Hash :
29639857
Author :
Date :
2016-09-02T15:00:09
D3D11: Work around Intel uniform buffers bug. When copying from a staging buffer to a uniform buffer, the first upload would be incorrect. Work around this by trying to upload directly to a uniform buffer on the first BufferSubData call. BUG=chromium:593024 Change-Id: I0df3a1422b962bf3ece5d445f435df01e3544b67 Reviewed-on: https://chromium-review.googlesource.com/368774 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2015 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.
//
// BufferGL.cpp: Implements the class methods for BufferGL.
#include "libANGLE/renderer/gl/BufferGL.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
#include "libANGLE/renderer/gl/renderergl_utils.h"
namespace rx
{
// Use the GL_COPY_READ_BUFFER binding when two buffers need to be bound simultaneously.
// GL_ELEMENT_ARRAY_BUFFER is supported on more versions but can modify the state of the currently
// bound VAO. Two simultaneous buffer bindings are only needed for glCopyBufferSubData which also
// adds the GL_COPY_READ_BUFFER binding.
static const GLenum SourceBufferOperationTarget = GL_COPY_READ_BUFFER;
// Use the GL_ELEMENT_ARRAY_BUFFER binding for most operations since it's available on all
// supported GL versions and doesn't affect any current state when it changes.
static const GLenum DestBufferOperationTarget = GL_ARRAY_BUFFER;
BufferGL::BufferGL(const FunctionsGL *functions, StateManagerGL *stateManager)
: BufferImpl(),
mIsMapped(false),
mMapOffset(0),
mMapSize(0),
mShadowBufferData(!CanMapBufferForRead(functions)),
mShadowCopy(),
mBufferSize(0),
mFunctions(functions),
mStateManager(stateManager),
mBufferID(0)
{
ASSERT(mFunctions);
ASSERT(mStateManager);
mFunctions->genBuffers(1, &mBufferID);
}
BufferGL::~BufferGL()
{
mStateManager->deleteBuffer(mBufferID);
mBufferID = 0;
}
gl::Error BufferGL::setData(GLenum /*target*/, const void *data, size_t size, GLenum usage)
{
mStateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
mFunctions->bufferData(DestBufferOperationTarget, size, data, usage);
if (mShadowBufferData)
{
if (!mShadowCopy.resize(size))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to resize buffer data shadow copy.");
}
if (size > 0 && data != nullptr)
{
memcpy(mShadowCopy.data(), data, size);
}
}
mBufferSize = size;
return gl::Error(GL_NO_ERROR);
}
gl::Error BufferGL::setSubData(GLenum /*target*/, const void *data, size_t size, size_t offset)
{
mStateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
mFunctions->bufferSubData(DestBufferOperationTarget, offset, size, data);
if (mShadowBufferData && size > 0)
{
memcpy(mShadowCopy.data() + offset, data, size);
}
return gl::Error(GL_NO_ERROR);
}
gl::Error BufferGL::copySubData(BufferImpl* source, GLintptr sourceOffset, GLintptr destOffset, GLsizeiptr size)
{
BufferGL *sourceGL = GetAs<BufferGL>(source);
mStateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
mStateManager->bindBuffer(SourceBufferOperationTarget, sourceGL->getBufferID());
mFunctions->copyBufferSubData(SourceBufferOperationTarget, DestBufferOperationTarget, sourceOffset, destOffset, size);
if (mShadowBufferData && size > 0)
{
ASSERT(sourceGL->mShadowBufferData);
memcpy(mShadowCopy.data() + destOffset, sourceGL->mShadowCopy.data() + sourceOffset, size);
}
return gl::Error(GL_NO_ERROR);
}
gl::Error BufferGL::map(GLenum access, GLvoid **mapPtr)
{
if (mShadowBufferData)
{
*mapPtr = mShadowCopy.data();
}
else
{
mStateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
*mapPtr = mFunctions->mapBuffer(DestBufferOperationTarget, access);
}
mIsMapped = true;
mMapOffset = 0;
mMapSize = mBufferSize;
return gl::Error(GL_NO_ERROR);
}
gl::Error BufferGL::mapRange(size_t offset, size_t length, GLbitfield access, GLvoid **mapPtr)
{
if (mShadowBufferData)
{
*mapPtr = mShadowCopy.data() + offset;
}
else
{
mStateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
*mapPtr = mFunctions->mapBufferRange(DestBufferOperationTarget, offset, length, access);
}
mIsMapped = true;
mMapOffset = offset;
mMapSize = length;
return gl::Error(GL_NO_ERROR);
}
gl::Error BufferGL::unmap(GLboolean *result)
{
ASSERT(result);
ASSERT(mIsMapped);
if (mShadowBufferData)
{
mStateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
mFunctions->bufferSubData(DestBufferOperationTarget, mMapOffset, mMapSize,
mShadowCopy.data() + mMapOffset);
*result = GL_TRUE;
}
else
{
mStateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
*result = mFunctions->unmapBuffer(DestBufferOperationTarget);
}
mIsMapped = false;
return gl::Error(GL_NO_ERROR);
}
gl::Error BufferGL::getIndexRange(GLenum type,
size_t offset,
size_t count,
bool primitiveRestartEnabled,
gl::IndexRange *outRange)
{
ASSERT(!mIsMapped);
if (mShadowBufferData)
{
*outRange = gl::ComputeIndexRange(type, mShadowCopy.data() + offset, count,
primitiveRestartEnabled);
}
else
{
mStateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
const gl::Type &typeInfo = gl::GetTypeInfo(type);
const uint8_t *bufferData = MapBufferRangeWithFallback(
mFunctions, DestBufferOperationTarget, offset, count * typeInfo.bytes, GL_MAP_READ_BIT);
*outRange = gl::ComputeIndexRange(type, bufferData, count, primitiveRestartEnabled);
mFunctions->unmapBuffer(DestBufferOperationTarget);
}
return gl::Error(GL_NO_ERROR);
}
GLuint BufferGL::getBufferID() const
{
return mBufferID;
}
}