src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.h


Log

Author Commit Date CI Message
Jamie Madill 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>
Jamie Madill 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>
Jamie Madill 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>
Corentin Wallez 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>
Jamie Madill 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>
Jamie Madill b5abec33 2016-03-08T11:21:20 D3D11: Remove unused field in InputLayoutCache. The mCounter field became exposed as unused after it was initialied in the constructor initializer list. Previously this was hidden because it was initialized in the body of the constructor. BUG=angleproject:1327 Change-Id: I18d9aa8a377d234f4c161ace845edfb9fc7f226c Reviewed-on: https://chromium-review.googlesource.com/331385 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 8047c0d2 2016-03-07T13:02:12 D3D11: Clean up InputLayoutCache. This change does a couple things. First, it uses the 'active attribs' mask in the gl::Program to sort the translated attributes, instead of checking the translated attribute themselves. This means we don't have to consult the 'active' field of the translated attributes, which in turns means we don't have to update the active field in the attributes, which breaks the dependency of the attributes on the gl::Program. Second, use a dynamically sized array for storing the cached vertex attributes in the InputLayoutCache. This is nice because it means we don't have to store the size of the array separately. Also some other refactoring cleanups. Refactoring change only. BUG=angleproject:1327 Change-Id: Iab22de92840b30674b92eca72e450673ed9f6d6d Reviewed-on: https://chromium-review.googlesource.com/330172 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Cooper Partin 534bf87b 2016-02-09T11:33:29 Implemented instanced rendering for emulated point sprites Non-instanced PointSprite emulation for lower feature levels is implemented using D3D DrawIndexedInstanced and an instanced vertex buffer containing a pointsprite quad. GL instanced rendering using glDrawArraysInstanced and glDrawElementsInstanced with pointsprite emulation is performed using a for-loop. The loop iterates over each instance to render and adjusts the buffer offsets accordingly. This is not performant and is only used and required by this chosen pointsprite emulation method. Indexed instanced (glDrawElementsInstanced), uses the same offset loop because the vertex buffer containing the data to be rendered has already been expanded using getEmulatedIndexedBuffer(). Expanding the buffer makes the two rendering operations similar enough to share code. BUG=angleproject:1279 TEST=angle_end2end_tests Change-Id: If46cc9f158e29f5518c70ad630b3228f474a9f8b Reviewed-on: https://chromium-review.googlesource.com/321407 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jamie Madill c674abeb 2016-02-05T17:24:20 Refactor InputLayoutCache::applyVertexBuffers. The redesigned code places the internal buffers and input elements for instance point sprite emulation (FL9_3) at the start of the arrays, instead of swapping with the first non-instanced element. This makes the tracking logic of the caching somewhat cleaner. This facilitates the work of implementing instancing-on-instancing for FL9_3 conformance. BUG=angleproject:1279 Change-Id: Ifb030816a313b1e8b916c57ef05915914443312a Reviewed-on: https://chromium-review.googlesource.com/325090 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 91d3e94f 2015-12-08T11:26:15 D3D11: Apply null InputLayout with no attributes. In some cases in ES3, we can render without vertex attributes. For this, don't bind or create an empty input layout, but instead bind null. This silences a D3D11 warning in Debug, when viewing the system out. BUG=angleproject:667 Change-Id: Ib88dc1177d7f9bb6a5fa15e44c74da022be137f6 Reviewed-on: https://chromium-review.googlesource.com/316612 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 09e2d93b 2015-07-14T16:40:31 D3D11: Futher optimize input layout cache. *re-land with fix for matrix attributes* *re-re-land with fix for attributes with BindAttribLocation* Using the new vertex format type enum, we can shrink the size of the input layout tables and reduce draw call overhead further. BUG=angleproject:959 Change-Id: I181acd3d7d519f5587cbe180fb1bca8530b7cfc2 Reviewed-on: https://chromium-review.googlesource.com/285348 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 6d45a999 2015-07-14T15:16:57 Revert "D3D11: Futher optimize input layout cache." Causing assertion failures in WebGL CTS in debug. Example build: https://build.chromium.org/p/chromium.gpu.fyi/builders/Win7%20Debug%20%28NVIDIA%29/builds/10215 This reverts commit 2ee580f10052c03a3a0e8c535bd7da82147133c3. Change-Id: Idffcd848adb6898f77b3c758b214eb31ca1f6e05 Reviewed-on: https://chromium-review.googlesource.com/285326 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 2ee580f1 2015-07-10T11:14:58 D3D11: Futher optimize input layout cache. *re-land with fix for matrix attributes* Using the new vertex format type enum, we can shrink the size of the input layout tables and reduce draw call overhead further. BUG=angleproject:959 Change-Id: I6d8ad78a003c41f40e7e1caa5972838f8ff4fce8 Reviewed-on: https://chromium-review.googlesource.com/284811 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Olli Etuaho 0d208976 2015-07-10T15:45:09 Revert "D3D11: Futher optimize input layout cache." This seems to have broken some dEQP tests in debug build, possibly uncovering a previously undetected bug. TEST=dEQP-GLES3.functional.shaders.linkage.varying.basic_types.* This reverts commit d2328a5246d8e0ab8a3dde1b30b80ce5e161e6f3. Change-Id: I9f082d7a6fca38b4c076fecc342ac40d5416ebef Reviewed-on: https://chromium-review.googlesource.com/284780 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill d2328a52 2015-07-09T11:30:30 D3D11: Futher optimize input layout cache. Using the new vertex format type enum, we can shrink the size of the input layout tables and reduce draw call overhead further. BUG=angleproject:959 Change-Id: Iea595fa64edbbd91f669138dfdeb9d2543b83929 Reviewed-on: https://chromium-review.googlesource.com/277291 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 531d5f45 2015-07-06T08:26:45 D3D11: Refactor InputLayout cache. *re-land with fix for cache overflowing* Using a much more compact input layout structure allows us to save quite a bit of time comparing input layouts, or computing hashes. A subsequent patch shrinks the size of the structure further. BUG=angleproject:959 Change-Id: If240bb7c84d78fc8c9fb6f9049bf71d8a81c97c6 Reviewed-on: https://chromium-review.googlesource.com/283227 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Cooper Partin 558f2b5a 2015-06-02T09:34:11 Added emulated indexed pointsprite rendering support. This emulation is for renderers that do not support Geometry Shaders. BUG=angleproject:949 Change-Id: I7acf003e83ea6661f10a703486e6d07eb28786f8 Reviewed-on: https://chromium-review.googlesource.com/274851 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Cooper Partin <coopp@microsoft.com>
Jamie Madill 2c70e64b 2015-07-02T15:09:58 Revert "D3D11: Refactor InputLayout cache." Seems to be failing maps_pixel_test on the bots. BUG=angleproject:959 This reverts commit 53fd1552ba7dbf91a726fce139d748860bd8a5f5. Change-Id: I1f2593caca58f701d284993d2ee313846806491b Reviewed-on: https://chromium-review.googlesource.com/283157 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 53fd1552 2015-07-02T07:26:19 D3D11: Refactor InputLayout cache. Using a much more compact input layout structure allows us to save quite a bit of time comparing input layouts, or computing hashes. A subsequent patch shrinks the size of the structure further. BUG=angleproject:959 Change-Id: I7a0f10428cc7e96967e60cc085ff2e8779718978 Reviewed-on: https://chromium-review.googlesource.com/277288 Reviewed-by: Kenneth Russell <kbr@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 476682e6 2015-06-30T10:04:29 Use std::vector for TranslatedAttribs. This allows us to cache a std::vector between calls, and avoids us calling allocation/constructors for locals, which saves us some time. It also allows us to use the vector's size to limit the range of attribs we look at. BUG=angleproject:959 Change-Id: I799ed6c92fa8fca96e92e235b125a11d2d551aab Reviewed-on: https://chromium-review.googlesource.com/277286 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill f0d10f89 2015-03-31T12:56:52 Replace non-copyable macro with a helper class. This class provides a simpler scheme for blocking default copy and assignment operators. It also reduces the amount of code needed since it's inherited to child classes. This also fixes the conflict between our macro and the same-named macro in Chromium code. BUG=angleproject:956 Change-Id: If0dc72aa3f63fbc7b8fa34907418821c64c39e2f Reviewed-on: https://chromium-review.googlesource.com/263257 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org>
Cooper Partin 4e47b92f 2015-02-03T09:04:20 Fix instanced point sprites when gl_PointSize is specified but not used Change-Id: I2350fa60cae55f02d7b484c34544c035acaba6ad Reviewed-on: https://chromium-review.googlesource.com/245703 Reviewed-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Cooper Partin e6664f06 2015-01-09T16:22:24 Added PointSprites Support for renderers that do not support Geometry Shaders Change-Id: Iae9ac5f8fbba68dba5e49ccda7bb7eebb05c8e9a Reviewed-on: https://chromium-review.googlesource.com/240450 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Austin Kinross c9878cb1 2014-12-11T10:43:48 Fix normalized GL_BYTE vertex attributes on D3D11 9_3 Feature Level 9_3 doesn't support as many formats for Input Layouts as 10_0+. On 9_3, we have to make sure that GL vertex attributes are converted into formats that 9_3 supports. Change-Id: I27b9a85a6eb21a37bd36e60bf011b83fce743fd0 Reviewed-on: https://chromium-review.googlesource.com/234523 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 7dd2e10d 2014-11-10T15:19:26 Merge the ProgramBinary class into Program. BUG=angle:731 Change-Id: I2ee97155841dc62f04bb71c1f2035d210fd3883c Reviewed-on: https://chromium-review.googlesource.com/232694 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 21329414 2014-12-02T20:50:30 Revert "Merge the ProgramBinary class into Program." Issues appeared on the FYI waterfall, content_gl_tests hangs. This reverts commit 2195a6d6032883ed05468d5ecd019e7cb9a27bce. Change-Id: I9fe1a53cf40887ae5a98fd77b4872f41085fcea7 Reviewed-on: https://chromium-review.googlesource.com/232386 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 2195a6d6 2014-11-10T15:19:26 Merge the ProgramBinary class into Program. BUG=angle:731 Change-Id: Ia0a356c0684f3a3576c71dfd04b00874318dd084 Reviewed-on: https://chromium-review.googlesource.com/228701 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 0a73dd85 2014-11-19T16:18:08 Fix include guards. BUG=angle:733 Change-Id: I08b2c11c4831f1161c178c1842b10e807185aced Reviewed-on: https://chromium-review.googlesource.com/230831 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 2b5420c0 2014-11-19T14:20:15 Merge libGLESv2 and libEGL classes into libANGLE. BUG=angle:733 Change-Id: Ic491c971411fe82c56cd97c5c8325ac14ec218df Reviewed-on: https://chromium-review.googlesource.com/230830 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>