|
41e44587
|
2025-08-06T20:04:23
|
|
BufferBindingMask in VertexArray::onBufferChanged are same buffer
The bufferBiningMask bits received from VertexArray::onBufferChanged()
must point to the same buffer, in case of one buffer is bound to
multiple binding points. We can do some minor optimization here when we
loop the BufferBindingMask bits: We only need to calculate hasConflict
once when we call updateCachedTransformFeedbackBindingValidation().
Bug: b/433331119
Change-Id: I9f7cfa543deb46cd369915293b97f5d3122e1708
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6826782
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
|
|
d63cff37
|
2025-08-06T13:31:02
|
|
Fix bug when rebind the same buffer not pick up the change
Buffer is modified in one context and rebind the same buffer on the
second context should pick up the buffer changes.
Bug: b/433331119
Change-Id: I8085fe826c339692881f2d3d6515efb19bbc4a88
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6825767
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
|
|
d8dc3cc2
|
2025-08-02T12:02:20
|
|
Remove shared context lock from glVertexAttrib{I}Format
This CL removes shared context lock from glVertexAttribFormat() and
glVertexAttribIFormat() APIs, since they no longer access anything
outside VertexArrayPrivate. The main problem I had run into is
validation code. Before this CL, ValidateIntegerVertexFormat() needs
context's mStateCache for mCachedVertexAttribTypesValidation and
mCachedIntegerVertexAttribTypesValidation. Given these two cached value
are constant after initialization, in this CL, I have moved them to
PrivateStateCache. PrivateStateCache argument is added to
ValidateVertexAttribFormat() and ValidateVertexAttribIFormat() to get
them access to mCachedIntegerVertexAttribTypesValidation.
Bug: b/433331119
Change-Id: Ifc3fbed32b4d3722c335dd2c393bc6519ed0b544
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6822032
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Charlie Lao <cclao@google.com>
|
|
c39f1d0f
|
2025-08-01T15:44:11
|
|
Move updateCachedTransformFeedbackBindingVali* to VertexArray
Since updateCachedTransformFeedbackBindingValidation needs buffer
argument, this is now moved from VertexArrayPrivate to VertexArray class
to make it obvious. Also mCachedTransformFeedbackConflictedBindingsMask
is per bindingIndex, so I have changed it from AttributeMask to
VertexArrayBufferBindingMask.
Bug: b/433331119
Change-Id: I321267637ba661b18ef236260a17e6e8f7043eb9
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6814158
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Commit-Queue: Charlie Lao <cclao@google.com>
|
|
394df705
|
2025-08-01T14:03:17
|
|
Cache per bufferIndex buffer properties in VertexArrayPrivate
This is another preparation CL. This CL caches per bindingIndex buffer
properties in VertexArrayPrivate: mCachedBufferPropertyMapped and
mCachedBufferPropertyMutableOrImpersistent. The only difference between
these and mCachedMappedArrayBuffers /
mCachedMutableOrImpersistentArrayBuffers is that one indexed by
attribIndex and another is indexed by bindingIndex. With this, when
attribute binding changes, we no longer need to make buffer access. With
this, we can move setVertexAttribBinding and setVertexBindingDivisor
from VertexArray into VertexArrayPrivate class and Context argument is
also removed.
Bug: b/433331119
Change-Id: I666544ee0585727ca92d640f372f5a64d1d85576
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6814156
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Commit-Queue: Charlie Lao <cclao@google.com>
|
|
eca5244d
|
2025-07-30T16:59:16
|
|
Remove buffer from VertexArrayState::setAttribBinding
In later CLs we try to remove shared lock from glVertexAttribBinding().
One of the lockers for that is right now setAttribBinding() references
"buffer" for size. This CL caches the per binding index bufferSize in
VertexArrayPrivate (i.e, std::vector<size_t> mCachedBufferSize).
setAttribBinding() moved from VertexArray to VertexArrayPrivate since it
no longer needs buffer access, but uses mCachedBufferSize instead.
This CL also changes std::vector to std::array for mVertexArrayBuffers
Bug: b/433331119
Change-Id: Ie34aef82379af8f04099cdc20ebdf354d2787a65
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6803592
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
|
|
b4d84458
|
2025-05-23T18:08:19
|
|
Move Buffer from VertexBinding to VertexArray
In later CL we will not taking shared context lock for certain
VertexArray API calls. VertexArray itself is per context, so this sounds
reasonable to do. The main challenge here is a lot of VertexArray
function end up accessing gl::Buffer object, which could be modified by
other shared contexts. In order to safely not taking the shared context
lock, we need to separate out Buffer object out of VertexArray itself so
that these lockless APIs will take VertexArray that does not have access
to buffer.
In this CL, VertexArray is split into two classes: VertexArrayPrivate is
everything in VertexArray except buffers. VertexArray is a subclass of
VertexArrayPrivate and owns all the buffers. Buffer is removed from
gl::VertexBinding class. In order to let back end access to buffers,
VertexArrayImpl holds a weak reference to
VertexArray::mVertexArrayBuffers (which is a vector of buffers).
Further, VertexArrayBufferBindingMask mBufferBindingMask is moved from
VertexArrayState into VertexArray class well, since it tracks which
index has a non-null buffer. The bulk of change are due to the
VertexARrayImpl constructor change, since it now takes
vertexArrayBuffers argument. Other bulk of changes are due to
VertexBinding no long has the buffer, but you need to get it directly
from VertexArray or VertexArrayImpl.
This CL also reverts some of the change in crrev.com/c/6758215 that
mVertexBindings no longer contains kElementArrayBufferIndex.
BYPASS_LARGE_CHANGE_WARNING
Bug: b/433331119
Change-Id: I15f4576f7c5c8d8f4d9c9c07d38a60ce539bfeea
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6774702
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Commit-Queue: Charlie Lao <cclao@google.com>
|
|
8dca0efe
|
2025-07-21T15:29:10
|
|
Replace VertexArray::DIRTY_BIT_LOST_OBSERVATION with API call
This dirty bit was added so that back end can inspect buffers and set
proper VertexArray::DirtyBitType. The same thing can achieved by add a
virtual function on VertexArrayImpl class. The advantage of virtual
function on VertexArrayImpl is that all back end essentially have the
same implementation and we can just implemented in VertexArrayImpl
instead of duplicate in each back end. The other advantage is after this
CL DIRTY_BIT_BINDING_n and DIRTY_BIT_BUFFER_DATA_n will be well aligned
instead of offset by 1 caused by DIRTY_BIT_LOST_OBSERVATION. The other
motivation of this change is in later CL I want to move
mBufferBindingMask out of VertexArrayState, which means back end will
not have access to it. By using VertexArrayImpl API, I can pass
mBufferBindingMask directly to the back end via function parameter. So,
this CL removed DIRTY_BIT_LOST_OBSERVATION, added
VertexArrayImpl::checkBufferForDirtyBits().
Bug: b/433331119
Change-Id: I5c8cbc9bace63db416e86c2ae3631f74a12b20b8
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6775986
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
40a2a912
|
2025-07-15T14:39:10
|
|
Track mElementArrayBuffer in std::vector<VertexBinding>
Right now mElementArrayBuffer are treated a little bit differently from
other vertex buffers, mainly because of elementBuffer does not have
corresponding "attributeIndex" to bind to. But a lot of logic in
VertexArray are same for mElementArrayBuffer and mVertexBindings. In
recent CLs, we are using mBufferBindingMask to track both
mElementArrayBuffer and mVertexBindings with kElementArrayBufferIndex
represents element buffer. With that, some of logic handling buffers can
be merged, with looping of mBufferBindingMask bits. In later CL, we are
going to separate "binding" from "buffer" so that we can move buffer out
of VertexArrayState class. So this is also a preparation CL so that when
we move buffers out of VertexArrayState class, it does so for all
buffers (both element buffer and vertex buffers). In order to track how
many vertex buffers in mVertexBindings, a new variable
mMaxVertexAttribBindings is added. In later CL when we move buffers out
of VertexBinding, some of this CL's change will be reverted back,
mVertexBindings will be reverted back to track only bindings and
mMaxVertexAttribBindings will be deleted.
Bug: b/433331119
Change-Id: Idd2cfe4ce64bb22923bac70abb752e132fe1abd3
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6758215
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Charlie Lao <cclao@google.com>
|
|
9635df8e
|
2025-07-16T15:13:19
|
|
Move mCached*ArrayBuffers from VertexArrayState to VertexArray
The three cached AttributeMasks variables are mCachedMappedArrayBuffers,
mCachedMutableOrImpersistentArrayBuffers,
mCachedInvalidMappedArrayBuffer. They are currently declared in
VertexArrayState class. They are only accessed by VertexArray front end,
back end does not use them, which means they do not need to be in
VertexArrayState class. This CL moves these three variables to
VertexArray class in preparation for later CLs that VertexArrayState
will not have access to Buffer objects.
This CL also removed unnecessary
updateCachedMutableOrNonPersistentArrayBuffers call from
VertexArray::enableAttribute, since
mCachedMutableOrImpersistentArrayBuffers does not depend on any
variables enableAttribute() is modifying.
Bug: b/433331119
Change-Id: I8b1f0c7d511dbc6858d20f33863154e8fe3077f8
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6762902
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Charlie Lao <cclao@google.com>
|
|
9a05a2b7
|
2025-06-23T16:24:13
|
|
Reland "Vulkan: Avoid some loops in VertexArray::onBufferChanged"
This reverts commit 5df85793c602d64d47ef68e29542313be4116bc0.
Reason for revert: the regression bug is fixed
Some of the functionality related code has been merged into previous CL.
This CL now mostly clean up. The old subject/observer code is been
deleted from VertexArray.
Bug: angleproject:400711938
Original change's description:
> Revert "Vulkan: Avoid some loops in VertexArray::onBufferChanged"
>
> This reverts commit 8d6d127acc1072488e5b57ba4e7e93da2d94bfda.
>
> Reason for revert: https://issues.chromium.org/427064102
>
> Bug: angleproject:400711938
> Original change's description:
> > Vulkan: Avoid some loops in VertexArray::onBufferChanged
> >
> > Before this CL, VertexArray::onBufferChanged() loops over
> > bufferBindingMask bits and calls onSubjectStateChange. In this CL,
> > VertexArray::onSubjectStateChange is embedded into
> > VertexArray::onBufferChanged(). DIRTY_BIT_ELEMENT_ARRAY_BUFFER and
> > DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA is re-arranged so that we can map
> > bufferBindingMask directly to VertexArray::mDirtyBits. This especially
> > useful when one buffer is bound to multiple indices in the VertexArray.
> >
> > This CL also removes angle::ObserverInterface from VertexArray, since it
> > no longer observes anything.
> >
> > ASSERT is added in gl::Buffer::mContentsObservers to ensure it only
> > contains BufferTexture, since vertexArray is no longer using the
> > subject/observer.
> >
> > Bug: angleproject:400711938
> > Change-Id: Ie6e7159d7a89f0da5e1b7ca0a9dbe60a1e6c682f
> > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6569638
> > Reviewed-by: Geoff Lang <geofflang@chromium.org>
> > Commit-Queue: Charlie Lao <cclao@google.com>
> > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
>
> Bug: angleproject:400711938
> Change-Id: I3b8e77db7b3d06b9ed875bfe7787904ac753da11
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6664161
> Commit-Queue: Charlie Lao <cclao@google.com>
> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Bug: angleproject:400711938
Change-Id: If7989b26701dcccbb8e49c42d388c0217e2d0b7f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6663536
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Charlie Lao <cclao@google.com>
|
|
2ac49bb6
|
2025-07-01T12:11:12
|
|
Reland "Vulkan: Move VertexArray::ElementBuffer away from observer"
This reverts commit 79ac1a8cd767a32cce6401203e20c4bd4ca4d539.
Reason for revert: the regression bug is fixed in PS6
The regression bug with the original CL is caused by when we bind a
vertex array without element buffer rebind, we missed to reset
mIndexRangeInlineCache. The other bug is that VertexArray::mDiryBits is
64 bit but VertexArrayBufferBindingMask is 16 bit, in
VertexArray::setDependentDirtyBits(), bufferBindingMask.to_ulong() <<
DIRTY_BIT_BUFFER_DATA_0 is only producing the 32 bit value on windows
platform due to unsigned long is 32 bit value. bits() is used and bit
shift is operated on to uint64_t here to avoid dropping high bits on
windows.
Two tests are added that reproduce the regression bug caused by
the original CL.
Bug: angleproject:400711938
Original change's description:
> Revert "Vulkan: Move VertexArray::ElementBuffer away from observer"
>
> This reverts commit 3f012a43ee2c101543785720eedfeaa80708479d.
>
> Reason for revert: https://issues.chromium.org/427064102
>
> Bug: angleproject:400711938
> Original change's description:
> > Vulkan: Move VertexArray::ElementBuffer away from observer
> >
> > Right now, VertexArray's element buffer is always observing buffer's
> > change. In previous CLs, we have moved vertex array away from
> > subject/observer usage. This CL moves element buffer away from
> > subject/observer as well. Since the gl::Buffer tracks buffer's binding
> > to each context's current vertex array's binding point,
> > kElementArrayBufferIndex is added to VertexArrayBufferBindingMask bits
> > so that the element buffer is tracked exactly the same as other vertex
> > array buffer bindings. The VerextArray code has been modified to handle
> > this special bit, since element buffer has its own binding point
> > VertexArrayState::mElementArrayBuffer as opposed to
> > VertexArrayState::mVertexBindings. After this CL, VertexArray object
> > should be completely off subject/observer usages.
> >
> > Bug: angleproject:400711938
> > Change-Id: I662ddfabc95034bdc7734939c944ab033f41801c
> > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6552160
> > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
> > Reviewed-by: Geoff Lang <geofflang@chromium.org>
> > Commit-Queue: Charlie Lao <cclao@google.com>
>
> Bug: angleproject:400711938
> Change-Id: I9487ba8b108baaeda1c8a27189dba64f77616774
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6663539
> Commit-Queue: Charlie Lao <cclao@google.com>
> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Bug: angleproject:400711938
Change-Id: I3f47ad1238c41f12b5cbd7a59b84be3fce1e9562
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6664004
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Commit-Queue: Charlie Lao <cclao@google.com>
|
|
79ac1a8c
|
2025-06-23T11:11:10
|
|
Revert "Vulkan: Move VertexArray::ElementBuffer away from observer"
This reverts commit 3f012a43ee2c101543785720eedfeaa80708479d.
Reason for revert: https://issues.chromium.org/427064102
Bug: angleproject:400711938
Original change's description:
> Vulkan: Move VertexArray::ElementBuffer away from observer
>
> Right now, VertexArray's element buffer is always observing buffer's
> change. In previous CLs, we have moved vertex array away from
> subject/observer usage. This CL moves element buffer away from
> subject/observer as well. Since the gl::Buffer tracks buffer's binding
> to each context's current vertex array's binding point,
> kElementArrayBufferIndex is added to VertexArrayBufferBindingMask bits
> so that the element buffer is tracked exactly the same as other vertex
> array buffer bindings. The VerextArray code has been modified to handle
> this special bit, since element buffer has its own binding point
> VertexArrayState::mElementArrayBuffer as opposed to
> VertexArrayState::mVertexBindings. After this CL, VertexArray object
> should be completely off subject/observer usages.
>
> Bug: angleproject:400711938
> Change-Id: I662ddfabc95034bdc7734939c944ab033f41801c
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6552160
> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
> Commit-Queue: Charlie Lao <cclao@google.com>
Bug: angleproject:400711938
Change-Id: I9487ba8b108baaeda1c8a27189dba64f77616774
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6663539
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
|
|
5df85793
|
2025-06-23T11:08:49
|
|
Revert "Vulkan: Avoid some loops in VertexArray::onBufferChanged"
This reverts commit 8d6d127acc1072488e5b57ba4e7e93da2d94bfda.
Reason for revert: https://issues.chromium.org/427064102
Bug: angleproject:400711938
Original change's description:
> Vulkan: Avoid some loops in VertexArray::onBufferChanged
>
> Before this CL, VertexArray::onBufferChanged() loops over
> bufferBindingMask bits and calls onSubjectStateChange. In this CL,
> VertexArray::onSubjectStateChange is embedded into
> VertexArray::onBufferChanged(). DIRTY_BIT_ELEMENT_ARRAY_BUFFER and
> DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA is re-arranged so that we can map
> bufferBindingMask directly to VertexArray::mDirtyBits. This especially
> useful when one buffer is bound to multiple indices in the VertexArray.
>
> This CL also removes angle::ObserverInterface from VertexArray, since it
> no longer observes anything.
>
> ASSERT is added in gl::Buffer::mContentsObservers to ensure it only
> contains BufferTexture, since vertexArray is no longer using the
> subject/observer.
>
> Bug: angleproject:400711938
> Change-Id: Ie6e7159d7a89f0da5e1b7ca0a9dbe60a1e6c682f
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6569638
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
> Commit-Queue: Charlie Lao <cclao@google.com>
> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Bug: angleproject:400711938
Change-Id: I3b8e77db7b3d06b9ed875bfe7787904ac753da11
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6664161
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
|
|
8d6d127a
|
2025-05-20T12:26:56
|
|
Vulkan: Avoid some loops in VertexArray::onBufferChanged
Before this CL, VertexArray::onBufferChanged() loops over
bufferBindingMask bits and calls onSubjectStateChange. In this CL,
VertexArray::onSubjectStateChange is embedded into
VertexArray::onBufferChanged(). DIRTY_BIT_ELEMENT_ARRAY_BUFFER and
DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA is re-arranged so that we can map
bufferBindingMask directly to VertexArray::mDirtyBits. This especially
useful when one buffer is bound to multiple indices in the VertexArray.
This CL also removes angle::ObserverInterface from VertexArray, since it
no longer observes anything.
ASSERT is added in gl::Buffer::mContentsObservers to ensure it only
contains BufferTexture, since vertexArray is no longer using the
subject/observer.
Bug: angleproject:400711938
Change-Id: Ie6e7159d7a89f0da5e1b7ca0a9dbe60a1e6c682f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6569638
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
3f012a43
|
2025-05-14T17:11:06
|
|
Vulkan: Move VertexArray::ElementBuffer away from observer
Right now, VertexArray's element buffer is always observing buffer's
change. In previous CLs, we have moved vertex array away from
subject/observer usage. This CL moves element buffer away from
subject/observer as well. Since the gl::Buffer tracks buffer's binding
to each context's current vertex array's binding point,
kElementArrayBufferIndex is added to VertexArrayBufferBindingMask bits
so that the element buffer is tracked exactly the same as other vertex
array buffer bindings. The VerextArray code has been modified to handle
this special bit, since element buffer has its own binding point
VertexArrayState::mElementArrayBuffer as opposed to
VertexArrayState::mVertexBindings. After this CL, VertexArray object
should be completely off subject/observer usages.
Bug: angleproject:400711938
Change-Id: I662ddfabc95034bdc7734939c944ab033f41801c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6552160
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Charlie Lao <cclao@google.com>
|
|
937cf23c
|
2025-05-13T16:11:47
|
|
Vulkan: Remove VertexArrayBufferContentsObservers
When vertex array needs to convert buffer's data, right now it uses
Subject/Observer to subscribe notifications from buffers about the data
change. Since we always dirty all binding point when we bind
VertexArray, or app has to rebind buffer to vertex array if its on the
other context, this notification really is only needed for the current
context's vertex array. In prior CLs we already moved notification from
buffer to the current context's vertex array away from Subject/Observer
usage pattern. This CL did similar things to
VertexArrayBufferContentsObservers::mContentsObservers.
VertexArrayBufferContentsObservers has been deleted in this CL. Each
VertexArrayImpl now tracks the need of content observer with a bit mask
of each bindingIndex (which is tracked by
mContentsObserverBindingsMask). When a buffer's content changes,
gl::Buffer will retrieve this bit mask from backend and pass it to the
current gl::Context, which sends to current VertexArray object, which
then set proper DATA dirty bits on VertexArray based on the binding bit
mask. If back end think it does not need any data conversion, then the
bit mask is zero and nothing will be done. This further removes
dependence on subject observer, which enables us to avoid taking shared
context lock for glEnableVertexAttribArray and
glDisableVertexAttribArray.
Bug: angleproject:400711938
Change-Id: Ieb0c09c042a560dd121242b63ec24478482399b3
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6549157
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
f5f6704c
|
2025-03-27T13:58:14
|
|
Vulkan: Remove mArrayBufferObserverBindings
Right now VertexArray observes gl::Buffer change. Buffer change will end
up with many virtual function calls on VertexArray. GL spec says that
when buffer changes, only the current context's vertex array have to
pick up the changes without any GL API call. All other context's vertex
array must issue bind calls to pick up the buffer's state change. This
CL removes VertexArray::mArrayBufferObserverBindings as gl::Buffer's
observer. The Buffer's change is directly applied to current context's
vertexArray (Note that gl::VertexArray still have mContentsObservers
which is not touched in this CL. Once the content observer also removed,
there will be no observer calls into gl::VertexArray which allows us to
do further optimizations on vertex arrays.)
In order to further reduce the overhead, we also tracks vertex array's
binding index in the buffer. When a buffer is bound to current vertex
array, the bit is set at that index and bit is removed when buffer is
unbound. When vertex array becomes un-current, all bits are cleared.
Since a buffer could be bound to multiple context's current vertex
array, that bitmask is tracked for multiple contexts with the contextID.
Bug: angleproject:400711938
Change-Id: I9ad91573e101d7bf11a742a3d823bd8965f43395
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6419663
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
3b77a177
|
2025-04-23T15:47:07
|
|
Optimize vertex attribute and buffer state change
Bug: angleproject:386749841
Change-Id: I25968902282f6a201510e2ee17ea85fd71ef57c7
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6483915
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: mohan maiya <m.maiya@samsung.com>
|
|
c2679dbc
|
2025-03-10T12:15:08
|
|
Key vertex array index range cache on restart
Key vertex array index range cache on primitive restart enablement.
Add the test to WebGLCompatibilityTest as otherwise the
VertexArray::getIndexRange() is not testable. Currently WebGL
compatibility contexts allow changing primitive restart.
Bug: angleproject:401284933
Change-Id: I48a53770d7dcb2276b89fd743f4834c53c8d8d1e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6333538
Auto-Submit: Kimmo Kinnunen <kkinnunen@apple.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
|
|
da572160
|
2024-07-23T16:36:10
|
|
Reland: GL: Forward client-side arrays to the driver when possible
The OpenGL driver can handle client-side arrays when the context is
OpenGL ES or a desktop GL compatibility profile. When in these
situations, use the driver default VAO for all frontend context VAOs
and forward client-side data directly to the driver.
Fix synchronizing the default VAO state for external contexts. There
is no valid VertexArrayStateGL for external VAOs so make sure it's
nulled and the VAO dirty bits are set so the correct VAO state is
reapplied.
Disable syncing to the default VAO for external contexts. The only
VAO that they can share with ANGLE's internal state is the default
VAO so avoid having to save and restore its state.
Bug: angleproject:355034686
Change-Id: I015bbbc854938fe4bc1e92d0ca8fe04628d0db16
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5743284
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
a0a832de
|
2024-07-26T12:33:37
|
|
Revert "GL: Forward client-side arrays to the driver when possible"
This reverts commit a6c2b4346516f228054b5bdd754bbc6f3ba1cba7.
Reason for revert: Fails some Chrome tests on Android after rolling: https://chromium-review.googlesource.com/c/chromium/src/+/5742024
Original change's description:
> GL: Forward client-side arrays to the driver when possible
>
> The OpenGL dirver can handle client-side arrays when the context is
> OpenGL ES or a desktop GL compatability profile. When in these
> sitatuions, use the driver default VAO for all frontend context VAOs
> and forward client-side data directly to the driver.
>
> Bug: angleproject:355034868
> Change-Id: I21a4459c4f7db780b51441d76e63d17bf737c101
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5736058
> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
> Reviewed-by: Vasiliy Telezhnikov <vasilyt@chromium.org>
> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Bug: angleproject:355034868
Change-Id: I76f95d66ca277bcbb67300179e49287b433c1ede
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5742647
Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com>
Auto-Submit: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com>
|
|
a6c2b434
|
2024-07-23T16:36:10
|
|
GL: Forward client-side arrays to the driver when possible
The OpenGL dirver can handle client-side arrays when the context is
OpenGL ES or a desktop GL compatability profile. When in these
sitatuions, use the driver default VAO for all frontend context VAOs
and forward client-side data directly to the driver.
Bug: angleproject:355034868
Change-Id: I21a4459c4f7db780b51441d76e63d17bf737c101
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5736058
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Vasiliy Telezhnikov <vasilyt@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
76fa3806
|
2023-05-04T10:19:35
|
|
Vulkan: Expand BufferOnly path for VertexArray binding change
VertexArrayVk has a fast code path for attribute change where the only
change is buffer (i.e, no format or relativeOffset change). It will pass
in bufferOnly to syncDirtyAttrib() call and will avoid invalidate
graphics pipeline. This CL expands DIRTY_BIT_BINDING_n change and will
also try to detect the bufferOnly case.
This CL and crrev.com/c/4507978 together seeing Gfxbench driver overhead
score improves 1.48% (from average 6804 before CLs to 6905 after CLs) on
pixel 7 pro.
Bug: b/277644512
Change-Id: I71da1b886bb26ba2629b83af3aeaba4d45c3d3c2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4504919
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Commit-Queue: Charlie Lao <cclao@google.com>
Auto-Submit: Charlie Lao <cclao@google.com>
|
|
0561884e
|
2023-04-26T17:26:42
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|
Vulkan: Dirty VertexArray binding bit if buffer storage change
In crrev.com/c/3669603, we did optimization for black_desert_mobile that
when vertex array is unbound, we remove vertex array from buffer's
observer list to reduce overhead of observer notifications when buffer
is been modified. To compensate for the lost notification, when vertex
array is bound, we always assume every buffer that is bound to vertex
array has been dirtied, for the simplicity at that time. This CL further
the optimization of that CL. In this CL, I moved the dirty bit set into
backend and improves vulkan backend by checking buffer's serial number
and only dirty the binding if the serial has changed. Given this, now we
can also remove all the non-current vertex array from buffer's observer
list (previously it is heuristic based with a hard coded observer count
limit). This and the previous CL improves asphalt_9 by ~1%.
Bug: b/277644512
Change-Id: Ibc3f8e3df9fe70c6879e0b2bca86d8487a9dba73
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4481241
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Commit-Queue: Charlie Lao <cclao@google.com>
|
|
89a8ba7d
|
2023-04-25T17:08:42
|
|
Vulkan: Add bit mask vertex array buffer binding point.
There are various places we are looping all vertex binding points. Right
now it is always 16, even though most of them do not have any buffer
bound. This CL adds mArrayBufferBindingBitMask, which is the bit mask
tracking all binding index that has a buffer bound. Now we only need to
loop for all bindings that actually have a buffer, which usually much
less than 16.
This CL also removes some redundant use of "gl::" name space.
Bug: b/277644512
Change-Id: I30d053274839bfa7c56487651b95c62f2a2c67e3
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4478229
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Yuxin Hu <yuxinhu@google.com>
|
|
fb3e2def
|
2022-05-24T15:47:01
|
|
Extend labelObject functionality
Modify interface to fully support labelObject return codes.
Fix issues with texture implementation, including handling
deferred Vulkan object creation.
Bug: b/229105865
Change-Id: I0c64b72dd0b54642fb643ee7f5ccbb2a134c6787
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3703184
Commit-Queue: Ian Elliott <ianelliott@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Ian Elliott <ianelliott@google.com>
|
|
2587e508
|
2022-05-26T17:44:47
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|
Vulkan: Remove redundant vertex array dirty bit processing
When BINDING0+n and ATTRIB0+n dirty bits are both set, we are going
down syncState twice. What BINDING0+n covers all the work needed for
attribute and DATA0+n, so we should remove the ATTRIB0+n and DATA0+n.
Similarly if we see DATA0+n, we should skip ATTRIBU0+n as well.
Bug: b/235277703
Change-Id: I5e03c18bac3df30a14f3b6652caff2aff33f2fe6
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3669608
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
b186991a
|
2022-05-26T11:50:56
|
|
Vulkan: Remove non-current vertex array from buffer's observer list
When app binds a buffer to many VAOs, any buffer modification have to
loop over all VAOs that uses that buffer, even though all these VAOs are
not current except one VAO. That causes significant CPU overhead.
black_desert_mobile has this type of usage. This CL checks number of
observers on each binding and if there are excessive observers, it
removes VAO from the buffer's observer list when it becomes non-current
and adds back to observer list when it becomes current.
This CL reduces CPU overhead of black_desert_mobile (as measured with
--offset --minimumgpuwork) from 21ms to 3.69ms, on par with native GLES
driver. Note that this CL only touches glBindVertexArrayObject call code
path, so no impact to apps not using VAOs. There is also no measurable
CPU time regression on a few other app traces that uses VAOs.
Bug: angleproject:6371
Change-Id: I6b1589f3e3c768d56c1c95cebdb577e3e256737f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3669603
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Charlie Lao <cclao@google.com>
|
|
a93a3930
|
2021-12-08T20:36:07
|
|
Vulkan: Track enabled in VertexArray
Previously in sequences such as
glEnableVertexAttribArray(0)
glDrawElements()
glDisableVertexAttribArray(0)
glEnableVertexAttribArray(0)
glDrawElements()
the second glDrawElements() would always be called with dirty enable. On
some backends like Vulkan this could result in unnecessary pipeline
changes.
Bug: angleproject:6796
Change-Id: Ib44877b6030e8d0acede7cf5c591936ba3844b69
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3325208
Reviewed-by: Charlie Lao <cclao@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Lingfeng Yang <lfy@google.com>
|
|
cf8c5678
|
2021-09-17T13:16:36
|
|
Vulkan: Don't sync VAOs after BufferSubData calls.
We still need to syncState after buffers that contain converted
attributes are updated. Includes a perf regression test.
Bug: angleproject:6371
Change-Id: I54227fc43e7b3fe79072da7783dab0177ccb0486
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3182706
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
30878d2a
|
2021-09-24T09:23:56
|
|
Buffer: Notify contents changed in a separate observer list.
Buffer contents changed will only notify VertexArray. Also this
list is separated from the other observers because in the future
most of the time we won't need to notify the VertexArrays when
buffer contents changed, to avoid iterating over a large list of
VertexArray observers on simple SubData calls.
Bug: angleproject:6371
Change-Id: I6142a5757868caf33dc6594a1975f817f80553e8
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3182701
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
|
|
49ac15a5
|
2021-09-20T11:29:01
|
|
Optimize VAO bindings.
This CL makes the XFB binding tracking WebGL-only. That will
speed up VAO binding changes in non-WebGL considerably.
Also has a few inline micro-optimizations that may not have
a large effect.
Bug: angleproject:6371
Change-Id: Ib0a26a3b956dcd6ff78626e5cd6514b46270d882
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3170116
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
220642a9
|
2020-12-16T21:10:37
|
|
Allow Drawing with Immutable Persistent Mapped Buffers
From the EXT_buffer_storage overview:
The GL_EXT_texture_storage extension added immutable storage for
texture objects (and was subsequently incorporated into OpenGL ES
3.0). This extension further applies the concept of immutable
storage to buffer objects.
[T]his extension introduces the concept of persistent client
mappings of buffer objects, which allow clients to retain pointers
to a buffer's data store returned as the result of a mapping, and to
issue drawing commands while those mappings are in place.
The initial implementation of EXT_buffer_storage didn't enable this
portion of the extension, so ANGLE is generating errors while attempting
to draw with an immutable buffer mapped with the GL_MAP_PERSISTENT_BIT
flag.
This CL enables that functionality, since apps (e.g., FIFA Soccer) rely
on it.
Bug: angleproject:5473
Change-Id: Icf1c0597156044a342aac5e4d2abbc29b34f46b2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2596957
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Commit-Queue: Tim Van Patten <timvp@google.com>
|
|
846cd169
|
2020-07-30T22:11:12
|
|
Add vertex array serialization capability
Serializes vertex arrays' states stored on CPU.
Adds vertex array serialization to serializeContext method so that
capture replay regresssion testing now compares the states of vertex
array objects too.
Bug: angleproject:4817
Change-Id: Ia2897c056adff9bd433765186240ab07f78db232
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2331737
Commit-Queue: Manh Nguyen <nguyenmh@google.com>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
57d95828
|
2020-04-30T17:35:50
|
|
Revert "Add type for attribute locations."
This reverts commit 9349c14344b2d1fd6bc357063b602bc2626c140f
and commit d43b057435e6c9e3194dd20627681ffca0c0808e.
It's no longer needed after we bind attribute locations before link.
Original CL message:
This will allow the capture/replay tool to easily intercept and label
attribute locations for remapping.
There's some inconsistency in implementation in the GL desktop front-
end. This is a quick fix and the full implementation is left for when
we implement the full desktop GL API set.
Bug: angleproject:4598
Change-Id: Ic510159d4d1982eff41560503cabf983a1be0381
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2174076
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
9349c143
|
2020-04-29T16:36:17
|
|
Add type for attribute locations.
This will allow the capture/replay tool to easily intercept and label
attribute locations for remapping.
There's some inconsistency in implementation in the GL desktop front-
end. This is a quick fix and the full implementation is left for when
we implement the full desktop GL API set.
Bug: angleproject:4598
Change-Id: Ibf11bcb8669d27265ea376494a2e3124825cf3be
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2171933
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
|
|
f703443b
|
2019-09-21T14:10:35
|
|
Use Resource IDs in RefCountObject.
This lets us use strongly typed IDs pretty much everywhere. Only one or
two additional places still use GLuint IDs. Mostly for external queries
and for Framebuffer Attachments.
With some clever type reflection helpers lets us define a single
template function for handling operator== and != for resource IDs.
Refactor in preparation for more Capture/Replay work.
Bug: angleproject:3611
Change-Id: I1c0c848e89eb8a4b769714d57686f816daf01634
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1815550
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tobin Ehlis <tobine@google.com>
|
|
feb8507f
|
2019-09-03T13:22:04
|
|
Use VertexArrayID in place of GLuint handle
Bug: angleproject:3804
Change-Id: I0454533eff13218a6aa1e1672ffcd0e76aedb399
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1769716
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
9d737966
|
2019-08-14T12:25:12
|
|
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
375ddfc5
|
2019-07-12T11:12:14
|
|
Signal different dirty bit for vertex buffer change.
We use new logic to compare if the attribute format changes before
setting dirty bits. This improves performance of VBO-only state changes
significantly. On the VBO change Vulkan microbenchmark gives about a
30% improvement.
Bug: angleproject:3256
Change-Id: Ifaf1c92ed7a09422156ef79b5983e7349de63346
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1684294
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
ee21a187
|
2019-07-04T08:51:34
|
|
Store angle::Format in gl::VertexAttribute.
Instead of storing type/size/normalized/pureInteger we instead store a
pointer to the angle::Format. This makes some code logic simpler and
will let us more easily check if a vertex attribute format changes in
calls to VertexAttribPointer or VertexAttribFormat.
This CL adds extra information to angle::Format to represent the vertex
format info needed. It also caches the channel count so that it can be
queried faster.
Also renames "Int" -> "Sint" in UtilsVk for consistency.
Bug: angleproject:3256
Change-Id: I5ef9b983dad8a58c341113c802500b89ce081566
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1684293
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
|
|
124f78c2
|
2019-06-18T11:48:24
|
|
Remove gl::Context parameter from Observer functions.
It was only used in exactly one instance in VertexArray. Instead we can
cache a bool and avoid needing to pass it around.
Will make signaling dirty easier in the Vulkan back-end.
Bug: angleproject:3539
Change-Id: Ia570aec051a24a5280df49edc4345c54022b46ec
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1663838
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
f7f15ac2
|
2019-03-27T12:56:51
|
|
Fix deleting a buffer not updating VAO validation.
Deleting a buffer that is bound to a VAO should act as if
the application unbound the buffer. Unbinding the buffer
should update relevant validation caches. But we were
missing the logic that updates the validation caches.
This CL adds the necessary cache updates. It does not include a
regression test. The test was causing an unrelated regression that is
going to be a bit longer. It should not block this fix.
Bug: chromium:943538
Change-Id: Ib073cd07a230ca073a5b14bc054e961158a0097d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1536491
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
cf9383ed
|
2019-01-31T19:52:49
|
|
Optimize VertexArray::bindVertexBufferImpl.
Reduces the buffer nullptr checks to a single location. Also optimizes
how the transform feedback binding counter is changed.
Improves the score of the draw call vertex array change test.
Bug: angleproject:3014
Change-Id: I08ff341e08194a407c24143965a3d568e92b97b7
Reviewed-on: https://chromium-review.googlesource.com/c/1406891
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
d51fbe34
|
2019-01-25T15:03:39
|
|
Fold buffer access validation into extensions.
We only need to perform vertex array buffer validation if the WebGL
compatiblity extension is enabled and robust access is not available.
Although sometimes the range checks are useful for determining
undefined behaviour they are not required by the OpenGL spec. They also
slow down state updates significantly.
This migrates the OOR tests into specific WebGL tests. It also requires
a change to a Chromium test on the passthrough decoder.
Improves perf by about 10% in the Vulkan VBO state change test.
Also fixes some robust resource access cases for D3D11.
Bug: angleproject:3000
Change-Id: Ice37f38f01c2f27bf32ed55657a30e69d8508335
Reviewed-on: https://chromium-review.googlesource.com/c/1390362
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
6e18a238
|
2019-01-16T13:27:14
|
|
Optimize more front-end VertexArray binding.
Improves perf slightly (1-2%) in the Vulkan VBO state change test.
Bug: angleproject:3014
Change-Id: Ia8082b5b3f5e847a6b2775e896893fa8d38c1afd
Reviewed-on: https://chromium-review.googlesource.com/c/1393904
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
dd34b3b9
|
2019-01-16T09:59:54
|
|
Pack VertexAttribType enum.
This improves performance slightly in vertex array format checks.
Instead of needing to switch on GLenum values we can use packed arrays
and tables to determine the values we need.
Does not significantly affect performance but will enable future work.
Bug: angleproject:3074
Change-Id: I6f4821a463e9b41fe3f8c8967eb3ed4c1d6b84be
Reviewed-on: https://chromium-review.googlesource.com/c/1393903
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c759b8b4
|
2019-01-03T15:16:50
|
|
Vulkan: More Vertex Array optimizations.
Inlines a number of Vulkan vertex array methods.
Also changes the way vertex buffers are bound. Note that Vulkan doesn't
support NULL buffer bindings. Thus we create an emulated NULL buffer
to work around the problem of having gaps in the bound vertex buffers.
This allows us to use a single bind call for ranges of vertex buffers
even when there are gaps.
Also changes how vertex array dirty bits are reset. Instead of calling
memset to clear the affected buffers we pass a mutable pointer to the
Vertex Array sync state. This allows us to only reset the dirty bits
that we sync. This saves on the memory clearing time.
Improves perf by about 10% in the Vulkan VBO state change test.
Bug: angleproject:3014
Change-Id: Ib7b742dff7897fc891606a652ea0b64255a24c86
Reviewed-on: https://chromium-review.googlesource.com/c/1390360
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
dbc605ce
|
2019-01-04T16:39:14
|
|
Vulkan: Optimize VBO state changes.
Also has some minor optimizations for the front-end.
12% improvement on the Vulkan VBO change test.
Bug: angleproject:3014
Change-Id: I38e1a8194edfc14bfe57424be348cb9688e928f4
Reviewed-on: https://chromium-review.googlesource.com/c/1369286
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
7c985f5c
|
2018-11-29T18:16:17
|
|
Make angle::Result an enum.
This moves away from a class type to a value type. This should improve
performance when using angle::Result as a return value. Previously the
generated code would return a pointer instead of a value.
Improves performance in the most targeted microbenchmark by 10%. In
more realistic scanarios it will have a smaller improvement. Also
simplifies the class implementation and usage.
Includes some unrelated code generation changes.
Bug: angleproject:2491
Change-Id: Ifcf86870bf1c00a2f73c39ea6e4f05ca705050aa
Reviewed-on: https://chromium-review.googlesource.com/c/1356139
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
e90d4ee9
|
2018-11-28T14:04:00
|
|
Pass Context to setLabel.
This is useful for triggering a dirty state notification for Textures.
It will lead to improvements for program and texture dirty bits.
Bug: angleproject:2966
Change-Id: Iaba625da8a970a558f7d158bfa2f09c964f6761a
Reviewed-on: https://chromium-review.googlesource.com/c/1347669
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
8dc27f99
|
2018-11-29T11:45:44
|
|
Use packed enum for DrawElementsType.
The packing and unpacking take a few extra instructions. But it
completely obviates the need for any switches in the validation code.
Speed is slightly faster or the similar depending on the back-end.
Also add gl_angle_ext.xml to GL entry point generator inputs. This was
missing and would cause the code generation to miss certain changes.
Bug: angleproject:2985
Change-Id: I1ea41a71db71135000166ead8305ec42d22ff7b3
Reviewed-on: https://chromium-review.googlesource.com/c/1351729
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
77abad8d
|
2018-10-25T17:03:48
|
|
Remove Context::gatherParams.
This won't be used in the future. It saves a few instructions on each
entry point.
Also refactors a bit of touched code. Also adds in a missed entry
point: "glTexStorage2DMultisampleANGLE".
Removes related code and moves remaining helper code in params.h into a
new file entry_point_utils.h.
In total this patch series reduces overhead by up to 5%.
Bug: angleproject:2933
Change-Id: Ifb49564597cde6ba82dfc3e185227619fdc62612
Reviewed-on: https://chromium-review.googlesource.com/c/1299478
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c1fd7376
|
2018-10-26T22:48:39
|
|
Move index range calculations into VertexArray.
This is in preparation for removing the entire DrawCallParams struct.
This struct was big enough to cause a performance hit on draw call perf
tests just by virtue of initializing the fields. Also dereferencing the
struct members is slower than reading function parameters since it adds
an indirection.
Also includes some error refactoring to enable moving code to a shared
location.
In total this patch series reduces overhead by up to 5%.
Bug: angleproject:2933
Change-Id: Ib663f2538c14ac30d4c31fd10d6350be469626e2
Reviewed-on: https://chromium-review.googlesource.com/c/1298380
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
cd0a0a3c
|
2018-10-18T18:41:57
|
|
Introduce SubjectBindingPointer.
We can share the same pointer for the subject binding and the binding
pointer. This further allows us to optimize buffer re-binding. The
shared memory increases cache coherency and reduces the number of
instructions needed.
Bug: angleproject:2891
Change-Id: Id3162fa79de203f75989e7289ea02cb2ea1bec73
Reviewed-on: https://chromium-review.googlesource.com/c/1270217
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
|
|
ca8eda41
|
2018-10-18T18:41:56
|
|
Use dispatch table to optimize buffer binding.
Using a table of function pointers is faster than using a switch
followed by a function call. Also more aggressively inline binding
methods.
Based on contribution by mtavenrath@nvidia.com.
In total this patch sequence improves the performance of a buffer
binding perf test by up to 27%.
Test: BindingsBenchmark.Run/gl_100_objects_allocated_at_initialization
Bug: angleproject:2891
Change-Id: Iaab1e2a135b635bd72736d7d1d4271562c3a4ece
Reviewed-on: https://chromium-review.googlesource.com/c/1281783
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
|
|
6f755b21
|
2018-10-09T12:48:54
|
|
Use angle::Result in front-end. (Part 1)
This covers most of the hot paths used in draw calls. Gives in the
order of a 5% reduction in draw call overhead.
Bug: angleproject:2491
Change-Id: I2d53afb1163eaceed61fb9cd9ce6c1267c85c0fa
Reviewed-on: https://chromium-review.googlesource.com/c/1258149
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
bf5177d3
|
2018-08-21T12:58:20
|
|
Optimize element array binding.
This inlines some methods and code that was regressing binding
performance. Improves the score of a bindings benchmark by 15%.
Based on contributions by matavenrath@nvidia.com.
Test: bindings_gl_100_objects_allocated_at_initialization
Bug: angleproject:2777
Change-Id: Ied5fdbc67ced862a36c5145fff5ac94f93b40c21
Reviewed-on: https://chromium-review.googlesource.com/1181865
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
d69a5f12
|
2018-08-01T11:34:48
|
|
Cache VertexArray::hasMappedBuffer.
This can be updated in several places. Also adds a test which covers
some of the paths.
Bug: angleproject:2746
Change-Id: Id119e527fd0064998d7ad5011a9d8376e7b9dab0
Reviewed-on: https://chromium-review.googlesource.com/1153569
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
cc73f241
|
2018-08-01T11:34:48
|
|
Micro-optimize some validation checks.
Prepares for caching hasMappedBuffer. Also inclines several checks for
faster speed.
Bug: angleproject:2746
Change-Id: I74f9408d7b41e245c3f58d367dd2cc8fbace4a7a
Reviewed-on: https://chromium-review.googlesource.com/1150762
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
a11819de
|
2018-07-30T10:26:01
|
|
Context: Use Observer pattern for container objects.
Container objects in this case are the Vertex Array and Read and Draw
Framebuffers. Instead of using a mutable dirty bit state with a const
function to notify of dirty bits we can use the Observer/Subject
pattern. This more cleanly allows us to do cache updates.
Bug: angleproject:1391
Change-Id: I88f863894ec3efa00322038f323a84850166107d
Reviewed-on: https://chromium-review.googlesource.com/1153399
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
bdc610ae
|
2018-07-30T10:26:00
|
|
VertexArray: Cache element limit for buffer checks.
Uses checked math in VertexAttribute updates to store an element limit.
This computes more when changing the vertex array rather than at draw
call time. There may be a performance regression for workflows such as:
loop() {
VertexAttribPointer
DrawArrays
}
It should improve performance in most other cases.
Bug: angleproject:1391
Change-Id: I210d666d9dae9164a1c65f70f5e2151fb4f2d86d
Reviewed-on: https://chromium-review.googlesource.com/1150514
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
ad63728b
|
2018-07-31T11:22:14
|
|
VertexArray: Store bound attributes mask in binding.
Making the bound attributes mask part of the struct keeps the style a
bit more consistent. It will also make updating the cache variable a
bit easier.
Bug: angleproject:1391
Change-Id: I2b0ba1161d2579d95ddfbae7a05e490c9644a126
Reviewed-on: https://chromium-review.googlesource.com/1150513
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
ac43aaa2
|
2018-07-31T11:22:13
|
|
Refactor client check from ValidateDrawAttribs.
This moves out some shared logic into a more accessible place. We don't
need to validate buffer overflows when using robust resource access but
we do need to validate we are using client side data correctly.
Bug: angleproject:1391
Change-Id: I7a3dca8409c5a1faf1ff7bc732d5ed1bd62eb3b1
Reviewed-on: https://chromium-review.googlesource.com/1148817
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
dc358af7
|
2018-07-31T11:22:13
|
|
Context: Cache attributes masks.
This cache is updated in the following locations:
1. GLES1: clientActiveTexture.
2. GLES1: disableClientState/enableClientState.
3. Context: linkProgram/useProgram/programBinary.
4. Context: bindVertexArray.
5. Vertex Array: most state changes.
Improves performance by about 6% in the GL no-op test. Also includes
fixes for keeping the client memory attribs mask in sync. The cache
also includes a boolean if there are any enabled client attributes.
Bug: angleproject:1391
Change-Id: I93b6a2c8492355958fd5483f14b70535729091d6
Reviewed-on: https://chromium-review.googlesource.com/1147437
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
6a5d98c4
|
2018-05-04T15:42:20
|
|
ES31: Implement Vertex Attrib Binding on D3D11
This patch implements Vertex Attrib Binding on D3D11 and enables all
the test cases related to Vertex Attrib Binding on D3D11 back-ends.
On D3D11 back-ends the information in both GL vertex attributes and
bindings should be updated together. When a binding is dirty, we need
to find out and update all the attributes that are using this binding.
To speed up this process, this patch adds a map from each binding to
all the attrib indexes that are using this binding. This map may be
updated when VertexAttribBinding is implicitly or explicitly called.
With this map we can easily get all the attributes that should be
updated with the current dirty binding.
This patch also removes some unused variables in VertexArray11.cpp.
BUG=angleproject:2700
TEST=dEQP-GLES31.functional.vertex_attribute_binding.*
angle_end2end_tests
Change-Id: I9a28ec357fd3aba835812cecc410cfa4e3734f0c
Reviewed-on: https://chromium-review.googlesource.com/1048980
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
7267aa65
|
2018-04-17T15:28:21
|
|
Optimize ValidateDrawAttribs: Part 3.
This is a small optimization for the WebGL compatibility mode.
Instead of scanning the list of attributes for a Transform feedback
conflict, it can quickly check a cached mask. This should save a lot
of cycles on the fast path.
Bug: angleproject:1391
Change-Id: Icb8d095493a629dbff0e93872357e5bf7c7458ae
Reviewed-on: https://chromium-review.googlesource.com/1011236
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
02c9c04f
|
2018-04-17T13:43:48
|
|
Optimize ValidateDrawAttribs: Part 2.
This moves much of the math into cached values in the VertexAttribute
and VertexBinding.
Bug: angleproject:1391
Change-Id: I1b6c0553bf57fef864c27c5193c7dd7ca9b56f53
Reviewed-on: https://chromium-review.googlesource.com/1008274
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
51af38b8
|
2018-04-15T08:50:56
|
|
Optimize ValidateDrawAttribs: Part 1.
This moves several loop checks outside the loop, and uses more of the
gl::AttributesMask class to do bitset operations instead of using
checks and for loops.
Bug: angleproject:1391
Change-Id: I90a1a7db550390ecd1402cf5a8a6677fd852b7b0
Reviewed-on: https://chromium-review.googlesource.com/1008273
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
bcef3224
|
2018-04-13T15:19:11
|
|
Move client attribs mask to front-end.
The Vulkan and GL back-ends both had a client attributes mask.
This consolidates them into the front-end, where it can also
be used in the validation layer.
Also includes a fix which was incorrectly setting the enabled
mask in setVertexAttribFormatImpl.
Bug: angleproject:1391
Change-Id: I5e45c1e2a56b30a36dec1482d170592c30a16d40
Reviewed-on: https://chromium-review.googlesource.com/1008272
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
|
|
0946393d
|
2018-04-04T05:26:59
|
|
Move Buffer Subject/Observer to front end.
This makes BufferImpl into an Observer Subject. It also refactors
the Vertex Array updates for the D3D11 backend use more of a dirty
bit coding style.
This change makes it so Buffer contents changes trigger front-end
dirty bits from the back-end, which may be undesirable.
Bug: angleproject:2389
Change-Id: Iac8ce1171284a86851c18cd1373ddf24fcefe40b
Reviewed-on: https://chromium-review.googlesource.com/979812
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
0af5b86a
|
2018-03-27T20:19:33
|
|
Return gl::Error from VertexArray::syncState().
No functional change.
When we add vertex data format conversion to Vulkan we will need to be
able to return an error from VertexArray::syncState().
BUG=angleproject:2405
Change-Id: I4b537946ecbb6593280b6510c5cd8d8e3c65e8dd
Reviewed-on: https://chromium-review.googlesource.com/982897
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
|
|
e858cb1d
|
2018-03-27T09:44:32
|
|
Split VAO dirty bits to speed iteration.
Using > 64 bits (we had over 90) would use a much slower dirty bit
iteration. Speed this up by splitting the dirty bits into two levels.
The first top level only has a single dirty bit per attrib, per
binding, and one bit for the element array buffer. The next level has
separate dirty bits for attribs and bindings.
The D3D11 back-end doesn't actually care about individual dirty bits
of attribs or bindings, since it resets entire attributes at a time,
but the GL back-end only refreshes the necessary info.
Improves the score of a simple state change microbenchmark by 15% on
the D3D11 and GL back-ends with a no-op driver. Real-world impact will
be smaller.
Also includes a test suppression for an NVIDIA bug that surfaced when
we changed the order of that GL commands were sent to the driver.
BUG=angleproject:2389
Change-Id: If8d5e5eb0b27e2a77e20535e33626183d372d311
Reviewed-on: https://chromium-review.googlesource.com/556799
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e8a93c6e
|
2018-01-04T18:02:24
|
|
New transform feedback buffer binding rules
Detects undefined behavior when a buffer is bound to a transform feedback
binding point and a non transform feedback binding point at the same time.
Also moves the transform feedback buffer generic binding point out of the
transform feedback object and into the context's global state, to match
driver behavior. This way binding a new transform feedback object does not
affect GL_TRANSFORM_FEEDBACK_BUFFER_BINDING which is similar to how VAOs
work with GL_ARRAY_BUFFER_BINDING.
Bug: 696345
Change-Id: If3b9306cde7cd2197a8ce35e10c3af9ee58da0b8
Reviewed-on: https://chromium-review.googlesource.com/853130
Commit-Queue: James Darpinian <jdarpinian@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
c405ae71
|
2017-12-06T14:15:03
|
|
Optimize Vertex Shader Attribute Type Validition
Improves ValidateVertexShaderAttributeTypeMatch by storing vertex
attributes types into masks for quick comparisons when needed. This shows
2% improvement to glDrawElements for the aquarium workload.
BUG=angleproject:2202
Change-Id: I87fa3d30c3d8cdba6dfd936cd1a41fd27b1c6b77
Reviewed-on: https://chromium-review.googlesource.com/814795
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
d078c681
|
2018-01-02T11:50:24
|
|
VertexArray: Add enabled attribs bitmask.
This replaces the "max enabled attrib" integer with a bitmask of
enabled attribs. Should have better worst-case performance (only
attribute 15 is enabled) and similar best-case performance (when
only attribute 0 is enabled).
This might also help implementing validation optimizations.
Bug: angleproject:2202
Change-Id: I5cbb533c3af23851a42c80a6dc409a0da84e87c3
Reviewed-on: https://chromium-review.googlesource.com/847284
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
acf2f3ad
|
2017-11-21T19:22:44
|
|
Apply Chromium style fixes.
This addresses several minor code quality issues that are validated
in Chromium, but not yet applied to ANGLE:
* constructors and destructors must be defined out-of-line
* auto is not allowed for simple pointer types
* use override everywhere instead of virtual
* virtual functions must also be defined out-of-line
Slightly reduces binary size for me (~2k on Win, 150k on Linux).
Bug: angleproject:1569
Change-Id: I073ca3365188caf5f29fb28d9eb207903c1843e6
Reviewed-on: https://chromium-review.googlesource.com/779959
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
06ef36b9
|
2017-09-09T23:32:46
|
|
Add top-level state sync for Samplers.
This also reformats the Sampler class to use a shared state struct
with the implementation. It removes the call to sync the sampler
state from the StateManagerGL::setGenericShaderState method, since
it should all be handled at the front-end now.
Also rename 'syncImplState' to 'syncState' methods.
BUG=angleproject:1387
Change-Id: I5f0219b719aee99aaaa486ec188b2af0c9128e6a
Reviewed-on: https://chromium-review.googlesource.com/648054
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
dde78e8c
|
2017-05-22T14:13:27
|
|
ES31: Implement Vertex Attrib Binding on OpenGL
This patch intends to implement Vertex Attrib Binding on OpenGL
back-ends:
1. Add supports for updating vertex attributes by Vertex Attrib
Binding APIs.
2. Refactor the process of updating vertex attribtues in class
VertexArray to make it easier to implement this feature.
BUG=angleproject:1593
TEST=dEQP-GLES31.functional.vertex_attribute_binding.*
Change-Id: I800e61518c552b94b84c415895ad31668b0a84b2
Reviewed-on: https://chromium-review.googlesource.com/510251
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
4928b7ca
|
2017-06-20T12:57:39
|
|
Proliferate gl::Context everywhere.
This gives the D3D back-end access to the GL state almost anywhere.
This uses the onDestroy hook for Textures to push errors up from
destructors, although they still don't quite make it to the Context.
There are places, such as in EGL object (Context/Surface) destruction,
where we end up calling through to GL implementation internals without
having access to a gl::Context. We handle this via a proxy Context
to a Display, basically a null context, that has access to impl-side
state like the Renderer pointer if necessary. It does not have access
to the normal GL state.
Also Pass gl::Context to RefCountObject::release(). Since we're using
destroy() methods now, we should not ever call the destructor directly.
BUG=angleproject:1156
Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259
Reviewed-on: https://chromium-review.googlesource.com/529707
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
df682a8e
|
2017-03-31T15:13:21
|
|
ES31: Refactor syncState in VertexArrayGL
This patch intends to solve several design issues by refactoring
the process of syncState in VertexArrayGL before implementing
ES3.1 feature Vertex Attrib Binding on the OpenGL back-end.
1. Use nullptr as the flag of using client memory pointer
2. Simplify comparisons in updateAttribPointer.
3. Put all code related to mFunctions->vertexAttrib*Pointer()
into an individual function
4. Remove redundant mStateManager->bindVertexArray() in all
update* functioins and only call it once in syncState().
BUG=angleproject:1593
Change-Id: I8f68534bb9291a601b9b77954d7281e5171c2b55
Reviewed-on: https://chromium-review.googlesource.com/465378
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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aa7203ef
|
2017-05-03T23:32:29
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|
Inherit privately from angle::NonCopyable.
Make all inheritance from angle::NonCopyable private so the compiler
complains about this (admittedly unlikely) code:
class Foo: angle::NonCopyable {
virtual ~Foo() { ... }
};
angle::NonCopyable *p = new Foo;
delete p;
In the above code ~Foo() is not called, only ~NonCopyable(), because the
latter is not virtual. Making it virtual would add overhead to all derived
classes which don't already have a virtual method.
Also tighten access in NonCopyable, because we can.
BUG=angleproject:2026
Change-Id: Id0dc4d959cfb7bb82cf49382118129abb1d3a4f0
Reviewed-on: https://chromium-review.googlesource.com/495352
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
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6de51858
|
2017-04-12T09:53:01
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|
Optimize angle::BitSetIterator.
Adds a new custom bitset template to handle packing as many bits as
possible into a single variable. Intelligently select the right class
depending on platform features and bit sizes.
For now, always use a packed 64-bit set on 64-bit, instead of using
a 32-bit set for smaller bitsets.
BUG=angleproject:1814
Change-Id: I3ffef815c15515555833f6fc9302d8a4eee5423b
Reviewed-on: https://chromium-review.googlesource.com/471827
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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dd43e6cd
|
2017-03-24T14:18:49
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|
Pass Context to VertexArray and Framebuffer syncstate.
This will enable more Vulkan-friendly idioms like clearing the
vulkan pipeline caches correctly on GL state changes immediately
because we have access to the ContextVk.
BUG=angleproject:1898
Change-Id: I16c848d8abdde8e26a38d384e565cec8548a66d0
Reviewed-on: https://chromium-review.googlesource.com/459079
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
80957d99
|
2017-02-20T21:25:59
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|
ES31: Implement Vertex Attrib Binding entry points
This patch intends to implement all entry points related to Vertex
Attrib Binding.
(1) Add entry points and validation code on following APIs:
- VertexAttribFormat
- VertexAttribIFormat
- VertexAttribBinding
- BindVertexBuffer
- VertexBindingDivisor
(2) Add queries on following parameters:
- VERTEX_ATTRIB_BINDING
- VERTEX_ATTRIB_RELATIVE_OFFSET
- VERTEX_BINDING_DIVISOR
- VERTEX_BINDING_OFFSET
- VERTEX_BINDING_STRIDE
- VERTEX_BINDING_BUFFER
BUG=angleproject:1593
TEST=angle_end2end_tests
TEST=angle_unittests
TEST=dEQP-GLES31.functional.state_query.integer.max_vertex_attrib_relative_offset_*
TEST=dEQP-GLES31.functional.state_query.integer.max_vertex_attrib_bindings_*
TEST=dEQP-GLES31.functional.state_query.integer.max_vertex_attrib_stride_*
TEST=dEQP-GLES31.functional.state_query.vertex_attribute_binding.*
TEST=dEQP-GLES31.functional.debug.negative_coverage.log.vertex_array.vertex_attrib_pointer
TEST=dEQP-GLES31.functional.debug.negative_coverage.get_error.vertex_array.vertex_attrib_format
TEST=dEQP-GLES31.functional.debug.negative_coverage.get_error.vertex_array.vertex_attrib_i_format
Change-Id: I4b477a82df6aad89b89b088580a06d66963e6666
Reviewed-on: https://chromium-review.googlesource.com/446124
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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|
2597fb64
|
2016-12-09T16:38:02
|
|
ES31: Refactor VertexArray for Vertex Attrib Binding
OpenGL ES3.1 feature Vertex Attrib Binding requires vertex arrays should
be split into two arrays:
1. an array of vertex buffer binding points, each of which specifies:
- a bound buffer object,
- a starting offset for vertex attribute data in that buffer object,
- a stride used by all attributes using that binding point,
- a frequency divisor used by all attributes using that binding point.
2. an array of generic vertex attribute format information records, each
of which specifies:
- a reference to one of the new buffer binding points above,
- a component count and format, and a normalization flag for the
attribute data,
- the offset of the attribute data relative to the base offset of each
vertex found at the associated binding point.
Current ANGLE implementation simply uses a struct to represent a vertex
attribute object, which does not meet the requirements above.
This patch aims to be the the basis of the implementation of all ES3.1
Vertex Attrib Binding APIs by refactoring the struct VertexAttribute and
the class VertexArray to fit the new data layout and ensuring all current
functionality is retained.
BUG=angleproject:1593
TEST=angle_unittests, angle_end2end_tests, gpu_unittests
Change-Id: Ieb41f1bf503f815fd0476d2ea045dcb863465254
Reviewed-on: https://chromium-review.googlesource.com/418880
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
df68a6f0
|
2017-01-13T17:29:53
|
|
Vulkan: Implement a simple graphics pipeline.
BUG=angleproject:1580
Change-Id: Iceaed896db22dc9eefa3f1bee7d6142fcfb20368
Reviewed-on: https://chromium-review.googlesource.com/412267
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
47110bf4
|
2016-04-20T11:13:22
|
|
Implement CHROMIUM_copy_compressed_texture for D3D11.
BUG=angleproject:1356
Change-Id: Id563997d2921cf558c52a781ae66d8bde58d1f2f
Reviewed-on: https://chromium-review.googlesource.com/339847
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
7aea7e05
|
2016-05-10T10:39:45
|
|
Add EGLImplFactory.
Also rename ImplFactory to GLImplFactory.
This will allow us to use the same factory design pattern for EGL
objects, and to use State helper classes to share data with Impls.
BUG=angleproject:1363
BUG=angleproject:1369
Change-Id: I07a8fe40838d5d4ca32b04910c306edeab4d25a7
Reviewed-on: https://chromium-review.googlesource.com/342051
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
3f572680
|
2016-04-26T13:41:36
|
|
Rename gl::VertexArray::Data to gl::VertexArrayState.
BUG=angleproject:1363
Change-Id: I5acf670bd88988941676cc9bc75606d55cca224e
Reviewed-on: https://chromium-review.googlesource.com/340744
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
52b09c2f
|
2016-04-11T14:12:31
|
|
Re-re-land "D3D11: Implement dirty bits for VertexArray11.""
Translated attributes are now stored in the VertexArray11 in a cache,
and only updated when dirty bits change. Currently dynamic attributes
must be re-translated every call, so these are stored in a list and
processed repeatedly.
This skips doing a lot of the VertexDataManager work for vertex
attributes that don't change between draw calls.
Current value attributes, which correspond to disabled attributes that
the program will pulls vertex data from, are owned by the Context, so
these need to be handled outside of the VertexArray11.
Further changes will be necessary to reduce the redundant work we do in
the InputLayoutCache. We shouldn't need to re-check the cache if
nothing relevant changed.
This give about a 23% performance improvement on the draw call
benchmark on my machine.
Re-land with a fix for the start vertex offset.
Re-re-land with a fix for using XFB with deleted buffers.
BUG=angleproject:1327
Change-Id: I0fba49515375c149bbf54d933f8d1f747fbb8158
Reviewed-on: https://chromium-review.googlesource.com/338003
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
53a36004
|
2016-04-08T19:03:18
|
|
Revert "Re-land "D3D11: Implement dirty bits for VertexArray11."""
Seems to make the following dEQP test flaky:
dEQP-GLES3.functional.lifetime.attach.deleted_output.buffer_transform_feedback
doesn't show up on every bot test, but run it a few times and it'll flake. Reverting while I investigate.
BUG=angleproject:1327
This reverts commit 3477f3a62dc139a253a0b361ee138116e9fa881f.
Change-Id: Ic23a392526f5f6e107cf0aa06448389804d6b208
Reviewed-on: https://chromium-review.googlesource.com/337961
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
3477f3a6
|
2016-03-29T17:15:29
|
|
Re-land "D3D11: Implement dirty bits for VertexArray11.""
Translated attributes are now stored in the VertexArray11 in a cache,
and only updated when dirty bits change. Currently dynamic attributes
must be re-translated every call, so these are stored in a list and
processed repeatedly.
This skips doing a lot of the VertexDataManager work for vertex
attributes that don't change between draw calls.
Current value attributes, which correspond to disabled attributes that
the program will pulls vertex data from, are owned by the Context, so
these need to be handled outside of the VertexArray11.
Further changes will be necessary to reduce the redundant work we do in
the InputLayoutCache. We shouldn't need to re-check the cache if
nothing relevant changed.
This give about a 23% performance improvement on the draw call
benchmark on my machine.
Re-land with a fix for the start vertex offset.
BUG=angleproject:1327
Change-Id: Ic23e48fb18ed7f29c1999914a2f799ac04aa03e9
Reviewed-on: https://chromium-review.googlesource.com/334225
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
00f394ec
|
2016-03-16T12:09:11
|
|
Revert Dirty bits for VertexArray11
This is a combination of two reverts:
Revert "D3D11: Remove unused mRenderer from VertexArray11."
Revert "D3D11: Implement dirty bits for VertexArray11."
Reverting only the first commit would trigger warnings on the Windows
clang bot.
BUG=594509
BUG=angleproject:1327
This reverts commit fc4712b5ed270436f2993bfda9e916d4f92684a4.
This reverts commit 7d8585b802b7eb741b380bd0d05769281d9507c9.
Change-Id: I612dbba0816d6144f71ce815701c13a798585bc7
Reviewed-on: https://chromium-review.googlesource.com/332989
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
7d8585b8
|
2016-03-09T15:53:12
|
|
D3D11: Implement dirty bits for VertexArray11.
Translated attributes are now stored in the VertexArray11 in a cache,
and only updated when dirty bits change. Currently dynamic attributes
must be re-translated every call, so these are stored in a list and
processed repeatedly.
This skips doing a lot of the VertexDataManager work for vertex
attributes that don't change between draw calls.
Current value attributes, which correspond to disabled attributes that
the program will pulls vertex data from, are owned by the Context, so
these need to be handled outside of the VertexArray11.
Further changes will be necessary to reduce the redundant work we do in
the InputLayoutCache. We shouldn't need to re-check the cache if
nothing relevant changed.
This give about a 23% performance improvement on the draw call
benchmark on my machine.
BUG=angleproject:1327
Change-Id: I7fb944d32ea7e6c78b9e478406bdb7e10a7fc05b
Reviewed-on: https://chromium-review.googlesource.com/330173
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c9d442d7
|
2016-01-20T11:17:24
|
|
Sync dirty objects at the GL layer.
The dirty bit system currently puts dirty objects in line with the
rest of the dirty state. This means at the Renderer level, the sync
manager code would call back to the GL layer to sync the specific
objects that are dirty. This is a bit of a layering violation (impl
layer mutating top-level objects) and also a bit of repeated boiler-
plate code.
Fix this by treating dirty objects in a separate dirty bit set, called
the dirty objects. This also has the benefit of allowing us to re-
implement the dirty object set at a later date, if we want to store
them in a list, or other structure.
Also don't skip the state sync at the GL level if there are no GL
dirty bits. The Impl might have some dirty bits locally, and it's
better to call syncState and do the no-op check in the Impl than it
is to also sync local state at every sync point (draw call, read, etc)
in each Impl.
BUG=angleproject:1260
Change-Id: Id5d4beb2a1c4e3ad351edf54e3f32e828d5f5da3
Reviewed-on: https://chromium-review.googlesource.com/318790
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
70d0f499
|
2015-12-10T17:45:46
|
|
Implement GL_KHR_debug.
BUG=angleproject:520
Change-Id: I9ced3e7ab1515feddf2ec103c26b2610a45b1784
Reviewed-on: https://chromium-review.googlesource.com/319830
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
66988745
|
2015-12-22T19:39:19
|
|
Revert "Implement GL_KHR_debug."
This reverts commit 6c521b7a70a53b1c9f7762e53e34b5a8146b0f7b.
Change-Id: I6ff981198e31f34d3e405edea6277ee75516d6ee
Reviewed-on: https://chromium-review.googlesource.com/319820
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
6c521b7a
|
2015-12-10T17:45:46
|
|
Implement GL_KHR_debug.
BUG=angleproject:520
Change-Id: I78d14cc8c94f5cef58604220f0ca847473b25bf8
Reviewed-on: https://chromium-review.googlesource.com/317820
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|