| /* |
| * 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); |
| } |
| } |