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//
// Copyright 2019 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.
//
// mtl_buffer_pool.h:
// Defines class interface for BufferPool, managing a pool of mtl::Buffer
//
#ifndef LIBANGLE_RENDERER_METAL_MTL_BUFFER_POOL_H_
#define LIBANGLE_RENDERER_METAL_MTL_BUFFER_POOL_H_
#include "libANGLE/renderer/metal/mtl_resources.h"
namespace rx
{
class ContextMtl;
namespace mtl
{
// A buffer pool is conceptually an infinitely long buffer. Each time you write to the buffer,
// you will always write to a previously unused portion. After a series of writes, you must flush
// the buffer data to the device. Buffer lifetime currently assumes that each new allocation will
// last as long or longer than each prior allocation.
//
// Buffer pool is used to implement a variety of data streaming operations in Metal, such
// as for immediate vertex array and element array data, and other dynamic data.
//
// Internally buffer pool keeps a collection of mtl::Buffer. When we write past the end of a
// currently active mtl::Buffer we keep it until it is no longer in use. We then mark it available
// for future allocations in a free list.
class BufferPool
{
public:
// alwaysAllocNewBuffer=true will always allocate new buffer or reuse free buffer on allocate(),
// regardless of whether current buffer still has unused portion or not.
BufferPool(bool alwaysAllocNewBuffer = false);
~BufferPool();
// Init is called after the buffer creation so that the alignment can be specified later.
void initialize(ContextMtl *contextMtl,
size_t initialSize,
size_t alignment,
size_t maxBuffers = 0);
// This call will allocate a new region at the end of the buffer. It internally may trigger
// a new buffer to be created (which is returned in the optional parameter
// `newBufferAllocatedOut`). The new region will be in the returned buffer at given offset. If
// a memory pointer is given, the buffer will be automatically map()ed.
angle::Result allocate(ContextMtl *contextMtl,
size_t sizeInBytes,
uint8_t **ptrOut = nullptr,
BufferRef *bufferOut = nullptr,
size_t *offsetOut = nullptr,
bool *newBufferAllocatedOut = nullptr);
// After a sequence of writes, call commit to ensure the data is visible to the device.
angle::Result commit(ContextMtl *contextMtl);
// This releases all the buffers that have been allocated since this was last called.
void releaseInFlightBuffers(ContextMtl *contextMtl);
// This frees resources immediately.
void destroy(ContextMtl *contextMtl);
const BufferRef &getCurrentBuffer() { return mBuffer; }
size_t getAlignment() { return mAlignment; }
void updateAlignment(ContextMtl *contextMtl, size_t alignment);
// Set whether allocate() will always allocate new buffer or attempting to append to previous
// buffer or not. Default is false.
void setAlwaysAllocateNewBuffer(bool e) { mAlwaysAllocateNewBuffer = e; }
private:
void reset();
angle::Result allocateNewBuffer(ContextMtl *contextMtl);
void destroyBufferList(ContextMtl *contextMtl, std::vector<BufferRef> *buffers);
size_t mInitialSize;
BufferRef mBuffer;
uint32_t mNextAllocationOffset;
size_t mSize;
size_t mAlignment;
std::vector<BufferRef> mInFlightBuffers;
std::vector<BufferRef> mBufferFreeList;
size_t mBuffersAllocated;
size_t mMaxBuffers;
bool mAlwaysAllocateNewBuffer;
};
} // namespace mtl
} // namespace rx
#endif /* LIBANGLE_RENDERER_METAL_MTL_BUFFER_POOL_H_ */