| // |
| // Copyright 2015 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. |
| // |
| |
| // BufferGL.cpp: Implements the class methods for BufferGL. |
| |
| #include "libANGLE/renderer/gl/BufferGL.h" |
| |
| #include "common/debug.h" |
| #include "common/utilities.h" |
| #include "libANGLE/Context.h" |
| #include "libANGLE/angletypes.h" |
| #include "libANGLE/formatutils.h" |
| #include "libANGLE/renderer/gl/ContextGL.h" |
| #include "libANGLE/renderer/gl/FunctionsGL.h" |
| #include "libANGLE/renderer/gl/StateManagerGL.h" |
| #include "libANGLE/renderer/gl/renderergl_utils.h" |
| |
| namespace rx |
| { |
| |
| namespace |
| { |
| |
| bool KeepBufferShadowCopy(const gl::Context *context, gl::WebGLBufferType webglType) |
| { |
| // Always keep a shadow copy if the feature is enabled. This usually means there is no other way |
| // to read back the data. |
| const angle::FeaturesGL &features = GetFeaturesGL(context); |
| if (features.keepBufferShadowCopy.enabled) |
| { |
| return true; |
| } |
| |
| // Shadow WebGL index buffers when the driver is unable to provide robust access. |
| // WebGL element array buffers cannot be bound to other binding points or written to on the GPU |
| // so the shadowed data will never be invalidated. |
| if (context->isWebGL() && context->isBufferAccessValidationEnabled() && |
| webglType == gl::WebGLBufferType::ElementArray) |
| { |
| return true; |
| } |
| |
| return false; |
| } |
| |
| } // namespace |
| |
| // Use the GL_COPY_READ_BUFFER binding when two buffers need to be bound simultaneously. |
| // GL_ELEMENT_ARRAY_BUFFER is supported on more versions but can modify the state of the currently |
| // bound VAO. Two simultaneous buffer bindings are only needed for glCopyBufferSubData which also |
| // adds the GL_COPY_READ_BUFFER binding. |
| static constexpr gl::BufferBinding SourceBufferOperationTarget = gl::BufferBinding::CopyRead; |
| |
| // Use the GL_ELEMENT_ARRAY_BUFFER binding for most operations since it's available on all |
| // supported GL versions and doesn't affect any current state when it changes. |
| static constexpr gl::BufferBinding DestBufferOperationTarget = gl::BufferBinding::Array; |
| |
| BufferGL::BufferGL(const gl::BufferState &state, GLuint buffer) |
| : BufferImpl(state), |
| mIsMapped(false), |
| mMapOffset(0), |
| mMapSize(0), |
| mShadowCopy(), |
| mBufferSize(0), |
| mBufferID(buffer) |
| {} |
| |
| BufferGL::~BufferGL() |
| { |
| ASSERT(mBufferID == 0); |
| } |
| |
| void BufferGL::destroy(const gl::Context *context) |
| { |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| stateManager->deleteBuffer(mBufferID); |
| mBufferID = 0; |
| } |
| |
| angle::Result BufferGL::setData(const gl::Context *context, |
| gl::BufferBinding target, |
| const void *data, |
| size_t size, |
| gl::BufferUsage usage) |
| { |
| ContextGL *contextGL = GetImplAs<ContextGL>(context); |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| stateManager->bindBuffer(DestBufferOperationTarget, mBufferID); |
| ANGLE_GL_TRY(context, functions->bufferData(gl::ToGLenum(DestBufferOperationTarget), size, data, |
| ToGLenum(usage))); |
| |
| // Initialize the shadow buffer if needed. Don't delete existing shadow data. WebGL allows users |
| // to bind as an element array buffer first and then copy source/dest later (but not the other |
| // way around). |
| if (KeepBufferShadowCopy(context, mState.getWebGLType()) && !mShadowCopy.has_value()) |
| { |
| mShadowCopy = angle::MemoryBuffer(); |
| } |
| |
| if (mShadowCopy.has_value()) |
| { |
| ANGLE_CHECK_GL_ALLOC(contextGL, mShadowCopy->resize(size)); |
| |
| if (size > 0 && data != nullptr) |
| { |
| memcpy(mShadowCopy->data(), data, size); |
| } |
| } |
| |
| mBufferSize = size; |
| |
| contextGL->markWorkSubmitted(); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result BufferGL::setSubData(const gl::Context *context, |
| gl::BufferBinding target, |
| const void *data, |
| size_t size, |
| size_t offset) |
| { |
| ContextGL *contextGL = GetImplAs<ContextGL>(context); |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| stateManager->bindBuffer(DestBufferOperationTarget, mBufferID); |
| ANGLE_GL_TRY(context, functions->bufferSubData(gl::ToGLenum(DestBufferOperationTarget), offset, |
| size, data)); |
| |
| if (mShadowCopy.has_value() && size > 0) |
| { |
| memcpy(mShadowCopy->data() + offset, data, size); |
| } |
| |
| contextGL->markWorkSubmitted(); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result BufferGL::copySubData(const gl::Context *context, |
| BufferImpl *source, |
| GLintptr sourceOffset, |
| GLintptr destOffset, |
| GLsizeiptr size) |
| { |
| ContextGL *contextGL = GetImplAs<ContextGL>(context); |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| BufferGL *sourceGL = GetAs<BufferGL>(source); |
| |
| stateManager->bindBuffer(DestBufferOperationTarget, mBufferID); |
| stateManager->bindBuffer(SourceBufferOperationTarget, sourceGL->getBufferID()); |
| |
| ANGLE_GL_TRY(context, functions->copyBufferSubData(gl::ToGLenum(SourceBufferOperationTarget), |
| gl::ToGLenum(DestBufferOperationTarget), |
| sourceOffset, destOffset, size)); |
| |
| if (mShadowCopy.has_value() && size > 0) |
| { |
| // WebGL only allows copying between buffers that are marked as the same type. Both buffers |
| // would have to be element array buffers and have shadow data. |
| ASSERT(sourceGL->mShadowCopy.has_value()); |
| |
| ASSERT(sourceGL->mShadowCopy->size() >= static_cast<size_t>(sourceOffset + size)); |
| memcpy(mShadowCopy->data() + destOffset, sourceGL->mShadowCopy->data() + sourceOffset, |
| size); |
| } |
| |
| contextGL->markWorkSubmitted(); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result BufferGL::map(const gl::Context *context, GLenum access, void **mapPtr) |
| { |
| ContextGL *contextGL = GetImplAs<ContextGL>(context); |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| if (mShadowCopy.has_value()) |
| { |
| *mapPtr = mShadowCopy->data(); |
| } |
| else |
| { |
| stateManager->bindBuffer(DestBufferOperationTarget, mBufferID); |
| if (functions->mapBuffer) |
| { |
| *mapPtr = ANGLE_GL_TRY( |
| context, functions->mapBuffer(gl::ToGLenum(DestBufferOperationTarget), access)); |
| } |
| else |
| { |
| ASSERT(functions->mapBufferRange && access == GL_WRITE_ONLY_OES); |
| *mapPtr = ANGLE_GL_TRY( |
| context, functions->mapBufferRange(gl::ToGLenum(DestBufferOperationTarget), 0, |
| mBufferSize, GL_MAP_WRITE_BIT)); |
| } |
| |
| // Unbind the mapped buffer from the array buffer binding. Some drivers generate errors if |
| // any mapped buffer is bound to array buffer bindings. |
| // crbug.com/1345777 |
| stateManager->bindBuffer(DestBufferOperationTarget, 0); |
| } |
| |
| mIsMapped = true; |
| mMapOffset = 0; |
| mMapSize = mBufferSize; |
| |
| contextGL->markWorkSubmitted(); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result BufferGL::mapRange(const gl::Context *context, |
| size_t offset, |
| size_t length, |
| GLbitfield access, |
| void **mapPtr) |
| { |
| ContextGL *contextGL = GetImplAs<ContextGL>(context); |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| if (mShadowCopy.has_value()) |
| { |
| *mapPtr = mShadowCopy->data() + offset; |
| } |
| else |
| { |
| stateManager->bindBuffer(DestBufferOperationTarget, mBufferID); |
| *mapPtr = |
| ANGLE_GL_TRY(context, functions->mapBufferRange(gl::ToGLenum(DestBufferOperationTarget), |
| offset, length, access)); |
| |
| // Unbind the mapped buffer from the array buffer binding. Some drivers generate errors if |
| // any mapped buffer is bound to array buffer bindings. |
| // crbug.com/1345777 |
| stateManager->bindBuffer(DestBufferOperationTarget, 0); |
| } |
| |
| mIsMapped = true; |
| mMapOffset = offset; |
| mMapSize = length; |
| |
| contextGL->markWorkSubmitted(); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result BufferGL::unmap(const gl::Context *context, GLboolean *result) |
| { |
| ContextGL *contextGL = GetImplAs<ContextGL>(context); |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| ASSERT(result); |
| ASSERT(mIsMapped); |
| |
| if (mShadowCopy.has_value()) |
| { |
| stateManager->bindBuffer(DestBufferOperationTarget, mBufferID); |
| ANGLE_GL_TRY(context, |
| functions->bufferSubData(gl::ToGLenum(DestBufferOperationTarget), mMapOffset, |
| mMapSize, mShadowCopy->data() + mMapOffset)); |
| *result = GL_TRUE; |
| } |
| else |
| { |
| stateManager->bindBuffer(DestBufferOperationTarget, mBufferID); |
| *result = |
| ANGLE_GL_TRY(context, functions->unmapBuffer(gl::ToGLenum(DestBufferOperationTarget))); |
| } |
| |
| mIsMapped = false; |
| |
| contextGL->markWorkSubmitted(); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result BufferGL::getIndexRange(const gl::Context *context, |
| gl::DrawElementsType type, |
| size_t offset, |
| size_t count, |
| bool primitiveRestartEnabled, |
| gl::IndexRange *outRange) |
| { |
| ContextGL *contextGL = GetImplAs<ContextGL>(context); |
| const FunctionsGL *functions = GetFunctionsGL(context); |
| StateManagerGL *stateManager = GetStateManagerGL(context); |
| |
| ASSERT(!mIsMapped); |
| |
| if (mShadowCopy.has_value()) |
| { |
| *outRange = gl::ComputeIndexRange(type, mShadowCopy->data() + offset, count, |
| primitiveRestartEnabled); |
| } |
| else |
| { |
| stateManager->bindBuffer(DestBufferOperationTarget, mBufferID); |
| |
| const GLuint typeBytes = gl::GetDrawElementsTypeSize(type); |
| const uint8_t *bufferData = |
| MapBufferRangeWithFallback(functions, gl::ToGLenum(DestBufferOperationTarget), offset, |
| count * typeBytes, GL_MAP_READ_BIT); |
| if (bufferData) |
| { |
| *outRange = gl::ComputeIndexRange(type, bufferData, count, primitiveRestartEnabled); |
| ANGLE_GL_TRY(context, functions->unmapBuffer(gl::ToGLenum(DestBufferOperationTarget))); |
| } |
| else |
| { |
| // Workaround the null driver not having map support. |
| *outRange = gl::IndexRange(0, 0, 1); |
| } |
| } |
| |
| contextGL->markWorkSubmitted(); |
| |
| return angle::Result::Continue; |
| } |
| |
| size_t BufferGL::getBufferSize() const |
| { |
| return mBufferSize; |
| } |
| |
| GLuint BufferGL::getBufferID() const |
| { |
| return mBufferID; |
| } |
| } // namespace rx |