Hash :
b48e8b07
Author :
Date :
2015-04-15T14:26:37
D3D11: Only rewrite for primitive restart when needed. We would rewrite our index data every draw call. Change the index check to see if we're writing to the same sized / typed static buffer and only rewrite the data if the user re-uploaded. Also add a performance test for the primitive restart workaround. As a future improvement we could avoid creating new D3D objects every time we reinitialize static data, since BufferSubData calls don't change the size of the buffer if the index type remains the same. BUG=476658 Change-Id: I9d2540ad8b1b34fa0142ba0bf794cf572da8c61d Reviewed-on: https://chromium-review.googlesource.com/265838 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org>
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//
// Copyright (c) 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.
//
// IndexBuffer11.cpp: Defines the D3D11 IndexBuffer implementation.
#include "libANGLE/renderer/d3d/d3d11/IndexBuffer11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
namespace rx
{
IndexBuffer11::IndexBuffer11(Renderer11 *const renderer) : mRenderer(renderer)
{
mBuffer = NULL;
mBufferSize = 0;
mDynamicUsage = false;
}
IndexBuffer11::~IndexBuffer11()
{
SafeRelease(mBuffer);
}
gl::Error IndexBuffer11::initialize(unsigned int bufferSize, GLenum indexType, bool dynamic)
{
SafeRelease(mBuffer);
updateSerial();
if (bufferSize > 0)
{
ID3D11Device* dxDevice = mRenderer->getDevice();
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.ByteWidth = bufferSize;
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;
bufferDesc.StructureByteStride = 0;
HRESULT result = dxDevice->CreateBuffer(&bufferDesc, NULL, &mBuffer);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal index buffer of size, %lu.", bufferSize);
}
if (dynamic)
{
d3d11::SetDebugName(mBuffer, "IndexBuffer11 (dynamic)");
}
else
{
d3d11::SetDebugName(mBuffer, "IndexBuffer11 (static)");
}
}
mBufferSize = bufferSize;
mIndexType = indexType;
mDynamicUsage = dynamic;
return gl::Error(GL_NO_ERROR);
}
gl::Error IndexBuffer11::mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory)
{
if (!mBuffer)
{
return gl::Error(GL_OUT_OF_MEMORY, "Internal index buffer is not initialized.");
}
// Check for integer overflows and out-out-bounds map requests
if (offset + size < offset || offset + size > mBufferSize)
{
return gl::Error(GL_OUT_OF_MEMORY, "Index buffer map range is not inside the buffer.");
}
ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal index buffer, HRESULT: 0x%08x.", result);
}
*outMappedMemory = reinterpret_cast<char*>(mappedResource.pData) + offset;
return gl::Error(GL_NO_ERROR);
}
gl::Error IndexBuffer11::unmapBuffer()
{
if (!mBuffer)
{
return gl::Error(GL_OUT_OF_MEMORY, "Internal index buffer is not initialized.");
}
ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
dxContext->Unmap(mBuffer, 0);
return gl::Error(GL_NO_ERROR);
}
GLenum IndexBuffer11::getIndexType() const
{
return mIndexType;
}
unsigned int IndexBuffer11::getBufferSize() const
{
return mBufferSize;
}
gl::Error IndexBuffer11::setSize(unsigned int bufferSize, GLenum indexType)
{
if (bufferSize > mBufferSize || indexType != mIndexType)
{
return initialize(bufferSize, indexType, mDynamicUsage);
}
else
{
return gl::Error(GL_NO_ERROR);
}
}
gl::Error IndexBuffer11::discard()
{
if (!mBuffer)
{
return gl::Error(GL_OUT_OF_MEMORY, "Internal index buffer is not initialized.");
}
ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal index buffer, HRESULT: 0x%08x.", result);
}
dxContext->Unmap(mBuffer, 0);
return gl::Error(GL_NO_ERROR);
}
DXGI_FORMAT IndexBuffer11::getIndexFormat() const
{
switch (mIndexType)
{
case GL_UNSIGNED_BYTE: return DXGI_FORMAT_R16_UINT;
case GL_UNSIGNED_SHORT: return DXGI_FORMAT_R16_UINT;
case GL_UNSIGNED_INT: return DXGI_FORMAT_R32_UINT;
default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN;
}
}
ID3D11Buffer *IndexBuffer11::getBuffer() const
{
return mBuffer;
}
}