gecko-dev/gfx/layers/mlgpu/BufferCache.h
Jean-Yves Avenard 11ac9e9cf8 Bug 1540581 - P6. Tidy some C++ declarations in gfx/. r=gerald,jrmuizel
* Remove redundant virtual keywords
* Mark all destructors of inheriting classes as virtual for clarity
* Mark all classes without virtual destructor as final (exposed errors)
* Make destructor virtual where it needed to be (some were missing)
* Replace empty ({}) code declaration in header with = default
* Remove virtual unused methods

I probably missed some, it quickly became a rabbit hole.

Differential Revision: https://phabricator.services.mozilla.com/D26060

--HG--
extra : moz-landing-system : lando
2019-04-11 12:36:51 +00:00

84 lines
2.9 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef mozilla_gfx_layers_mlgpu_BufferCache_h
#define mozilla_gfx_layers_mlgpu_BufferCache_h
#include "mozilla/EnumeratedArray.h"
#include "mozilla/RefPtr.h"
#include <deque>
#include <vector>
namespace mozilla {
namespace layers {
class MLGBuffer;
class MLGDevice;
// Cache MLGBuffers based on how long ago they were last used.
class BufferCache final {
public:
explicit BufferCache(MLGDevice* aDevice);
~BufferCache();
// Get a buffer that has at least |aBytes|, or create a new one
// if none can be re-used.
RefPtr<MLGBuffer> GetOrCreateBuffer(size_t aBytes);
// Age out old buffers after a frame has been completed.
void EndFrame();
private:
// Not RefPtr since this would create a cycle.
MLGDevice* mDevice;
// The first size class is Log2(N), where 16 is the minimum size of a
// constant buffer (currently 16 bytes).
size_t mFirstSizeClass;
// Each size class is a power of 2. Each pool of buffers is represented as a
// deque, with the least-recently-used (i.e., oldest) buffers at the front,
// and most-recently-used (i.e., newest) buffers at the back. To re-use a
// buffer it is popped off the front and re-added to the back.
//
// This is not always efficient use of storage: if a single frame allocates
// 300 buffers of the same size, we may keep recycling through all those
// buffers for a long time, as long as at least one gets used per frame.
// But since buffers use tiny amounts of memory, and they are only mapped
// while drawing, it shouldn't be a big deal.
struct CacheEntry {
CacheEntry() : mLastUsedFrame(0) {}
CacheEntry(const CacheEntry& aEntry)
: mLastUsedFrame(aEntry.mLastUsedFrame), mBuffer(aEntry.mBuffer) {}
CacheEntry(CacheEntry&& aEntry)
: mLastUsedFrame(aEntry.mLastUsedFrame),
mBuffer(std::move(aEntry.mBuffer)) {}
CacheEntry(size_t aLastUsedFrame, MLGBuffer* aBuffer)
: mLastUsedFrame(aLastUsedFrame), mBuffer(aBuffer) {}
uint64_t mLastUsedFrame;
RefPtr<MLGBuffer> mBuffer;
};
typedef std::deque<CacheEntry> CachePool;
// We track how many frames have occurred to determine the age of cache
// entries.
uint64_t mFrameNumber;
// To avoid doing too much work in one frame, we only shrink one size class
// per frame.
uint64_t mNextSizeClassToShrink;
// There is one pool of buffers for each power of 2 allocation size. The
// maximum buffer size is at most 64KB on Direct3D 11.
std::vector<CachePool> mCaches;
};
} // namespace layers
} // namespace mozilla
#endif // mozilla_gfx_layers_mlgpu_BufferCache_h