Hash :
e708fc02
Author :
Date :
2014-03-17T10:23:18
Only use map-write instead of map-write-discard. In D3D11, map-discard is reserved for DYNAMIC usage buffer, which are resources that live on the GPU. Staging buffers don't have the notion of map-discard, and using them with discard gives a D3D11 error. This patch fixes crashes in dEQP buffer.map.write.invalidate. BUG=angle:587 Change-Id: Ie225e72d4e226c69e73826c9fb67bbb940bbc466 Reviewed-on: https://chromium-review.googlesource.com/190072 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
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#include "precompiled.h"
//
// Copyright (c) 2013-2014 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.
//
// BufferStorage11.cpp Defines the BufferStorage11 class.
#include "libGLESv2/renderer/d3d11/BufferStorage11.h"
#include "libGLESv2/main.h"
#include "libGLESv2/renderer/d3d11/Renderer11.h"
#include "libGLESv2/renderer/d3d11/formatutils11.h"
namespace rx
{
namespace gl_d3d11
{
D3D11_MAP GetD3DMapTypeFromBits(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)
{
return D3D11_MAP_WRITE;
}
else if (writeBit && readBit)
{
return D3D11_MAP_READ_WRITE;
}
else
{
UNREACHABLE();
return D3D11_MAP_READ;
}
}
}
BufferStorage11::BufferStorage11(Renderer11 *renderer)
: mRenderer(renderer),
mIsMapped(false),
mResolvedDataRevision(0),
mReadUsageCount(0),
mWriteUsageCount(0),
mSize(0)
{
}
BufferStorage11::~BufferStorage11()
{
for (auto it = mDirectBuffers.begin(); it != mDirectBuffers.end(); it++)
{
SafeDelete(it->second);
}
}
BufferStorage11 *BufferStorage11::makeBufferStorage11(BufferStorage *bufferStorage)
{
ASSERT(HAS_DYNAMIC_TYPE(BufferStorage11*, bufferStorage));
return static_cast<BufferStorage11*>(bufferStorage);
}
void *BufferStorage11::getData()
{
DirectBufferStorage11 *stagingBuffer = getStagingBuffer();
if (stagingBuffer->getDataRevision() > mResolvedDataRevision)
{
if (stagingBuffer->getSize() > mResolvedData.size())
{
mResolvedData.resize(stagingBuffer->getSize());
}
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT result = context->Map(stagingBuffer->getD3DBuffer(), 0, D3D11_MAP_READ, 0, &mappedResource);
if (FAILED(result))
{
return gl::error(GL_OUT_OF_MEMORY, (void*)NULL);
}
memcpy(mResolvedData.data(), mappedResource.pData, stagingBuffer->getSize());
context->Unmap(stagingBuffer->getD3DBuffer(), 0);
mResolvedDataRevision = stagingBuffer->getDataRevision();
}
return mResolvedData.data();
}
void BufferStorage11::setData(const void* data, unsigned int size, unsigned int offset)
{
DirectBufferStorage11 *stagingBuffer = getStagingBuffer();
// Explicitly resize the staging buffer, preserving data if the new data will not
// completely fill the buffer
size_t requiredSize = size + offset;
if (stagingBuffer->getSize() < requiredSize)
{
bool preserveData = (offset > 0);
stagingBuffer->resize(requiredSize, preserveData);
}
if (data)
{
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT result = context->Map(stagingBuffer->getD3DBuffer(), 0, D3D11_MAP_WRITE, 0, &mappedResource);
if (FAILED(result))
{
return gl::error(GL_OUT_OF_MEMORY);
}
unsigned char *offsetBufferPointer = reinterpret_cast<unsigned char *>(mappedResource.pData) + offset;
memcpy(offsetBufferPointer, data, size);
context->Unmap(stagingBuffer->getD3DBuffer(), 0);
}
stagingBuffer->setDataRevision(stagingBuffer->getDataRevision() + 1);
mWriteUsageCount = 0;
mSize = std::max(mSize, requiredSize);
}
void BufferStorage11::copyData(BufferStorage* sourceStorage, unsigned int size,
unsigned int sourceOffset, unsigned int destOffset)
{
BufferStorage11* sourceStorage11 = makeBufferStorage11(sourceStorage);
if (sourceStorage11)
{
DirectBufferStorage11 *dest = getLatestStorage();
if (!dest)
{
dest = getStagingBuffer();
}
DirectBufferStorage11 *source = sourceStorage11->getLatestStorage();
if (source && dest)
{
dest->copyFromStorage(source, sourceOffset, size, destOffset);
dest->setDataRevision(dest->getDataRevision() + 1);
}
mSize = std::max(mSize, destOffset + size);
}
}
void BufferStorage11::clear()
{
mSize = 0;
mResolvedDataRevision = 0;
}
void BufferStorage11::markTransformFeedbackUsage()
{
DirectBufferStorage11 *transformFeedbackStorage = getStorage(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
transformFeedbackStorage->setDataRevision(transformFeedbackStorage->getDataRevision() + 1);
}
unsigned int BufferStorage11::getSize() const
{
return mSize;
}
bool BufferStorage11::supportsDirectBinding() const
{
return true;
}
void BufferStorage11::markBufferUsage()
{
mReadUsageCount++;
mWriteUsageCount++;
const unsigned int usageLimit = 5;
if (mReadUsageCount > usageLimit && mResolvedData.size() > 0)
{
mResolvedData.resize(0);
mResolvedDataRevision = 0;
}
}
ID3D11Buffer *BufferStorage11::getBuffer(BufferUsage usage)
{
markBufferUsage();
return getStorage(usage)->getD3DBuffer();
}
ID3D11ShaderResourceView *BufferStorage11::getSRV(DXGI_FORMAT srvFormat)
{
DirectBufferStorage11 *storage = getStorage(BUFFER_USAGE_PIXEL_UNPACK);
ID3D11Buffer *buffer = storage->getD3DBuffer();
auto bufferSRVIt = mBufferResourceViews.find(srvFormat);
if (bufferSRVIt != mBufferResourceViews.end())
{
if (bufferSRVIt->second.first == buffer)
{
return bufferSRVIt->second.second;
}
else
{
// The underlying buffer has changed since the SRV was created: recreate the SRV.
SafeRelease(bufferSRVIt->second.second);
}
}
ID3D11Device *device = mRenderer->getDevice();
ID3D11ShaderResourceView *bufferSRV = NULL;
D3D11_SHADER_RESOURCE_VIEW_DESC bufferSRVDesc;
bufferSRVDesc.Buffer.ElementOffset = 0;
bufferSRVDesc.Buffer.ElementWidth = mSize / d3d11::GetFormatPixelBytes(srvFormat);
bufferSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
bufferSRVDesc.Format = srvFormat;
HRESULT result = device->CreateShaderResourceView(buffer, &bufferSRVDesc, &bufferSRV);
ASSERT(SUCCEEDED(result));
mBufferResourceViews[srvFormat] = BufferSRVPair(buffer, bufferSRV);
return bufferSRV;
}
DirectBufferStorage11 *BufferStorage11::getStorage(BufferUsage usage)
{
DirectBufferStorage11 *directBuffer = NULL;
auto directBufferIt = mDirectBuffers.find(usage);
if (directBufferIt != mDirectBuffers.end())
{
directBuffer = directBufferIt->second;
}
if (!directBuffer)
{
// buffer is not allocated, create it
directBuffer = new DirectBufferStorage11(mRenderer, usage);
mDirectBuffers.insert(std::make_pair(usage, directBuffer));
}
DirectBufferStorage11 *latestBuffer = getLatestStorage();
if (latestBuffer && latestBuffer->getDataRevision() > directBuffer->getDataRevision())
{
// if copyFromStorage returns true, the D3D buffer has been recreated
// and we should update our serial
if (directBuffer->copyFromStorage(latestBuffer, 0, latestBuffer->getSize(), 0))
{
updateSerial();
}
directBuffer->setDataRevision(latestBuffer->getDataRevision());
}
return directBuffer;
}
DirectBufferStorage11 *BufferStorage11::getLatestStorage() const
{
// Even though we iterate over all the direct buffers, it is expected that only
// 1 or 2 will be present.
DirectBufferStorage11 *latestStorage = NULL;
DataRevision latestRevision = 0;
for (auto it = mDirectBuffers.begin(); it != mDirectBuffers.end(); it++)
{
DirectBufferStorage11 *storage = it->second;
if (storage->getDataRevision() > latestRevision)
{
latestStorage = storage;
latestRevision = storage->getDataRevision();
}
}
return latestStorage;
}
bool BufferStorage11::isMapped() const
{
return mIsMapped;
}
void *BufferStorage11::map(GLbitfield access)
{
ASSERT(!mIsMapped);
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT result;
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
D3D11_MAP d3dMapType = gl_d3d11::GetD3DMapTypeFromBits(access);
UINT d3dMapFlag = ((access & GL_MAP_UNSYNCHRONIZED_BIT) != 0 ? D3D11_MAP_FLAG_DO_NOT_WAIT : 0);
ID3D11Buffer *stagingBuffer = getStagingBuffer()->getD3DBuffer();
result = context->Map(stagingBuffer, 0, d3dMapType, d3dMapFlag, &mappedResource);
ASSERT(SUCCEEDED(result));
mIsMapped = true;
return mappedResource.pData;
}
void BufferStorage11::unmap()
{
ASSERT(mIsMapped);
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
ID3D11Buffer *stagingBuffer = getStagingBuffer()->getD3DBuffer();
context->Unmap(stagingBuffer, 0);
mIsMapped = false;
}
DirectBufferStorage11 *BufferStorage11::getStagingBuffer()
{
return getStorage(BUFFER_USAGE_STAGING);
}
DirectBufferStorage11::DirectBufferStorage11(Renderer11 *renderer, BufferUsage usage)
: mRenderer(renderer),
mUsage(usage),
mRevision(0),
mDirectBuffer(NULL),
mBufferSize(0)
{
}
DirectBufferStorage11::~DirectBufferStorage11()
{
SafeRelease(mDirectBuffer);
}
BufferUsage DirectBufferStorage11::getUsage() const
{
return mUsage;
}
// Returns true if it recreates the direct buffer
bool DirectBufferStorage11::copyFromStorage(DirectBufferStorage11 *source, size_t sourceOffset, size_t size, size_t destOffset)
{
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
size_t requiredSize = sourceOffset + size;
bool createBuffer = !mDirectBuffer || mBufferSize < requiredSize;
// (Re)initialize D3D buffer if needed
if (createBuffer)
{
bool preserveData = (destOffset > 0);
resize(source->getSize(), preserveData);
}
D3D11_BOX srcBox;
srcBox.left = sourceOffset;
srcBox.right = sourceOffset + size;
srcBox.top = 0;
srcBox.bottom = 1;
srcBox.front = 0;
srcBox.back = 1;
context->CopySubresourceRegion(mDirectBuffer, 0, destOffset, 0, 0, source->getD3DBuffer(), 0, &srcBox);
return createBuffer;
}
void DirectBufferStorage11::resize(size_t size, bool preserveData)
{
ID3D11Device *device = mRenderer->getDevice();
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
D3D11_BUFFER_DESC bufferDesc;
fillBufferDesc(&bufferDesc, mRenderer, mUsage, size);
ID3D11Buffer *newBuffer;
HRESULT result = device->CreateBuffer(&bufferDesc, NULL, &newBuffer);
if (FAILED(result))
{
return gl::error(GL_OUT_OF_MEMORY);
}
if (mDirectBuffer && preserveData)
{
D3D11_BOX srcBox;
srcBox.left = 0;
srcBox.right = size;
srcBox.top = 0;
srcBox.bottom = 1;
srcBox.front = 0;
srcBox.back = 1;
context->CopySubresourceRegion(newBuffer, 0, 0, 0, 0, mDirectBuffer, 0, &srcBox);
}
// No longer need the old buffer
SafeRelease(mDirectBuffer);
mDirectBuffer = newBuffer;
mBufferSize = bufferDesc.ByteWidth;
}
void DirectBufferStorage11::fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Renderer *renderer, BufferUsage usage, unsigned int bufferSize)
{
bufferDesc->ByteWidth = bufferSize;
bufferDesc->MiscFlags = 0;
bufferDesc->StructureByteStride = 0;
switch (usage)
{
case BUFFER_USAGE_STAGING:
bufferDesc->Usage = D3D11_USAGE_STAGING;
bufferDesc->BindFlags = 0;
bufferDesc->CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
break;
case BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK:
bufferDesc->Usage = D3D11_USAGE_DEFAULT;
bufferDesc->BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_STREAM_OUTPUT;
bufferDesc->CPUAccessFlags = 0;
break;
case BUFFER_USAGE_INDEX:
bufferDesc->Usage = D3D11_USAGE_DEFAULT;
bufferDesc->BindFlags = D3D11_BIND_INDEX_BUFFER;
bufferDesc->CPUAccessFlags = 0;
break;
case BUFFER_USAGE_PIXEL_UNPACK:
bufferDesc->Usage = D3D11_USAGE_DEFAULT;
bufferDesc->BindFlags = D3D11_BIND_SHADER_RESOURCE;
bufferDesc->CPUAccessFlags = 0;
break;
case BUFFER_USAGE_UNIFORM:
bufferDesc->Usage = D3D11_USAGE_DYNAMIC;
bufferDesc->BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bufferDesc->CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
// Constant buffers must be of a limited size, and aligned to 16 byte boundaries
// For our purposes we ignore any buffer data past the maximum constant buffer size
bufferDesc->ByteWidth = roundUp(bufferDesc->ByteWidth, 16u);
bufferDesc->ByteWidth = std::min(bufferDesc->ByteWidth, renderer->getMaxUniformBufferSize());
break;
default:
UNREACHABLE();
}
}
}