GL_MAP_WRITE_BIT) || isCPUAccessible(GL_MAP_READ_BIT));
1375 ID3D11DeviceContext *context = mRenderer->getDeviceContext();
1376 context->Unmap(mBuffer.get(), 0);
1377 }
1378
getSRVForFormat(const gl::Context * context,DXGI_FORMAT srvFormat,const d3d11::ShaderResourceView ** srvOut)1379 angle::Result Buffer11::NativeStorage::getSRVForFormat(const gl::Context *context,
1380 DXGI_FORMAT srvFormat,
1381 const d3d11::ShaderResourceView **srvOut)
1382 {
1383 auto bufferSRVIt = mBufferResourceViews.find(srvFormat);
1384
1385 if (bufferSRVIt != mBufferResourceViews.end())
1386 {
1387 *srvOut = &bufferSRVIt->second;
1388 return angle::Result::Continue;
1389 }
1390
1391 const d3d11::DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(srvFormat);
1392
1393 D3D11_SHADER_RESOURCE_VIEW_DESC bufferSRVDesc;
1394 bufferSRVDesc.Buffer.ElementOffset = 0;
1395 bufferSRVDesc.Buffer.ElementWidth = static_cast<UINT>(mBufferSize) / dxgiFormatInfo.pixelBytes;
1396 bufferSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
1397 bufferSRVDesc.Format = srvFormat;
1398
1399 ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), bufferSRVDesc,
1400 mBuffer.get(), &mBufferResourceViews[srvFormat]));
1401
1402 *srvOut = &mBufferResourceViews[srvFormat];
1403 return angle::Result::Continue;
1404 }
1405
getRawUAV(const gl::Context * context,unsigned int offset,unsigned int size,d3d11::UnorderedAccessView ** uavOut)1406 angle::Result Buffer11::NativeStorage::getRawUAV(const gl::Context *context,
1407 unsigned int offset,
1408 unsigned int size,
1409 d3d11::UnorderedAccessView **uavOut)
1410 {
1411 ASSERT(offset + size <= mBufferSize);
1412
1413 auto bufferRawUAV = mBufferRawUAVs.find({offset, size});
1414 if (bufferRawUAV != mBufferRawUAVs.end())
1415 {
1416 *uavOut = &bufferRawUAV->second;
1417 return angle::Result::Continue;
1418 }
1419
1420 D3D11_UNORDERED_ACCESS_VIEW_DESC bufferUAVDesc;
1421
1422 // DXGI_FORMAT_R32_TYPELESS uses 4 bytes per element
1423 constexpr int kBytesToElement = 4;
1424 bufferUAVDesc.Buffer.FirstElement = offset / kBytesToElement;
1425 bufferUAVDesc.Buffer.NumElements = size / kBytesToElement;
1426 bufferUAVDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
1427 bufferUAVDesc.Format = DXGI_FORMAT_R32_TYPELESS; // Format must be DXGI_FORMAT_R32_TYPELESS,
1428 // when creating Raw Unordered Access View
1429 bufferUAVDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
1430
1431 ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), bufferUAVDesc,
1432 mBuffer.get(), &mBufferRawUAVs[{offset, size}]));
1433 *uavOut = &mBufferRawUAVs[{offset, size}];
1434 return angle::Result::Continue;
1435 }
1436
clearSRVs()1437 void Buffer11::NativeStorage::clearSRVs()
1438 {
1439 mBufferResourceViews.clear();
1440 }
1441
clearUAVs()1442 void Buffer11::NativeStorage::clearUAVs()
1443 {
1444 mBufferRawUAVs.clear();
1445 }
1446
StructuredBufferStorage(Renderer11 * renderer,BufferUsage usage,const angle::Subject * onStorageChanged)1447 Buffer11::StructuredBufferStorage::StructuredBufferStorage(Renderer11 *renderer,
1448 BufferUsage usage,
1449 const angle::Subject *onStorageChanged)
1450 : NativeStorage(renderer, usage, onStorageChanged), mStructuredBufferResourceView()
1451 {}
1452
~StructuredBufferStorage()1453 Buffer11::StructuredBufferStorage::~StructuredBufferStorage()
1454 {
1455 mStructuredBufferResourceView.reset();
1456 }
1457
resizeStructuredBuffer(const gl::Context * context,unsigned int size,unsigned int structureByteStride)1458 angle::Result Buffer11::StructuredBufferStorage::resizeStructuredBuffer(
1459 const gl::Context *context,
1460 unsigned int size,
1461 unsigned int structureByteStride)
1462 {
1463 if (size == 0)
1464 {
1465 mBuffer.reset();
1466 mBufferSize = 0;
1467 return angle::Result::Continue;
1468 }
1469
1470 D3D11_BUFFER_DESC bufferDesc;
1471 bufferDesc.ByteWidth = size;
1472 bufferDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
1473 bufferDesc.StructureByteStride = structureByteStride;
1474 bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
1475 bufferDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
1476 bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1477
1478 d3d11::Buffer newBuffer;
1479 ANGLE_TRY(
1480 mRenderer->allocateResource(SafeGetImplAs<Context11>(context), bufferDesc, &newBuffer));
1481 newBuffer.setDebugName("Buffer11::StructuredBufferStorage");
1482
1483 // No longer need the old buffer
1484 mBuffer = std::move(newBuffer);
1485
1486 mBufferSize = static_cast<size_t>(bufferDesc.ByteWidth);
1487
1488 mStructuredBufferResourceView.reset();
1489
1490 // Notify that the storage has changed.
1491 if (mOnStorageChanged)
1492 {
1493 mOnStorageChanged->onStateChange(angle::SubjectMessage::SubjectChanged);
1494 }
1495
1496 return angle::Result::Continue;
1497 }
1498
getStructuredBufferRangeSRV(const gl::Context * context,unsigned int offset,unsigned int size,unsigned int structureByteStride,const d3d11::ShaderResourceView ** srvOut)1499 angle::Result Buffer11::StructuredBufferStorage::getStructuredBufferRangeSRV(
1500 const gl::Context *context,
1501 unsigned int offset,
1502 unsigned int size,
1503 unsigned int structureByteStride,
1504 const d3d11::ShaderResourceView **srvOut)
1505 {
1506 if (mStructuredBufferResourceView.valid())
1507 {
1508 *srvOut = &mStructuredBufferResourceView;
1509 return angle::Result::Continue;
1510 }
1511
1512 D3D11_SHADER_RESOURCE_VIEW_DESC bufferSRVDesc = {};
1513 bufferSRVDesc.BufferEx.NumElements = structureByteStride == 0u ? 1 : size / structureByteStride;
1514 bufferSRVDesc.BufferEx.FirstElement = 0;
1515 bufferSRVDesc.BufferEx.Flags = 0;
1516 bufferSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
1517 bufferSRVDesc.Format = DXGI_FORMAT_UNKNOWN;
1518
1519 ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), bufferSRVDesc,
1520 mBuffer.get(), &mStructuredBufferResourceView));
1521
1522 *srvOut = &mStructuredBufferResourceView;
1523 return angle::Result::Continue;
1524 }
1525
1526 // Buffer11::EmulatedIndexStorage implementation
EmulatedIndexedStorage(Renderer11 * renderer)1527 Buffer11::EmulatedIndexedStorage::EmulatedIndexedStorage(Renderer11 *renderer)
1528 : BufferStorage(renderer, BUFFER_USAGE_EMULATED_INDEXED_VERTEX), mBuffer()
1529 {}
1530
~EmulatedIndexedStorage()1531 Buffer11::EmulatedIndexedStorage::~EmulatedIndexedStorage() {}
1532
getBuffer(const gl::Context * context,SourceIndexData * indexInfo,const TranslatedAttribute & attribute,GLint startVertex,const d3d11::Buffer ** bufferOut)1533 angle::Result Buffer11::EmulatedIndexedStorage::getBuffer(const gl::Context *context,
1534 SourceIndexData *indexInfo,
1535 const TranslatedAttribute &attribute,
1536 GLint startVertex,
1537 const d3d11::Buffer **bufferOut)
1538 {
1539 Context11 *context11 = GetImplAs<Context11>(context);
1540
1541 // If a change in the indices applied from the last draw call is detected, then the emulated
1542 // indexed buffer needs to be invalidated. After invalidation, the change detected flag should
1543 // be cleared to avoid unnecessary recreation of the buffer.
1544 if (!mBuffer.valid() || indexInfo->srcIndicesChanged)
1545 {
1546 mBuffer.reset();
1547
1548 // Copy the source index data. This ensures that the lifetime of the indices pointer
1549 // stays with this storage until the next time we invalidate.
1550 size_t indicesDataSize = 0;
1551 switch (indexInfo->srcIndexType)
1552 {
1553 case gl::DrawElementsType::UnsignedInt:
1554 indicesDataSize = sizeof(GLuint) * indexInfo->srcCount;
1555 break;
1556 case gl::DrawElementsType::UnsignedShort:
1557 indicesDataSize = sizeof(GLushort) * indexInfo->srcCount;
1558 break;
1559 case gl::DrawElementsType::UnsignedByte:
1560 indicesDataSize = sizeof(GLubyte) * indexInfo->srcCount;
1561 break;
1562 default:
1563 indicesDataSize = sizeof(GLushort) * indexInfo->srcCount;
1564 break;
1565 }
1566
1567 ANGLE_CHECK_GL_ALLOC(context11, mIndicesMemoryBuffer.resize(indicesDataSize));
1568
1569 memcpy(mIndicesMemoryBuffer.data(), indexInfo->srcIndices, indicesDataSize);
1570
1571 indexInfo->srcIndicesChanged = false;
1572 }
1573
1574 if (!mBuffer.valid())
1575 {
1576 unsigned int offset = 0;
1577 ANGLE_TRY(attribute.computeOffset(context, startVertex, &offset));
1578
1579 // Expand the memory storage upon request and cache the results.
1580 unsigned int expandedDataSize =
1581 static_cast<unsigned int>((indexInfo->srcCount * attribute.stride) + offset);
1582 angle::MemoryBuffer expandedData;
1583 ANGLE_CHECK_GL_ALLOC(context11, expandedData.resize(expandedDataSize));
1584
1585 // Clear the contents of the allocated buffer
1586 ZeroMemory(expandedData.data(), expandedDataSize);
1587
1588 uint8_t *curr = expandedData.data();
1589 const uint8_t *ptr = static_cast<const uint8_t *>(indexInfo->srcIndices);
1590
1591 // Ensure that we start in the correct place for the emulated data copy operation to
1592 // maintain offset behaviors.
1593 curr += offset;
1594
1595 ReadIndexValueFunction readIndexValue = ReadIndexValueFromIndices<GLushort>;
1596
1597 switch (indexInfo->srcIndexType)
1598 {
1599 case gl::DrawElementsType::UnsignedInt:
1600 readIndexValue = ReadIndexValueFromIndices<GLuint>;
1601 break;
1602 case gl::DrawElementsType::UnsignedShort:
1603 readIndexValue = ReadIndexValueFromIndices<GLushort>;
1604 break;
1605 case gl::DrawElementsType::UnsignedByte:
1606 readIndexValue = ReadIndexValueFromIndices<GLubyte>;
1607 break;
1608 default:
1609 UNREACHABLE();
1610 return angle::Result::Stop;
1611 }
1612
1613 // Iterate over the cached index data and copy entries indicated into the emulated buffer.
1614 for (GLuint i = 0; i < indexInfo->srcCount; i++)
1615 {
1616 GLuint idx = readIndexValue(ptr, i);
1617 memcpy(curr, mMemoryBuffer.data() + (attribute.stride * idx), attribute.stride);
1618 curr += attribute.stride;
1619 }
1620
1621 // Finally, initialize the emulated indexed native storage object with the newly copied data
1622 // and free the temporary buffers used.
1623 D3D11_BUFFER_DESC bufferDesc;
1624 bufferDesc.ByteWidth = expandedDataSize;
1625 bufferDesc.MiscFlags = 0;
1626 bufferDesc.StructureByteStride = 0;
1627 bufferDesc.Usage = D3D11_USAGE_DEFAULT;
1628 bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1629 bufferDesc.CPUAccessFlags = 0;
1630
1631 D3D11_SUBRESOURCE_DATA subResourceData = {expandedData.data(), 0, 0};
1632
1633 ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), bufferDesc,
1634 &subResourceData, &mBuffer));
1635 mBuffer.setDebugName("Buffer11::EmulatedIndexedStorage");
1636 }
1637
1638 *bufferOut = &mBuffer;
1639 return angle::Result::Continue;
1640 }
1641
copyFromStorage(const gl::Context * context,BufferStorage * source,size_t sourceOffset,size_t size,size_t destOffset,CopyResult * resultOut)1642 angle::Result Buffer11::EmulatedIndexedStorage::copyFromStorage(const gl::Context *context,
1643 BufferStorage *source,
1644 size_t sourceOffset,
1645 size_t size,
1646 size_t destOffset,
1647 CopyResult *resultOut)
1648 {
1649 ASSERT(source->isCPUAccessible(GL_MAP_READ_BIT));
1650 uint8_t *sourceData = nullptr;
1651 ANGLE_TRY(source->map(context, sourceOffset, size, GL_MAP_READ_BIT, &sourceData));
1652 ASSERT(destOffset + size <= mMemoryBuffer.size());
1653 memcpy(mMemoryBuffer.data() + destOffset, sourceData, size);
1654 source->unmap();
1655 *resultOut = CopyResult::RECREATED;
1656 return angle::Result::Continue;
1657 }
1658
resize(const gl::Context * context,size_t size,bool preserveData)1659 angle::Result Buffer11::EmulatedIndexedStorage::resize(const gl::Context *context,
1660 size_t size,
1661 bool preserveData)
1662 {
1663 if (mMemoryBuffer.size() < size)
1664 {
1665 Context11 *context11 = GetImplAs<Context11>(context);
1666 ANGLE_CHECK_GL_ALLOC(context11, mMemoryBuffer.resize(size));
1667 mBufferSize = size;
1668 }
1669
1670 return angle::Result::Continue;
1671 }
1672
map(const gl::Context * context,size_t offset,size_t length,GLbitfield access,uint8_t ** mapPointerOut)1673 angle::Result Buffer11::EmulatedIndexedStorage::map(const gl::Context *context,
1674 size_t offset,
1675 size_t length,
1676 GLbitfield access,
1677 uint8_t **mapPointerOut)
1678 {
1679 ASSERT(!mMemoryBuffer.empty() && offset + length <= mMemoryBuffer.size());
1680 *mapPointerOut = mMemoryBuffer.data() + offset;
1681 return angle::Result::Continue;
1682 }
1683
unmap()1684 void Buffer11::EmulatedIndexedStorage::unmap()
1685 {
1686 // No-op
1687 }
1688
1689 // Buffer11::PackStorage implementation
1690
PackStorage(Renderer11 * renderer)1691 Buffer11::PackStorage::PackStorage(Renderer11 *renderer)
1692 : BufferStorage(renderer, BUFFER_USAGE_PIXEL_PACK), mStagingTexture(), mDataModified(false)
1693 {}
1694
~PackStorage()1695 Buffer11::PackStorage::~PackStorage() {}
1696
copyFromStorage(const gl::Context * context,BufferStorage * source,size_t sourceOffset,size_t size,size_t destOffset,CopyResult * resultOut)1697 angle::Result Buffer11::PackStorage::copyFromStorage(const gl::Context *context,
1698 BufferStorage *source,
1699 size_t sourceOffset,
1700 size_t size,
1701 size_t destOffset,
1702 CopyResult *resultOut)
1703 {
1704 ANGLE_TRY(flushQueuedPackCommand(context));
1705
1706 // For all use cases of pack buffers, we must copy through a readable buffer.
1707 ASSERT(source->isCPUAccessible(GL_MAP_READ_BIT));
1708 uint8_t *sourceData = nullptr;
1709 ANGLE_TRY(source->map(context, sourceOffset, size, GL_MAP_READ_BIT, &sourceData));
1710 ASSERT(destOffset + size <= mMemoryBuffer.size());
1711 memcpy(mMemoryBuffer.data() + destOffset, sourceData, size);
1712 source->unmap();
1713 *resultOut = CopyResult::NOT_RECREATED;
1714 return angle::Result::Continue;
1715 }
1716
resize(const gl::Context * context,size_t size,bool preserveData)1717 angle::Result Buffer11::PackStorage::resize(const gl::Context *context,
1718 size_t size,
1719 bool preserveData)
1720 {
1721 if (size != mBufferSize)
1722 {
1723 Context11 *context11 = GetImplAs<Context11>(context);
1724 ANGLE_CHECK_GL_ALLOC(context11, mMemoryBuffer.resize(size));
1725 mBufferSize = size;
1726 }
1727
1728 return angle::Result::Continue;
1729 }
1730
map(const gl::Context * context,size_t offset,size_t length,GLbitfield access,uint8_t ** mapPointerOut)1731 angle::Result Buffer11::PackStorage::map(const gl::Context *context,
1732 size_t offset,
1733 size_t length,
1734 GLbitfield access,
1735 uint8_t **mapPointerOut)
1736 {
1737 ASSERT(offset + length <= getSize());
1738 // TODO: fast path
1739 // We might be able to optimize out one or more memcpy calls by detecting when
1740 // and if D3D packs the staging texture memory identically to how we would fill
1741 // the pack buffer according to the current pack state.
1742
1743 ANGLE_TRY(flushQueuedPackCommand(context));
1744
1745 mDataModified = (mDataModified || (access & GL_MAP_WRITE_BIT) != 0);
1746
1747 *mapPointerOut = mMemoryBuffer.data() + offset;
1748 return angle::Result::Continue;
1749 }
1750
unmap()1751 void Buffer11::PackStorage::unmap()
1752 {
1753 // No-op
1754 }
1755
packPixels(const gl::Context * context,const gl::FramebufferAttachment & readAttachment,const PackPixelsParams & params)1756 angle::Result Buffer11::PackStorage::packPixels(const gl::Context *context,
1757 const gl::FramebufferAttachment &readAttachment,
1758 const PackPixelsParams ¶ms)
1759 {
1760 ANGLE_TRY(flushQueuedPackCommand(context));
1761
1762 RenderTarget11 *renderTarget = nullptr;
1763 ANGLE_TRY(readAttachment.getRenderTarget(context, 0, &renderTarget));
1764
1765 const TextureHelper11 &srcTexture = renderTarget->getTexture();
1766 ASSERT(srcTexture.valid());
1767 unsigned int srcSubresource = renderTarget->getSubresourceIndex();
1768
1769 mQueuedPackCommand.reset(new PackPixelsParams(params));
1770
1771 gl::Extents srcTextureSize(params.area.width, params.area.height, 1);
1772 if (!mStagingTexture.get() || mStagingTexture.getFormat() != srcTexture.getFormat() ||
1773 mStagingTexture.getExtents() != srcTextureSize)
1774 {
1775 ANGLE_TRY(mRenderer->createStagingTexture(context, srcTexture.getTextureType(),
1776 srcTexture.getFormatSet(), srcTextureSize,
1777 StagingAccess::READ, &mStagingTexture));
1778 }
1779
1780 // ReadPixels from multisampled FBOs isn't supported in current GL
1781 ASSERT(srcTexture.getSampleCount() <= 1);
1782
1783 ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
1784 D3D11_BOX srcBox;
1785 srcBox.left = params.area.x;
1786 srcBox.right = params.area.x + params.area.width;
1787 srcBox.top = params.area.y;
1788 srcBox.bottom = params.area.y + params.area.height;
1789
1790 // Select the correct layer from a 3D attachment
1791 srcBox.front = 0;
1792 if (mStagingTexture.is3D())
1793 {
1794 srcBox.front = static_cast<UINT>(readAttachment.layer());
1795 }
1796 srcBox.back = srcBox.front + 1;
1797
1798 // Asynchronous copy
1799 immediateContext->CopySubresourceRegion(mStagingTexture.get(), 0, 0, 0, 0, srcTexture.get(),
1800 srcSubresource, &srcBox);
1801
1802 return angle::Result::Continue;
1803 }
1804
flushQueuedPackCommand(const gl::Context * context)1805 angle::Result Buffer11::PackStorage::flushQueuedPackCommand(const gl::Context *context)
1806 {
1807 ASSERT(mMemoryBuffer.size() > 0);
1808
1809 if (mQueuedPackCommand)
1810 {
1811 ANGLE_TRY(mRenderer->packPixels(context, mStagingTexture, *mQueuedPackCommand,
1812 mMemoryBuffer.data()));
1813 mQueuedPackCommand.reset(nullptr);
1814 }
1815
1816 return angle::Result::Continue;
1817 }
1818
1819 // Buffer11::SystemMemoryStorage implementation
1820
SystemMemoryStorage(Renderer11 * renderer)1821 Buffer11::SystemMemoryStorage::SystemMemoryStorage(Renderer11 *renderer)
1822 : Buffer11::BufferStorage(renderer, BUFFER_USAGE_SYSTEM_MEMORY)
1823 {}
1824
copyFromStorage(const gl::Context * context,BufferStorage * source,size_t sourceOffset,size_t size,size_t destOffset,CopyResult * resultOut)1825 angle::Result Buffer11::SystemMemoryStorage::copyFromStorage(const gl::Context *context,
1826 BufferStorage *source,
1827 size_t sourceOffset,
1828 size_t size,
1829 size_t destOffset,
1830 CopyResult *resultOut)
1831 {
1832 ASSERT(source->isCPUAccessible(GL_MAP_READ_BIT));
1833 uint8_t *sourceData = nullptr;
1834 ANGLE_TRY(source->map(context, sourceOffset, size, GL_MAP_READ_BIT, &sourceData));
1835 ASSERT(destOffset + size <= mSystemCopy.size());
1836 memcpy(mSystemCopy.data() + destOffset, sourceData, size);
1837 source->unmap();
1838 *resultOut = CopyResult::RECREATED;
1839 return angle::Result::Continue;
1840 }
1841
resize(const gl::Context * context,size_t size,bool preserveData)1842 angle::Result Buffer11::SystemMemoryStorage::resize(const gl::Context *context,
1843 size_t size,
1844 bool preserveData)
1845 {
1846 if (mSystemCopy.size() < size)
1847 {
1848 Context11 *context11 = GetImplAs<Context11>(context);
1849 ANGLE_CHECK_GL_ALLOC(context11, mSystemCopy.resize(size));
1850 mBufferSize = size;
1851 }
1852
1853 return angle::Result::Continue;
1854 }
1855
map(const gl::Context * context,size_t offset,size_t length,GLbitfield access,uint8_t ** mapPointerOut)1856 angle::Result Buffer11::SystemMemoryStorage::map(const gl::Context *context,
1857 size_t offset,
1858 size_t length,
1859 GLbitfield access,
1860 uint8_t **mapPointerOut)
1861 {
1862 ASSERT(!mSystemCopy.empty() && offset + length <= mSystemCopy.size());
1863 *mapPointerOut = mSystemCopy.data() + offset;
1864 return angle::Result::Continue;
1865 }
1866
unmap()1867 void Buffer11::SystemMemoryStorage::unmap()
1868 {
1869 // No-op
1870 }
1871 } // namespace rx
1872