/* * Copyright 2011 Joakim Sindholt * Copyright 2015 Patrick Rudolph * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * on the rights to use, copy, modify, merge, publish, distribute, sub * license, and/or sell copies of the Software, and to permit persons to whom * the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "buffer9.h" #include "device9.h" #include "indexbuffer9.h" #include "nine_buffer_upload.h" #include "nine_helpers.h" #include "nine_pipe.h" #include "pipe/p_screen.h" #include "pipe/p_context.h" #include "pipe/p_state.h" #include "pipe/p_defines.h" #include "pipe/p_format.h" #include "util/u_box.h" #include "util/u_inlines.h" #define DBG_CHANNEL (DBG_INDEXBUFFER|DBG_VERTEXBUFFER) HRESULT NineBuffer9_ctor( struct NineBuffer9 *This, struct NineUnknownParams *pParams, D3DRESOURCETYPE Type, DWORD Usage, UINT Size, D3DPOOL Pool ) { struct pipe_resource *info = &This->base.info; HRESULT hr; DBG("This=%p Size=0x%x Usage=%x Pool=%u\n", This, Size, Usage, Pool); user_assert(Pool != D3DPOOL_SCRATCH, D3DERR_INVALIDCALL); This->maps = MALLOC(sizeof(struct NineTransfer)); if (!This->maps) return E_OUTOFMEMORY; This->nlocks = 0; This->nmaps = 0; This->maxmaps = 1; This->size = Size; info->screen = pParams->device->screen; info->target = PIPE_BUFFER; info->format = PIPE_FORMAT_R8_UNORM; info->width0 = Size; info->flags = 0; /* Note: WRITEONLY is just tip for resource placement, the resource * can still be read (but slower). */ info->bind = (Type == D3DRTYPE_INDEXBUFFER) ? PIPE_BIND_INDEX_BUFFER : PIPE_BIND_VERTEX_BUFFER; /* Software vertex processing: * If the device is full software vertex processing, * then the buffer is supposed to be used only for sw processing. * For mixed vertex processing, buffers with D3DUSAGE_SOFTWAREPROCESSING * can be used for both sw and hw processing. * These buffers are expected to be stored in RAM. * Apps expect locking the full buffer with no flags, then * render a a few primitive, then locking again, etc * to be a fast pattern. Only the SYSTEMMEM DYNAMIC path * will give that pattern ok performance in our case. * An alternative would be when sw processing is detected to * convert Draw* calls to Draw*Up calls. */ if (Usage & D3DUSAGE_SOFTWAREPROCESSING || pParams->device->params.BehaviorFlags & D3DCREATE_SOFTWARE_VERTEXPROCESSING) { Pool = D3DPOOL_SYSTEMMEM; Usage |= D3DUSAGE_DYNAMIC; /* Note: the application cannot retrieve Pool and Usage */ } /* Always use the DYNAMIC path for SYSTEMMEM. * If the app uses the vertex buffer is a dynamic fashion, * this is going to be very significantly faster that way. * If the app uses the vertex buffer in a static fashion, * instead of being filled all at once, the buffer will be filled * little per little, until it is fully filled, thus the perf hit * will be very small. */ if (Pool == D3DPOOL_SYSTEMMEM) Usage |= D3DUSAGE_DYNAMIC; /* It is hard to find clear information on where to place the buffer in * memory depending on the flag. * MSDN: resources are static, except for those with DYNAMIC, thus why you * can only use DISCARD on them. * ATI doc: The driver has the liberty it wants for having things static * or not. * MANAGED: Ram + uploads to Vram copy at unlock (msdn and nvidia doc say * at first draw call using the buffer) * DEFAULT + Usage = 0 => System memory backing for easy read access * (That doc is very unclear on the details, like whether some copies to * vram copy are involved or not). * DEFAULT + WRITEONLY => Vram * DEFAULT + WRITEONLY + DYNAMIC => Either Vram buffer or GTT_WC, depending on what the driver wants. * SYSTEMMEM: Same as MANAGED, but handled by the driver instead of the runtime (which means * some small behavior differences between vendors). Implementing exactly as MANAGED should * be fine. */ if (Pool == D3DPOOL_SYSTEMMEM && Usage & D3DUSAGE_DYNAMIC) info->usage = PIPE_USAGE_STREAM; else if (Pool != D3DPOOL_DEFAULT) info->usage = PIPE_USAGE_DEFAULT; else if (Usage & D3DUSAGE_DYNAMIC && Usage & D3DUSAGE_WRITEONLY) info->usage = PIPE_USAGE_STREAM; else if (Usage & D3DUSAGE_WRITEONLY) info->usage = PIPE_USAGE_DEFAULT; /* For the remaining two, PIPE_USAGE_STAGING would probably be * a good fit according to the doc. However it seems rather a mistake * from apps to use these (mistakes that do really happen). Try * to put the flags that are the best compromise between the real * behaviour and what buggy apps should get for better performance. */ else if (Usage & D3DUSAGE_DYNAMIC) info->usage = PIPE_USAGE_STREAM; else info->usage = PIPE_USAGE_DYNAMIC; /* When Writeonly is not set, we don't want to enable the * optimizations */ This->discard_nooverwrite_only = !!(Usage & D3DUSAGE_WRITEONLY) && pParams->device->buffer_upload; /* if (pDesc->Usage & D3DUSAGE_DONOTCLIP) { } */ /* if (pDesc->Usage & D3DUSAGE_NONSECURE) { } */ /* if (pDesc->Usage & D3DUSAGE_NPATCHES) { } */ /* if (pDesc->Usage & D3DUSAGE_POINTS) { } */ /* if (pDesc->Usage & D3DUSAGE_RTPATCHES) { } */ /* if (pDesc->Usage & D3DUSAGE_TEXTAPI) { } */ info->height0 = 1; info->depth0 = 1; info->array_size = 1; info->last_level = 0; info->nr_samples = 0; info->nr_storage_samples = 0; hr = NineResource9_ctor(&This->base, pParams, NULL, TRUE, Type, Pool, Usage); if (FAILED(hr)) return hr; if (Pool != D3DPOOL_DEFAULT) { This->managed.data = align_calloc( nine_format_get_level_alloc_size(This->base.info.format, Size, 1, 0), 32); if (!This->managed.data) return E_OUTOFMEMORY; This->managed.dirty = TRUE; u_box_1d(0, Size, &This->managed.dirty_box); u_box_1d(0, 0, &This->managed.valid_region); u_box_1d(0, 0, &This->managed.required_valid_region); u_box_1d(0, 0, &This->managed.filled_region); This->managed.can_unsynchronized = true; This->managed.num_worker_thread_syncs = 0; list_inithead(&This->managed.list); list_inithead(&This->managed.list2); list_add(&This->managed.list2, &pParams->device->managed_buffers); } return D3D_OK; } void NineBuffer9_dtor( struct NineBuffer9 *This ) { DBG("This=%p\n", This); if (This->maps) { while (This->nlocks) { NineBuffer9_Unlock(This); } assert(!This->nmaps); FREE(This->maps); } if (This->base.pool != D3DPOOL_DEFAULT) { if (This->managed.data) align_free(This->managed.data); if (list_is_linked(&This->managed.list)) list_del(&This->managed.list); if (list_is_linked(&This->managed.list2)) list_del(&This->managed.list2); } if (This->buf) nine_upload_release_buffer(This->base.base.device->buffer_upload, This->buf); NineResource9_dtor(&This->base); } struct pipe_resource * NineBuffer9_GetResource( struct NineBuffer9 *This, unsigned *offset ) { if (This->buf) return nine_upload_buffer_resource_and_offset(This->buf, offset); *offset = 0; return NineResource9_GetResource(&This->base); } static void NineBuffer9_RebindIfRequired( struct NineBuffer9 *This, struct NineDevice9 *device, struct pipe_resource *resource, unsigned offset ) { int i; if (!This->bind_count) return; for (i = 0; i < device->caps.MaxStreams; i++) { if (device->state.stream[i] == (struct NineVertexBuffer9 *)This) nine_context_set_stream_source_apply(device, i, resource, device->state.vtxbuf[i].buffer_offset + offset, device->state.vtxbuf[i].stride); } if (device->state.idxbuf == (struct NineIndexBuffer9 *)This) nine_context_set_indices_apply(device, resource, ((struct NineIndexBuffer9 *)This)->index_size, offset); } HRESULT NINE_WINAPI NineBuffer9_Lock( struct NineBuffer9 *This, UINT OffsetToLock, UINT SizeToLock, void **ppbData, DWORD Flags ) { struct NineDevice9 *device = This->base.base.device; struct pipe_box box; struct pipe_context *pipe; void *data; unsigned usage; DBG("This=%p(pipe=%p) OffsetToLock=0x%x, SizeToLock=0x%x, Flags=0x%x\n", This, This->base.resource, OffsetToLock, SizeToLock, Flags); user_assert(ppbData, E_POINTER); if (SizeToLock == 0) { SizeToLock = This->size - OffsetToLock; user_warn(OffsetToLock != 0); } /* Write out of bound seems to have to be taken into account for these. * TODO: Do more tests (is it only at buffer first lock ? etc). * Since these buffers are supposed to be locked once and never * writen again (MANAGED or DYNAMIC is used for the other uses cases), * performance should be unaffected. */ if (!(This->base.usage & D3DUSAGE_DYNAMIC) && This->base.pool == D3DPOOL_DEFAULT) SizeToLock = This->size - OffsetToLock; u_box_1d(OffsetToLock, SizeToLock, &box); if (This->base.pool != D3DPOOL_DEFAULT) { /* MANAGED: READONLY doesn't dirty the buffer, nor * wait the upload in the worker thread * SYSTEMMEM: AMD/NVidia: All locks dirty the full buffer. Not on Intel * For Nvidia, SYSTEMMEM behaves are if there is no worker thread. * On AMD, READONLY and NOOVERWRITE do dirty the buffer, but do not sync the previous uploads * in the worker thread. On Intel only NOOVERWRITE has that effect. * We implement the AMD behaviour. */ if (This->base.pool == D3DPOOL_MANAGED) { if (!(Flags & D3DLOCK_READONLY)) { if (!This->managed.dirty) { assert(list_is_empty(&This->managed.list)); This->managed.dirty = TRUE; This->managed.dirty_box = box; /* Flush if regions pending to be uploaded would be dirtied */ if (p_atomic_read(&This->managed.pending_upload)) { u_box_intersect_1d(&box, &box, &This->managed.upload_pending_regions); if (box.width != 0) nine_csmt_process(This->base.base.device); } } else u_box_union_1d(&This->managed.dirty_box, &This->managed.dirty_box, &box); /* Tests trying to draw while the buffer is locked show that * SYSTEMMEM/MANAGED buffers are made dirty at Lock time */ BASEBUF_REGISTER_UPDATE(This); } } else { if (!(Flags & (D3DLOCK_READONLY|D3DLOCK_NOOVERWRITE)) && p_atomic_read(&This->managed.pending_upload)) { This->managed.num_worker_thread_syncs++; /* If we sync too often, pick the vertex_uploader path */ if (This->managed.num_worker_thread_syncs >= 3) This->managed.can_unsynchronized = false; nine_csmt_process(This->base.base.device); /* Note: AS DISCARD is not relevant for SYSTEMMEM, * NOOVERWRITE might have a similar meaning as what is * in D3D7 doc. Basically that data from previous draws * OF THIS FRAME are unaffected. As we flush csmt in Present(), * we should be correct. In some parts of the doc, the notion * of frame is implied to be related to Begin/EndScene(), * but tests show NOOVERWRITE after EndScene() doesn't flush * the csmt thread. */ } This->managed.dirty = true; u_box_1d(0, This->size, &This->managed.dirty_box); /* systemmem non-dynamic */ u_box_1d(0, 0, &This->managed.valid_region); /* systemmem dynamic */ BASEBUF_REGISTER_UPDATE(This); } *ppbData = (int8_t *)This->managed.data + OffsetToLock; DBG("returning pointer %p\n", *ppbData); This->nlocks++; return D3D_OK; } /* Driver ddi doc: READONLY is never passed to the device. So it can only * have effect on things handled by the driver (MANAGED pool for example). * Msdn doc: DISCARD and NOOVERWRITE are only for DYNAMIC. * ATI doc: You can use DISCARD and NOOVERWRITE without DYNAMIC. * Msdn doc: D3DLOCK_DONOTWAIT is not among the valid flags for buffers. * Our tests: On win 7 nvidia, D3DLOCK_DONOTWAIT does return * D3DERR_WASSTILLDRAWING if the resource is in use, except for DYNAMIC. * Our tests: some apps do use both DISCARD and NOOVERWRITE at the same * time. On windows it seems to return different pointer in some conditions, * creation flags and drivers. However these tests indicate having * NOOVERWRITE win is a valid behaviour (NVidia). */ /* Have NOOVERWRITE win over DISCARD. This is allowed (see above) and * it prevents overconsuming buffers if apps do use both at the same time. */ if ((Flags & (D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE)) == (D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE)) Flags &= ~D3DLOCK_DISCARD; if (Flags & D3DLOCK_DISCARD) usage = PIPE_MAP_WRITE | PIPE_MAP_DISCARD_WHOLE_RESOURCE; else if (Flags & D3DLOCK_NOOVERWRITE) usage = PIPE_MAP_WRITE | PIPE_MAP_UNSYNCHRONIZED; else /* Do not ask for READ if writeonly and default pool (should be safe enough, * as the doc says app shouldn't expect reading to work with writeonly). */ usage = (This->base.usage & D3DUSAGE_WRITEONLY) ? PIPE_MAP_WRITE : PIPE_MAP_READ_WRITE; if (Flags & D3DLOCK_DONOTWAIT && !(This->base.usage & D3DUSAGE_DYNAMIC)) usage |= PIPE_MAP_DONTBLOCK; This->discard_nooverwrite_only &= !!(Flags & (D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE)); if (This->nmaps == This->maxmaps) { struct NineTransfer *newmaps = REALLOC(This->maps, sizeof(struct NineTransfer)*This->maxmaps, sizeof(struct NineTransfer)*(This->maxmaps << 1)); if (newmaps == NULL) return E_OUTOFMEMORY; This->maxmaps <<= 1; This->maps = newmaps; } if (This->buf && !This->discard_nooverwrite_only) { struct pipe_box src_box; unsigned offset; struct pipe_resource *src_res; DBG("Disabling nine_subbuffer for a buffer having" "used a nine_subbuffer buffer\n"); /* Copy buffer content to the buffer resource, which * we will now use. * Note: The behaviour may be different from what is expected * with double lock. However applications can't really make expectations * about double locks, and don't really use them, so that's ok. */ src_res = nine_upload_buffer_resource_and_offset(This->buf, &offset); u_box_1d(offset, This->size, &src_box); pipe = NineDevice9_GetPipe(device); pipe->resource_copy_region(pipe, This->base.resource, 0, 0, 0, 0, src_res, 0, &src_box); /* Release previous resource */ if (This->nmaps >= 1) This->maps[This->nmaps-1].should_destroy_buf = true; else nine_upload_release_buffer(device->buffer_upload, This->buf); This->buf = NULL; /* Rebind buffer */ NineBuffer9_RebindIfRequired(This, device, This->base.resource, 0); } This->maps[This->nmaps].transfer = NULL; This->maps[This->nmaps].is_pipe_secondary = false; This->maps[This->nmaps].buf = NULL; This->maps[This->nmaps].should_destroy_buf = false; if (This->discard_nooverwrite_only) { if (This->buf && (Flags & D3DLOCK_DISCARD)) { /* Release previous buffer */ if (This->nmaps >= 1) This->maps[This->nmaps-1].should_destroy_buf = true; else nine_upload_release_buffer(device->buffer_upload, This->buf); This->buf = NULL; } if (!This->buf) { unsigned offset; struct pipe_resource *res; This->buf = nine_upload_create_buffer(device->buffer_upload, This->base.info.width0); res = nine_upload_buffer_resource_and_offset(This->buf, &offset); NineBuffer9_RebindIfRequired(This, device, res, offset); } if (This->buf) { This->maps[This->nmaps].buf = This->buf; This->nmaps++; This->nlocks++; DBG("Returning %p\n", nine_upload_buffer_get_map(This->buf) + OffsetToLock); *ppbData = nine_upload_buffer_get_map(This->buf) + OffsetToLock; return D3D_OK; } else { /* Fallback to normal path, and don't try again */ This->discard_nooverwrite_only = false; } } /* Previous mappings may need pending commands to write to the * buffer (staging buffer for example). Before a NOOVERWRITE, * we thus need a finish, to guarantee any upload is finished. * Note for discard_nooverwrite_only we don't need to do this * check as neither discard nor nooverwrite have issues there */ if (This->need_sync_if_nooverwrite && !(Flags & D3DLOCK_DISCARD) && (Flags & D3DLOCK_NOOVERWRITE)) { struct pipe_screen *screen = NineDevice9_GetScreen(device); struct pipe_fence_handle *fence = NULL; pipe = NineDevice9_GetPipe(device); pipe->flush(pipe, &fence, 0); (void) screen->fence_finish(screen, NULL, fence, PIPE_TIMEOUT_INFINITE); screen->fence_reference(screen, &fence, NULL); } This->need_sync_if_nooverwrite = !(Flags & (D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE)); /* When csmt is active, we want to avoid stalls as much as possible, * and thus we want to create a new resource on discard and map it * with the secondary pipe, instead of waiting on the main pipe. */ if (Flags & D3DLOCK_DISCARD && device->csmt_active) { struct pipe_screen *screen = NineDevice9_GetScreen(device); struct pipe_resource *new_res = nine_resource_create_with_retry(device, screen, &This->base.info); if (new_res) { /* Use the new resource */ pipe_resource_reference(&This->base.resource, new_res); pipe_resource_reference(&new_res, NULL); usage = PIPE_MAP_WRITE | PIPE_MAP_UNSYNCHRONIZED; NineBuffer9_RebindIfRequired(This, device, This->base.resource, 0); This->maps[This->nmaps].is_pipe_secondary = TRUE; } } else if (Flags & D3DLOCK_NOOVERWRITE && device->csmt_active) This->maps[This->nmaps].is_pipe_secondary = TRUE; if (This->maps[This->nmaps].is_pipe_secondary) pipe = device->pipe_secondary; else pipe = NineDevice9_GetPipe(device); data = pipe->buffer_map(pipe, This->base.resource, 0, usage, &box, &This->maps[This->nmaps].transfer); if (!data) { DBG("pipe::buffer_map failed\n" " usage = %x\n" " box.x = %u\n" " box.width = %u\n", usage, box.x, box.width); if (Flags & D3DLOCK_DONOTWAIT) return D3DERR_WASSTILLDRAWING; return D3DERR_INVALIDCALL; } DBG("returning pointer %p\n", data); This->nmaps++; This->nlocks++; *ppbData = data; return D3D_OK; } HRESULT NINE_WINAPI NineBuffer9_Unlock( struct NineBuffer9 *This ) { struct NineDevice9 *device = This->base.base.device; struct pipe_context *pipe; int i; DBG("This=%p\n", This); user_assert(This->nlocks > 0, D3DERR_INVALIDCALL); This->nlocks--; if (This->nlocks > 0) return D3D_OK; /* Pending unlocks. Wait all unlocks before unmapping */ if (This->base.pool == D3DPOOL_DEFAULT) { for (i = 0; i < This->nmaps; i++) { if (!This->maps[i].buf) { pipe = This->maps[i].is_pipe_secondary ? device->pipe_secondary : nine_context_get_pipe_acquire(device); pipe->buffer_unmap(pipe, This->maps[i].transfer); /* We need to flush in case the driver does implicit copies */ if (This->maps[i].is_pipe_secondary) pipe->flush(pipe, NULL, 0); else nine_context_get_pipe_release(device); } else if (This->maps[i].should_destroy_buf) nine_upload_release_buffer(device->buffer_upload, This->maps[i].buf); } This->nmaps = 0; } return D3D_OK; } void NineBuffer9_SetDirty( struct NineBuffer9 *This ) { assert(This->base.pool != D3DPOOL_DEFAULT); This->managed.dirty = TRUE; u_box_1d(0, This->size, &This->managed.dirty_box); BASEBUF_REGISTER_UPDATE(This); } /* Try to remove b from a, supposed to include b */ static void u_box_try_remove_region_1d(struct pipe_box *dst, const struct pipe_box *a, const struct pipe_box *b) { int x, width; if (a->x == b->x) { x = a->x + b->width; width = a->width - b->width; } else if ((a->x + a->width) == (b->x + b->width)) { x = a->x; width = a->width - b->width; } else { x = a->x; width = a->width; } dst->x = x; dst->width = width; } void NineBuffer9_Upload( struct NineBuffer9 *This ) { struct NineDevice9 *device = This->base.base.device; unsigned upload_flags = 0; struct pipe_box box_upload; assert(This->base.pool != D3DPOOL_DEFAULT && This->managed.dirty); if (This->base.pool == D3DPOOL_SYSTEMMEM && This->base.usage & D3DUSAGE_DYNAMIC) { struct pipe_box region_already_valid; struct pipe_box conflicting_region; struct pipe_box *valid_region = &This->managed.valid_region; struct pipe_box *required_valid_region = &This->managed.required_valid_region; struct pipe_box *filled_region = &This->managed.filled_region; /* Try to upload SYSTEMMEM DYNAMIC in an efficient fashion. * Unlike non-dynamic for which we upload the whole dirty region, try to * only upload the data needed for the draw. The draw call preparation * fills This->managed.required_valid_region for that */ u_box_intersect_1d(®ion_already_valid, valid_region, required_valid_region); /* If the required valid region is already valid, nothing to do */ if (region_already_valid.x == required_valid_region->x && region_already_valid.width == required_valid_region->width) { /* Rebind if the region happens to be valid in the original buffer * but we have since used vertex_uploader */ if (!This->managed.can_unsynchronized) NineBuffer9_RebindIfRequired(This, device, This->base.resource, 0); u_box_1d(0, 0, required_valid_region); return; } /* (Try to) Remove valid areas from the region to upload */ u_box_try_remove_region_1d(&box_upload, required_valid_region, ®ion_already_valid); assert(box_upload.width > 0); /* To maintain correctly the valid region, as we will do union later with * box_upload, we must ensure box_upload is consecutive with valid_region */ if (box_upload.x > valid_region->x + valid_region->width && valid_region->width > 0) { box_upload.width = box_upload.x + box_upload.width - (valid_region->x + valid_region->width); box_upload.x = valid_region->x + valid_region->width; } else if (box_upload.x + box_upload.width < valid_region->x && valid_region->width > 0) { box_upload.width = valid_region->x - box_upload.x; } /* There is conflict if some areas, that are not valid but are filled for previous draw calls, * intersect with the region we plan to upload. Note by construction valid_region IS * included in filled_region, thus so is region_already_valid. */ u_box_intersect_1d(&conflicting_region, &box_upload, filled_region); /* As box_upload could still contain region_already_valid, check the intersection * doesn't happen to be exactly region_already_valid (it cannot be smaller, see above) */ if (This->managed.can_unsynchronized && (conflicting_region.width == 0 || (conflicting_region.x == region_already_valid.x && conflicting_region.width == region_already_valid.width))) { /* No conflicts. */ upload_flags |= PIPE_MAP_UNSYNCHRONIZED; } else { /* We cannot use PIPE_MAP_UNSYNCHRONIZED. We must choose between no flag and DISCARD. * Criterias to discard: * . Most of the resource was filled (but some apps do allocate a big buffer * to only use a small part in a round fashion) * . The region to upload is very small compared to the filled region and * at the start of the buffer (hints at round usage starting again) * . The region to upload is very big compared to the required region * . We have not discarded yet this frame * If the buffer use pattern seems to sync the worker thread too often, * revert to the vertex_uploader */ if (This->managed.num_worker_thread_syncs < 3 && (filled_region->width > (This->size / 2) || (10 * box_upload.width < filled_region->width && box_upload.x < (filled_region->x + filled_region->width)/2) || box_upload.width > 2 * required_valid_region->width || This->managed.frame_count_last_discard != device->frame_count)) { /* Avoid DISCARDING too much by discarding only if most of the buffer * has been used */ DBG_FLAG(DBG_INDEXBUFFER|DBG_VERTEXBUFFER, "Uploading %p DISCARD: valid %d %d, filled %d %d, required %d %d, box_upload %d %d, required already_valid %d %d, conficting %d %d\n", This, valid_region->x, valid_region->width, filled_region->x, filled_region->width, required_valid_region->x, required_valid_region->width, box_upload.x, box_upload.width, region_already_valid.x, region_already_valid.width, conflicting_region.x, conflicting_region.width ); upload_flags |= PIPE_MAP_DISCARD_WHOLE_RESOURCE; u_box_1d(0, 0, filled_region); u_box_1d(0, 0, valid_region); box_upload = This->managed.required_valid_region; /* Rebind the buffer if we used intermediate alternative buffer */ if (!This->managed.can_unsynchronized) NineBuffer9_RebindIfRequired(This, device, This->base.resource, 0); This->managed.can_unsynchronized = true; This->managed.frame_count_last_discard = device->frame_count; } else { /* Once we use without UNSYNCHRONIZED, we cannot use it anymore. * Use a different buffer. */ unsigned buffer_offset = 0; struct pipe_resource *resource = NULL; This->managed.can_unsynchronized = false; u_upload_data(device->vertex_uploader, required_valid_region->x, required_valid_region->width, 64, This->managed.data + required_valid_region->x, &buffer_offset, &resource); buffer_offset -= required_valid_region->x; u_upload_unmap(device->vertex_uploader); if (resource) { NineBuffer9_RebindIfRequired(This, device, resource, buffer_offset); /* Note: This only works because for these types of buffers this function * is called before every draw call. Else it wouldn't work when the app * rebinds buffers. In addition it needs this function to be called only * once per buffers even if bound several times, which we do. */ u_box_1d(0, 0, required_valid_region); pipe_resource_reference(&resource, NULL); return; } } } u_box_union_1d(filled_region, filled_region, &box_upload); u_box_union_1d(valid_region, valid_region, &box_upload); u_box_1d(0, 0, required_valid_region); } else box_upload = This->managed.dirty_box; if (box_upload.x == 0 && box_upload.width == This->size) { upload_flags |= PIPE_MAP_DISCARD_WHOLE_RESOURCE; } if (This->managed.pending_upload) { u_box_union_1d(&This->managed.upload_pending_regions, &This->managed.upload_pending_regions, &box_upload); } else { This->managed.upload_pending_regions = box_upload; } DBG_FLAG(DBG_INDEXBUFFER|DBG_VERTEXBUFFER, "Uploading %p, offset=%d, size=%d, Flags=0x%x\n", This, box_upload.x, box_upload.width, upload_flags); nine_context_range_upload(device, &This->managed.pending_upload, (struct NineUnknown *)This, This->base.resource, box_upload.x, box_upload.width, upload_flags, (int8_t *)This->managed.data + box_upload.x); This->managed.dirty = FALSE; }