Ejemplo n.º 1
0
StaticVertexBufferInterface *BufferD3D::getStaticVertexBuffer(const gl::VertexAttribute &attribute,
                                                              const gl::VertexBinding &binding)
{
    if (mStaticVertexBuffers.empty())
    {
        // Early out if there aren't any static buffers at all
        return nullptr;
    }

    // Early out, the attribute can be added to mStaticVertexBuffer.
    if (mStaticVertexBuffers.size() == 1 && mStaticVertexBuffers[0]->empty())
    {
        return mStaticVertexBuffers[0].get();
    }

    // Cache size limiting: track the total allocated buffer sizes.
    size_t currentTotalSize = 0;

    // At this point, see if any of the existing static buffers contains the attribute data
    // If there is a cached static buffer that already contains the attribute, then return it
    for (const auto &staticBuffer : mStaticVertexBuffers)
    {
        if (staticBuffer->matchesAttribute(attribute, binding))
        {
            return staticBuffer.get();
        }

        currentTotalSize += staticBuffer->getBufferSize();
    }

    // Cache size limiting: Clean-up threshold is four times the base buffer size, with a minimum.
    ASSERT(getSize() < std::numeric_limits<size_t>::max() / 4u);
    size_t sizeThreshold = std::max(getSize() * 4u, static_cast<size_t>(0x1000u));

    // If we're past the threshold, clear the buffer cache. Note that this will release buffers
    // that are currenly bound, and in an edge case can even translate the same attribute twice
    // in the same draw call. It will not delete currently bound buffers, however, because they
    // are ref counted.
    if (currentTotalSize > sizeThreshold)
    {
        emptyStaticBufferCache();
    }

    // At this point, we must create a new static buffer for the attribute data.
    StaticVertexBufferInterface *newStaticBuffer = new StaticVertexBufferInterface(mFactory);
    newStaticBuffer->setAttribute(attribute, binding);
    mStaticVertexBuffers.push_back(std::unique_ptr<StaticVertexBufferInterface>(newStaticBuffer));
    return newStaticBuffer;
}
Ejemplo n.º 2
0
void BufferD3D::invalidateStaticData()
{
    emptyStaticBufferCache();

    if (mStaticIndexBuffer && mStaticIndexBuffer->getBufferSize() != 0)
    {
        SafeDelete(mStaticIndexBuffer);
    }

    // If the buffer was created with a static usage then we recreate the static
    // buffers so that they are populated the next time we use this buffer.
    if (mUsage == D3DBufferUsage::STATIC)
    {
        initializeStaticData();
    }

    mUnmodifiedDataUse = 0;
}