| /* |
| * Copyright 2020 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "src/gpu/GrRingBuffer.h" |
| |
| #include "src/gpu/GrDirectContextPriv.h" |
| #include "src/gpu/GrGpu.h" |
| #include "src/gpu/GrResourceProvider.h" |
| |
| // Get offset into buffer that has enough space for size |
| // Returns fTotalSize if no space |
| size_t GrRingBuffer::getAllocationOffset(size_t size) { |
| // capture current state locally (because fTail could be overwritten by the completion handler) |
| size_t head, tail; |
| head = fHead; |
| tail = fTail; |
| |
| // The head and tail indices increment without bound, wrapping with overflow, |
| // so we need to mod them down to the actual bounds of the allocation to determine |
| // which blocks are available. |
| size_t modHead = head & (fTotalSize - 1); |
| size_t modTail = tail & (fTotalSize - 1); |
| |
| bool full = (head != tail && modHead == modTail); |
| |
| if (full) { |
| return fTotalSize; |
| } |
| |
| // case 1: free space lies at the beginning and/or the end of the buffer |
| if (modHead >= modTail) { |
| // check for room at the end |
| if (fTotalSize - modHead < size) { |
| // no room at the end, check the beginning |
| if (modTail < size) { |
| // no room at the beginning |
| return fTotalSize; |
| } |
| // we are going to allocate from the beginning, adjust head to '0' position |
| head += fTotalSize - modHead; |
| modHead = 0; |
| } |
| // case 2: free space lies in the middle of the buffer, check for room there |
| } else if (modTail - modHead < size) { |
| // no room in the middle |
| return fTotalSize; |
| } |
| |
| fHead = SkAlignTo(head + size, fAlignment); |
| return modHead; |
| } |
| |
| GrRingBuffer::Slice GrRingBuffer::suballocate(size_t size) { |
| fNewAllocation = true; |
| if (fCurrentBuffer) { |
| size_t offset = this->getAllocationOffset(size); |
| if (offset < fTotalSize) { |
| return { fCurrentBuffer.get(), offset }; |
| } |
| |
| // Try to grow allocation (old allocation will age out). |
| fTotalSize *= 2; |
| // Add current buffer to be tracked for next submit. |
| fPreviousBuffers.push_back(std::move(fCurrentBuffer)); |
| } |
| |
| GrResourceProvider* resourceProvider = fGpu->getContext()->priv().resourceProvider(); |
| fCurrentBuffer = resourceProvider->createBuffer(fTotalSize, fType, kDynamic_GrAccessPattern); |
| |
| SkASSERT(fCurrentBuffer); |
| fHead = 0; |
| fTail = 0; |
| fGenID++; |
| size_t offset = this->getAllocationOffset(size); |
| SkASSERT(offset < fTotalSize); |
| return { fCurrentBuffer.get(), offset }; |
| } |
| |
| // used when current command buffer/command list is submitted |
| void GrRingBuffer::startSubmit(GrGpu* gpu) { |
| for (unsigned int i = 0; i < fPreviousBuffers.size(); ++i) { |
| fPreviousBuffers[i]->unmap(); |
| gpu->takeOwnershipOfBuffer(std::move(fPreviousBuffers[i])); |
| } |
| fPreviousBuffers.clear(); |
| |
| if (fNewAllocation) { |
| #ifdef SK_BUILD_FOR_MAC |
| // Since we're using a Managed buffer on MacOS we need to unmap to write back to GPU |
| // TODO: once we set up persistently mapped UPLOAD buffers on D3D, we can remove the |
| // platform restriction. |
| fCurrentBuffer->unmap(); |
| #endif |
| SubmitData* submitData = new SubmitData(); |
| submitData->fOwner = this; |
| submitData->fLastHead = fHead; |
| submitData->fGenID = fGenID; |
| gpu->addFinishedProc(FinishSubmit, submitData); |
| fNewAllocation = false; |
| } |
| } |
| |
| // used when current command buffer/command list is completed |
| void GrRingBuffer::FinishSubmit(void* finishedContext) { |
| GrRingBuffer::SubmitData* submitData = (GrRingBuffer::SubmitData*)finishedContext; |
| if (submitData && submitData->fOwner && submitData->fGenID == submitData->fOwner->fGenID) { |
| submitData->fOwner->fTail = submitData->fLastHead; |
| submitData->fOwner = nullptr; |
| } |
| delete submitData; |
| } |