Hash :
52b09c2f
Author :
Date :
2016-04-11T14:12:31
Re-re-land "D3D11: Implement dirty bits for VertexArray11."" Translated attributes are now stored in the VertexArray11 in a cache, and only updated when dirty bits change. Currently dynamic attributes must be re-translated every call, so these are stored in a list and processed repeatedly. This skips doing a lot of the VertexDataManager work for vertex attributes that don't change between draw calls. Current value attributes, which correspond to disabled attributes that the program will pulls vertex data from, are owned by the Context, so these need to be handled outside of the VertexArray11. Further changes will be necessary to reduce the redundant work we do in the InputLayoutCache. We shouldn't need to re-check the cache if nothing relevant changed. This give about a 23% performance improvement on the draw call benchmark on my machine. Re-land with a fix for the start vertex offset. Re-re-land with a fix for using XFB with deleted buffers. BUG=angleproject:1327 Change-Id: I0fba49515375c149bbf54d933f8d1f747fbb8158 Reviewed-on: https://chromium-review.googlesource.com/338003 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 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.
//
// BufferD3D.cpp Defines common functionality between the Buffer9 and Buffer11 classes.
#include "libANGLE/renderer/d3d/BufferD3D.h"
#include "common/mathutil.h"
#include "common/utilities.h"
#include "libANGLE/renderer/d3d/IndexBuffer.h"
#include "libANGLE/renderer/d3d/VertexBuffer.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
namespace rx
{
unsigned int BufferD3D::mNextSerial = 1;
BufferD3D::BufferD3D(BufferFactoryD3D *factory)
: BufferImpl(),
mFactory(factory),
mStaticIndexBuffer(nullptr),
mStaticBufferCacheTotalSize(0),
mStaticVertexBufferOutOfDate(false),
mUnmodifiedDataUse(0),
mUsage(D3DBufferUsage::STATIC)
{
updateSerial();
}
BufferD3D::~BufferD3D()
{
SafeDelete(mStaticIndexBuffer);
}
void BufferD3D::emptyStaticBufferCache()
{
mStaticVertexBuffers.clear();
mStaticBufferCacheTotalSize = 0;
}
void BufferD3D::updateSerial()
{
mSerial = mNextSerial++;
}
void BufferD3D::updateD3DBufferUsage(GLenum usage)
{
switch (usage)
{
case GL_STATIC_DRAW:
case GL_STATIC_READ:
case GL_STATIC_COPY:
mUsage = D3DBufferUsage::STATIC;
initializeStaticData();
break;
case GL_STREAM_DRAW:
case GL_STREAM_READ:
case GL_STREAM_COPY:
case GL_DYNAMIC_READ:
case GL_DYNAMIC_COPY:
case GL_DYNAMIC_DRAW:
mUsage = D3DBufferUsage::DYNAMIC;
break;
default:
UNREACHABLE();
}
}
void BufferD3D::initializeStaticData()
{
if (mStaticVertexBuffers.empty())
{
auto newStaticBuffer = new StaticVertexBufferInterface(mFactory);
mStaticVertexBuffers.push_back(
std::unique_ptr<StaticVertexBufferInterface>(newStaticBuffer));
}
if (!mStaticIndexBuffer)
{
mStaticIndexBuffer = new StaticIndexBufferInterface(mFactory);
}
}
StaticIndexBufferInterface *BufferD3D::getStaticIndexBuffer()
{
return mStaticIndexBuffer;
}
StaticVertexBufferInterface *BufferD3D::getStaticVertexBuffer(const gl::VertexAttribute &attribute)
{
if (mStaticVertexBuffers.empty())
{
// Early out if there aren't any static buffers at all
return nullptr;
}
// Early out, the attribute can be added to mStaticVertexBuffer.
if (mStaticVertexBuffers.size() == 1 && mStaticVertexBuffers[0]->empty())
{
return mStaticVertexBuffers[0].get();
}
// Cache size limiting: track the total allocated buffer sizes.
size_t currentTotalSize = 0;
// At this point, see if any of the existing static buffers contains the attribute data
// If there is a cached static buffer that already contains the attribute, then return it
for (const auto &staticBuffer : mStaticVertexBuffers)
{
if (staticBuffer->matchesAttribute(attribute))
{
return staticBuffer.get();
}
currentTotalSize += staticBuffer->getBufferSize();
}
// Cache size limiting: Clean-up threshold is four times the base buffer size, with a minimum.
ASSERT(IsUnsignedMultiplicationSafe(getSize(), static_cast<size_t>(4u)));
size_t sizeThreshold = std::max(getSize() * 4u, static_cast<size_t>(0x1000u));
// If we're past the threshold, clear the buffer cache. Note that this will release buffers
// that are currenly bound, and in an edge case can even translate the same attribute twice
// in the same draw call. It will not delete currently bound buffers, however, because they
// are ref counted.
if (currentTotalSize > sizeThreshold)
{
emptyStaticBufferCache();
}
// At this point, we must create a new static buffer for the attribute data.
auto newStaticBuffer = new StaticVertexBufferInterface(mFactory);
newStaticBuffer->setAttribute(attribute);
mStaticVertexBuffers.push_back(std::unique_ptr<StaticVertexBufferInterface>(newStaticBuffer));
return newStaticBuffer;
}
void BufferD3D::invalidateStaticData()
{
emptyStaticBufferCache();
if (mStaticIndexBuffer && mStaticIndexBuffer->getBufferSize() != 0)
{
SafeDelete(mStaticIndexBuffer);
}
// If the buffer was created with a static usage then we recreate the static
// buffers so that they are populated the next time we use this buffer.
if (mUsage == D3DBufferUsage::STATIC)
{
initializeStaticData();
}
mUnmodifiedDataUse = 0;
}
// Creates static buffers if sufficient used data has been left unmodified
void BufferD3D::promoteStaticUsage(int dataSize)
{
if (mUsage == D3DBufferUsage::DYNAMIC)
{
mUnmodifiedDataUse += dataSize;
if (mUnmodifiedDataUse > 3 * getSize())
{
updateD3DBufferUsage(GL_STATIC_DRAW);
}
}
}
gl::Error BufferD3D::getIndexRange(GLenum type,
size_t offset,
size_t count,
bool primitiveRestartEnabled,
gl::IndexRange *outRange)
{
const uint8_t *data = nullptr;
gl::Error error = getData(&data);
if (error.isError())
{
return error;
}
*outRange = gl::ComputeIndexRange(type, data + offset, count, primitiveRestartEnabled);
return gl::Error(GL_NO_ERROR);
}
} // namespace rx