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