src/libANGLE/renderer/metal/VertexArrayMtl.h


Log

Author Commit Date CI Message
Le Hoang Quyen 8a50b42b 2020-10-24T19:29:12 Metal: Convert index & vertex format on GPU when possible. - When converting vertex buffer: - if there is no render pass active, use compute shader to convert. - if there is a render pass active and device supports explicit memory barrier then convert the buffer in vertex shader with direct buffer write and insert a memory barrier. - if there is a render pass active and device doesn't support explicit memory barrier then convert the buffer on CPU. Bug: angleproject:2634 Change-Id: I5346e3a2adb855f40e46a3912d9db404a4482e0f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2434025 Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Le Hoang Quyen ed23dc84 2020-10-24T19:12:32 Metal: default integer attribs & offset mod for idx conv. - Support default integer attributes. - When converting index buffer, use offset modulo instead of offset to reduce number of conversions if application uses many different offsets to the index buffer. Bug: angleproject:2634 Change-Id: I97aa9ea1826ffc9dbe5784fe5b5af2f99df63e2c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2494524 Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Le Hoang Quyen ab42afa6 2019-11-21T10:13:44 Metal: fix vertex attribute's conversion lost after changing buffer binding. After vertex buffer's attribute is converted and stored in conversion buffer. Binding the same attribute to another buffer, then binding it back to previous buffer will result in previous conversion information lost. The conversion method would skip the conversion due to buffer's content hadn't been changed, however it didn't reuse the old conversion result. This CL also changed the way binding offset is used in Metal backend. - Previous, the offset would be assigned to the offset field of MTLVertexAttributeDescriptor, then the buffer would simply be bound to the command encoder with offset=0 i.e. setVertexBuffer(buffer, index, 0) - However this approach has several disadvantages. Since Metal doesn't allow MTLVertexAttributeDescriptor's offset to be larger than the vertex attribute's stride, the old approach would force the back-end to convert the attribute and store in conversion buffer. New approach: - MTLVertexAttributeDescriptor's offset will be zero. The offset will be used to bind the buffer itself to the render command encoder. i.e. setVertexBuffer(buffer, index, offset) This way the "offset <= stride" restriction no longer exists. The only restriction is the offset must be multiple of attribute's size. Added 3 new tests: - SimpleStateChangeTest.RebindTranslatedAttribute - VertexAttributeTest.DrawWithLargeBufferOffset - VertexAttributeTest.DrawWithLargeBufferOffsetAndLessComponents Bug: angleproject:2634 Change-Id: I6c2fa8091436e4a24405d791f86d17d97df02d64 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1940009 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Le Quyen fe26bae4 2019-10-29T18:38:53 Metal backend implementation pt 2 This is without Metal specific shader translator implemented yet. Bug: angleproject:2634 Change-Id: I95d589442251c9ba111bd05a2dc379a36739046c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1855069 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Le Quyen d200a77a 2019-10-10T00:44:01 Metal backend skeleton implementation. Bug: angleproject:2634 Change-Id: I34be82f4a80a6851fecb53a51e069b134d82613a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1849079 Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>