Hash :
647a703e
Author :
Date :
2021-11-12T13:48:06
Vulkan: Reorder logic in BufferVk::mapRange This CL flattens the logic, ordering read case first, then write, and simpler cases before more complex ones. This is to prepare for an optimization where we ignore certain paths if MAP_UNSYNCHRONIZED_BIT is set. No change in functionality or performance is expected. Bug: angleproject:6680 Change-Id: I0a2e9ee969216c90353eac7af6dabf648dea2173 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3279615 Commit-Queue: Lingfeng Yang <lfy@google.com> Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2016 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.
//
// BufferVk.h:
// Defines the class interface for BufferVk, implementing BufferImpl.
//
#ifndef LIBANGLE_RENDERER_VULKAN_BUFFERVK_H_
#define LIBANGLE_RENDERER_VULKAN_BUFFERVK_H_
#include "libANGLE/Buffer.h"
#include "libANGLE/Observer.h"
#include "libANGLE/renderer/BufferImpl.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
namespace rx
{
class RendererVk;
// Conversion buffers hold translated index and vertex data.
struct ConversionBuffer
{
ConversionBuffer(RendererVk *renderer,
VkBufferUsageFlags usageFlags,
size_t initialSize,
size_t alignment,
bool hostVisible);
~ConversionBuffer();
ConversionBuffer(ConversionBuffer &&other);
// One state value determines if we need to re-stream vertex data.
bool dirty;
// One additional state value keeps the last allocation offset.
VkDeviceSize lastAllocationOffset;
// The conversion is stored in a dynamic buffer.
vk::DynamicBuffer data;
};
enum BufferUpdateType
{
StorageRedefined,
ContentsUpdate,
};
class BufferVk : public BufferImpl
{
public:
BufferVk(const gl::BufferState &state);
~BufferVk() override;
void destroy(const gl::Context *context) override;
angle::Result setExternalBufferData(const gl::Context *context,
gl::BufferBinding target,
GLeglClientBufferEXT clientBuffer,
size_t size,
VkMemoryPropertyFlags memoryPropertyFlags);
angle::Result setDataWithUsageFlags(const gl::Context *context,
gl::BufferBinding target,
GLeglClientBufferEXT clientBuffer,
const void *data,
size_t size,
gl::BufferUsage usage,
GLbitfield flags) override;
angle::Result setData(const gl::Context *context,
gl::BufferBinding target,
const void *data,
size_t size,
gl::BufferUsage usage) override;
angle::Result setSubData(const gl::Context *context,
gl::BufferBinding target,
const void *data,
size_t size,
size_t offset) override;
angle::Result copySubData(const gl::Context *context,
BufferImpl *source,
GLintptr sourceOffset,
GLintptr destOffset,
GLsizeiptr size) override;
angle::Result map(const gl::Context *context, GLenum access, void **mapPtr) override;
angle::Result mapRange(const gl::Context *context,
size_t offset,
size_t length,
GLbitfield access,
void **mapPtr) override;
angle::Result unmap(const gl::Context *context, GLboolean *result) override;
angle::Result getSubData(const gl::Context *context,
GLintptr offset,
GLsizeiptr size,
void *outData) override;
angle::Result getIndexRange(const gl::Context *context,
gl::DrawElementsType type,
size_t offset,
size_t count,
bool primitiveRestartEnabled,
gl::IndexRange *outRange) override;
GLint64 getSize() const { return mState.getSize(); }
void onDataChanged() override;
vk::BufferHelper &getBufferAndOffset(VkDeviceSize *offsetOut)
{
ASSERT(isBufferValid());
*offsetOut = mBufferOffset;
// Every place try to use the buffer, it will have to call this API to get hold of the
// underline BufferHelper object. So this is the safe place to tell that this has ever been
// referenced by GPU command, whether pending submission or not.
mHasBeenReferencedByGPU = true;
return *mBuffer;
}
bool isBufferValid() const { return mBuffer && mBuffer->valid(); }
bool isCurrentlyInUse(ContextVk *contextVk) const;
angle::Result mapImpl(ContextVk *contextVk, GLbitfield access, void **mapPtr);
angle::Result mapRangeImpl(ContextVk *contextVk,
VkDeviceSize offset,
VkDeviceSize length,
GLbitfield access,
void **mapPtr);
angle::Result unmapImpl(ContextVk *contextVk);
angle::Result ghostMappedBuffer(ContextVk *contextVk,
VkDeviceSize offset,
VkDeviceSize length,
GLbitfield access,
void **mapPtr);
ConversionBuffer *getVertexConversionBuffer(RendererVk *renderer,
angle::FormatID formatID,
GLuint stride,
size_t offset,
bool hostVisible);
private:
angle::Result initializeShadowBuffer(ContextVk *contextVk,
gl::BufferBinding target,
size_t size);
void initializeHostVisibleBufferPool(ContextVk *contextVk);
ANGLE_INLINE uint8_t *getShadowBuffer(size_t offset)
{
return (mShadowBuffer.getCurrentBuffer() + offset);
}
ANGLE_INLINE const uint8_t *getShadowBuffer(size_t offset) const
{
return (mShadowBuffer.getCurrentBuffer() + offset);
}
void updateShadowBuffer(const uint8_t *data, size_t size, size_t offset);
angle::Result updateBuffer(ContextVk *contextVk,
const uint8_t *data,
size_t size,
size_t offset);
angle::Result directUpdate(ContextVk *contextVk,
const uint8_t *data,
size_t size,
size_t offset);
angle::Result stagedUpdate(ContextVk *contextVk,
const uint8_t *data,
size_t size,
size_t offset);
angle::Result allocMappedStagingBuffer(ContextVk *contextVk,
size_t size,
vk::DynamicBuffer **stagingBuffer,
VkDeviceSize *stagingBufferOffset,
uint8_t **mapPtr);
angle::Result flushMappedStagingBuffer(ContextVk *contextVk,
vk::DynamicBuffer *stagingBuffer,
VkDeviceSize stagingBufferOffset,
size_t size,
size_t offset);
angle::Result acquireAndUpdate(ContextVk *contextVk,
const uint8_t *data,
size_t updateSize,
size_t offset,
BufferUpdateType updateType);
angle::Result setDataWithMemoryType(const gl::Context *context,
gl::BufferBinding target,
const void *data,
size_t size,
VkMemoryPropertyFlags memoryPropertyFlags,
bool persistentMapRequired,
gl::BufferUsage usage);
angle::Result handleDeviceLocalBufferMap(ContextVk *contextVk,
VkDeviceSize offset,
VkDeviceSize size,
uint8_t **mapPtr);
angle::Result handleDeviceLocalBufferUnmap(ContextVk *contextVk,
VkDeviceSize offset,
VkDeviceSize size);
angle::Result setDataImpl(ContextVk *contextVk,
const uint8_t *data,
size_t size,
size_t offset,
BufferUpdateType updateType);
void release(ContextVk *context);
void dataUpdated();
angle::Result acquireBufferHelper(ContextVk *contextVk,
size_t sizeInBytes,
BufferUpdateType updateType);
struct VertexConversionBuffer : public ConversionBuffer
{
VertexConversionBuffer(RendererVk *renderer,
angle::FormatID formatIDIn,
GLuint strideIn,
size_t offsetIn,
bool hostVisible);
~VertexConversionBuffer();
VertexConversionBuffer(VertexConversionBuffer &&other);
// The conversion is identified by the triple of {format, stride, offset}.
angle::FormatID formatID;
GLuint stride;
size_t offset;
};
vk::BufferHelper *mBuffer;
VkDeviceSize mBufferOffset;
// Pool of BufferHelpers for mBuffer to acquire from
vk::DynamicBuffer mBufferPool;
// DynamicBuffer to aid map operations of buffers when they are not host visible.
vk::DynamicBuffer mHostVisibleBufferPool;
VkDeviceSize mHostVisibleBufferOffset;
// For GPU-read only buffers glMap* latency is reduced by maintaining a copy
// of the buffer which is writeable only by the CPU. The contents are updated on all
// glData/glSubData/glCopy calls. With this, a glMap* call becomes a non-blocking
// operation by elimnating the need to wait on any recorded or in-flight GPU commands.
// We use DynamicShadowBuffer class to encapsulate all the bookeeping logic.
vk::DynamicShadowBuffer mShadowBuffer;
// A buffer pool to service GL_MAP_INVALIDATE_RANGE_BIT -style uploads.
vk::DynamicBuffer *mMapInvalidateRangeStagingBuffer;
VkDeviceSize mMapInvalidateRangeStagingBufferOffset;
uint8_t *mMapInvalidateRangeMappedPtr;
// A cache of converted vertex data.
std::vector<VertexConversionBuffer> mVertexConversionBuffers;
// Tracks if BufferVk object has valid data or not.
bool mHasValidData;
// TODO: https://issuetracker.google.com/201826021 Remove this once we have a full fix.
// Tracks if BufferVk's data is ever been referenced by GPU since new storage has been
// allocated. Due to sub-allocation, we may get a new sub-allocated range in the same
// BufferHelper object. Because we track GPU progress by the BufferHelper object, this flag will
// help us to avoid detecting we are still GPU busy even though no one has used it yet since
// we got last sub-allocation.
bool mHasBeenReferencedByGPU;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_BUFFERVK_H_