blob: b679b47f45308bc92f350f3d1256f930501ab4cf [file] [log] [blame]
/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrGpuBuffer.h"
#include "GrCaps.h"
#include "GrGpu.h"
GrGpuBuffer::GrGpuBuffer(GrGpu* gpu, size_t sizeInBytes, GrGpuBufferType type,
GrAccessPattern pattern)
: GrGpuResource(gpu)
, fMapPtr(nullptr)
, fSizeInBytes(sizeInBytes)
, fAccessPattern(pattern)
, fIntendedType(type) {}
void GrGpuBuffer::ComputeScratchKeyForDynamicVBO(size_t size, GrGpuBufferType intendedType,
GrScratchKey* key) {
static const GrScratchKey::ResourceType kType = GrScratchKey::GenerateResourceType();
GrScratchKey::Builder builder(key, kType, 1 + (sizeof(size_t) + 3) / 4);
// TODO: There's not always reason to cache a buffer by type. In some (all?) APIs it's just
// a chunk of memory we can use/reuse for any type of data. We really only need to
// differentiate between the "read" types (e.g. kGpuToCpu_BufferType) and "draw" types.
builder[0] = SkToU32(intendedType);
builder[1] = (uint32_t)size;
if (sizeof(size_t) > 4) {
builder[2] = (uint32_t)((uint64_t)size >> 32);
}
}
void GrGpuBuffer::computeScratchKey(GrScratchKey* key) const {
if (SkIsPow2(fSizeInBytes) && kDynamic_GrAccessPattern == fAccessPattern) {
ComputeScratchKeyForDynamicVBO(fSizeInBytes, fIntendedType, key);
}
}