/* * 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); } }