Hash :
be0facc6
Author :
Date :
2015-01-07T16:22:29
Reduce calls to ID3D11DeviceContext::Map() in VertexBuffer11.cpp This change moves VertexBuffer11::storeVertexAttributes()'s call to Map() outside a for-loop, eliminating unnecessary calls to Map(). Since Map() is a relatively expensive operation (even when using NO_OVERWRITE) this change gives a noticeable performance boost in some scenarios. Change-Id: I320111b32f2bb9eed92efbd240206e12aaa9964e Reviewed-on: https://chromium-review.googlesource.com/240181 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Austin Kinross <aukinros@microsoft.com>
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//
// Copyright (c) 2002-2012 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.
//
// VertexDataManager.h: Defines the VertexDataManager, a class that
// runs the Buffer translation process.
#ifndef LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_
#define LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_
#include "libANGLE/Constants.h"
#include "libANGLE/VertexAttribute.h"
#include "common/angleutils.h"
namespace gl
{
class State;
struct VertexAttribute;
struct VertexAttribCurrentValueData;
}
namespace rx
{
class BufferD3D;
class StreamingVertexBufferInterface;
class VertexBuffer;
class RendererD3D;
struct TranslatedAttribute
{
TranslatedAttribute() : active(false), attribute(NULL), currentValueType(GL_NONE),
offset(0), stride(0), vertexBuffer(NULL), storage(NULL),
serial(0), divisor(0) {};
bool active;
const gl::VertexAttribute *attribute;
GLenum currentValueType;
unsigned int offset;
unsigned int stride; // 0 means not to advance the read pointer at all
VertexBuffer *vertexBuffer;
BufferD3D *storage;
unsigned int serial;
unsigned int divisor;
};
class VertexDataManager
{
public:
VertexDataManager(RendererD3D *renderer);
virtual ~VertexDataManager();
gl::Error prepareVertexData(const gl::State &state, GLint start, GLsizei count,
TranslatedAttribute *outAttribs, GLsizei instances);
private:
DISALLOW_COPY_AND_ASSIGN(VertexDataManager);
gl::Error reserveSpaceForAttrib(const gl::VertexAttribute &attrib,
const gl::VertexAttribCurrentValueData ¤tValue,
GLsizei count,
GLsizei instances) const;
void invalidateMatchingStaticData(const gl::VertexAttribute &attrib,
const gl::VertexAttribCurrentValueData ¤tValue) const;
gl::Error storeAttribute(const gl::VertexAttribute &attrib,
const gl::VertexAttribCurrentValueData ¤tValue,
TranslatedAttribute *translated,
GLint start,
GLsizei count,
GLsizei instances);
gl::Error storeCurrentValue(const gl::VertexAttribute &attrib,
const gl::VertexAttribCurrentValueData ¤tValue,
TranslatedAttribute *translated,
gl::VertexAttribCurrentValueData *cachedValue,
size_t *cachedOffset,
StreamingVertexBufferInterface *buffer);
void hintUnmapAllResources(const gl::State &state);
RendererD3D *const mRenderer;
StreamingVertexBufferInterface *mStreamingBuffer;
gl::VertexAttribCurrentValueData mCurrentValue[gl::MAX_VERTEX_ATTRIBS];
StreamingVertexBufferInterface *mCurrentValueBuffer[gl::MAX_VERTEX_ATTRIBS];
std::size_t mCurrentValueOffsets[gl::MAX_VERTEX_ATTRIBS];
};
}
#endif // LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_