src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp


Log

Author Commit Date CI Message
Charlie Lao 0561884e 2023-04-26T17:26:42 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>
Jamie Madill 44bb4d7a 2020-07-22T13:58:50 D3D11: Fix bug with static vertex attributes. In some specific cases after binding a zero size buffer we could end up trying to use a buffer storage that was no longer valid. Fix this by ensuring we don't flush dirty bits when we have an early exit due to a zero size buffer. Also adds a regression test. Bug: chromium:1107433 Change-Id: I9db560e8dd3699abed2bb7fe6d91060148ba1817 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2314216 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
shrekshao 9349e262 2020-06-25T14:28:17 Fix multiDraw* with DYNAMIC_DRAW buffer usage Specialized Context11 impl to prevent promote Dynamic during MultiDraw. Add different buffer usage to MultiDraw and BaseVertexBaseInstance tests. Bug: angleproject:3402, angleproject:4754 Change-Id: I50e1a6fd6c8b6fd48f130c43545b895335d2e55b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2268581 Commit-Queue: Shrek Shao <shrekshao@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
shrekshao e6124500 2020-06-02T12:02:55 Fix baseVertex and baseInstance with streaming attributes baseInstance: Fixed by adding the intial offset to each copy for streaming attributes baseVertex: make sure mShaderConstants.onFirstVertexChange takes in correct firstVertex value for dynamic attribs (where firstVertex passed to StateManager11::updateState already include baseVertex) Bug: chromium:1078330, angleproject:3402 Change-Id: I289c4e3733fdf6f78af8c3adee84112c05a5abce Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2227022 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shrek Shao <shrekshao@google.com>
Jamie Madill 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>
Jamie Madill 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>
Tim Van Patten 7e0699a2 2020-02-05T17:04:06 Create the ProgramExecutable Class The ProgramExecutable class is being created to collect data structures that are common to both Programs and ProgramPipelines, as well as any shared functions. This allows callers to request the current ProgramExecutable from the State and make Program-/ProgramPipeline-specific queries without needing to know exactly which responded. This will also allow the necessary data structures to only be populated and stored within the ProgramExecutable when necessary and reused as often as necessary. Bug: angleproject:3570 Change-Id: I101f08ab03421894667b4a426a04d2147489f0e1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2040512 Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Mingyu Hu ebab670c 2019-04-19T14:36:45 Adding new extension GL_OVR_multiview GL_OVR_multiview functions exactly the same as GL_OVR_multiview2. All GL_OVR_multiview2 tests now also repeat the same test using GL_OVR_multiview Bug: angleproject:3341 Change-Id: I7e5294fb6bbf7692535174a15da6a42e1b5fc4e2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1575904 Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill c09ae15c 2019-02-01T14:16:32 Enable -Wextra-semi and -Wextra-semi-stmt. This will prevent users from accidentally making semicolon errors in the future. Bug: chromium:926235 Change-Id: I79a6fa376fb1ad8f0fcf1b65b1f572a035d1f4e9 Reviewed-on: https://chromium-review.googlesource.com/c/1446493 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Nico Weber <thakis@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Jamie Madill 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>
Jamie Madill c3dc5d48 2018-12-30T12:12:04 Merge gl::Context and gl::ContextState. This reduces the number of indrections when accessing the Extensions or Caps structures. It will provide a small speed-up to some methods. It also cleans up the code. Bug: angleproject:2966 Change-Id: Idddac70758c42c1c2b75c885d0cacc8a5c458685 Reviewed-on: https://chromium-review.googlesource.com/c/1392391 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Markus Tavenrath <matavenrath@nvidia.com>
Jamie Madill 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>
Jamie Madill 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>
Jamie Madill b980c563 2018-11-27T11:34:27 Reformat all cpp and h files. This applies git cl format --full to all ANGLE sources. Bug: angleproject:2986 Change-Id: Ib504e618c1589332a37e97696cdc3515d739308f Reviewed-on: https://chromium-review.googlesource.com/c/1351367 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Jamie Madill bfe31c42 2018-10-25T17:03:47 Remove uses of DrawCallParams. Packing and referencing this structure was causing unnecessary draw call overhead. This improves performance on all the back-ends. Impacts the GL back-end the most. In total this patch series reduces overhead by up to 5%. Bug: angleproject:2933 Change-Id: Ief416ab874e481baf960d02965978a311214a146 Reviewed-on: https://chromium-review.googlesource.com/c/1299477 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 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>
Jamie Madill 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>
Jamie Madill 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>
Jamie Madill ec1fe5b7 2018-08-10T10:05:52 D3D: Use angle::Result error pattern. This completes the refactor for the D3D9/D3D11 back-ends. Bug: angleproject:2752 Change-Id: Ie35a925f75c902d8f9fdab6bc33b3bb9c937f85b Reviewed-on: https://chromium-review.googlesource.com/1167209 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 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>
Jamie Madill 306b6c16 2018-07-27T08:12:49 D3D11: Use angle::Result error pattern. 1/3 This CL improves performance on the draw call microbenchmark by 10% when no-oping driver calls. Bug: angleproject:2738 Change-Id: I4f5c11db90d9056ce4557b2a4432bc55b42b5bba Reviewed-on: https://chromium-review.googlesource.com/1150093 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill b1565903 2018-07-27T08:12:48 D3D: Pass gl::Context to many more functions. This makes the Context more available for logging errors. Also includes more refactoring to VertexDataManager to ensure we can access the gl::Context. Bug: angleproject:2738 Change-Id: Iae3d22a1403078d236bfe63a3e2d203c13678dc4 Reviewed-on: https://chromium-review.googlesource.com/1151449 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jiawei Shao 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>
Jamie Madill a56467e0 2018-04-11T16:19:41 VertexArray: Use switch macro for faster iteration. Has a small but noticeable impact on performance on a microbenchmark. Seems to improve a synthetic score by about 1%. Should have a very small improvement in real-world performance. Note that the odd formatting is an idiosyncrasy of clang-format. Bug: angleproject:2389 Change-Id: I888bf101c6d8b80a0fbafdb9c5a84205c9c8fee6 Reviewed-on: https://chromium-review.googlesource.com/962963 Reviewed-by: Luc Ferron <lucferron@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 2dadd1d0 2018-04-11T09:25:18 D3D11: Fix inactive attrib VAO perf regression. In the case there are any dirty inactive attributes, we were continually invalidating the Vertex Buffer and Input Layout bindings. This fixes the invalidation to only happen when there are any dirty active attributes. This regressed in "Move Buffer Subject/Observer to front end." Bug: chromium:829906 Bug: angleproject:2389 Change-Id: I8ed616bb696e0be548344192037ad6cc6f9c595c Reviewed-on: https://chromium-review.googlesource.com/1006998 Reviewed-by: Luc Ferron <lucferron@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 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>
Frank Henigman 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>
Jamie Madill 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>
Jamie Madill d7518622 2018-03-27T09:44:31 Buffer11: Refactor Subject/Observer pattern. Instead of having a direct/static observer distinction, add two messages for 'Contents Changed' and 'Storage Changed'. This makes Buffer11 itself the subject with two different message handling cases in the onSubjectStateChange methods. Bug: angleproject:2389 Change-Id: I645cd4b7cc7ce51cb7f48a01c7fc72939cbe89fe Reviewed-on: https://chromium-review.googlesource.com/957940 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill d779f6a9 2018-03-23T01:44:33 D3D11: Refactor draw call functions. This allow for better code reuse for the Indirect draw calls. It also cleans up the InputLayoutCache to be only responsible for caching input layouts, and moves the logic for maintaining state into StateManager11. Bug: angleproject:2389 Change-Id: I84aae164bf1b94a394743cf58650adfdcfc2c17a Reviewed-on: https://chromium-review.googlesource.com/948796 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 6f5444da 2018-03-14T10:08:11 Remove HasIndexRange. This is superseded by the DrawCallParams class. Instead of storing the context, we also return an error from the index range resolution. Bug: angleproject:2389 Change-Id: I9e7d58f006f51872eb3b52cbb9efbee16fff7ef6 Reviewed-on: https://chromium-review.googlesource.com/960570 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Brandon Jones 44a73fcf 2018-03-06T09:32:17 Always Invalidate Vertex Attribute Translation Fixes bug where mVertexAttribsNeedsTranslation was not being set when vertex attribute changes internally from DIRECT to DYNAMIC. This changes mVertexAttribsNeedTranslation to be set during any change in vertex attribute type. BUG=angleproject:2381 Change-Id: I91ae86624f0cb68bd8c41c3bcbdeb31fa1ccd9ed Reviewed-on: https://chromium-review.googlesource.com/951894 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 97ab26fc 2018-03-14T10:08:10 Move DrawCallParams to the gl front-end. Previously called DrawCallVertexParams. This params helper will be passed into the VertexArray state sync method so we can handle vertex attribute updates directly in the VertexArray implementation instead of deferring the updates to the draw call, where the draw call implementation method would have access to the draw call params. Also includes the full range of draw parameters to DrawCallParams so we can use it in more places. Refactoring change only, subsequent work will contain more refactoring and lead to code cleanups and easier dependent state updates for the VertexArray implementation classes. Bug: angleproject:2389 Change-Id: Ia84f8af54ae51eca94d8fb6f5b8adc88b8d981a7 Reviewed-on: https://chromium-review.googlesource.com/948787 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 87db7c52 2018-03-14T10:08:10 D3D11: Minor cleanup to DrawCallVertexParams. The 'firstVertexDefinitelyZero' argument didn't actually have any behavioural change to the code, so remove it. Also add an explicit call to resolve the index range, instead of doing it implicitly when certain values were queried. Bug: angleproject:2389 Change-Id: I377c79006bfa541183fe94d0ed199fbaa1132afc Reviewed-on: https://chromium-review.googlesource.com/948786 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill d444255a 2018-02-27T22:03:47 Refactor signal utils into Observer pattern. These types were over-generalized. All use cases featured arrays of resources attached to single parent resources. The channel ID is sufficient to identify the child resource in the parent, and having variadic template arguments wasn't necessary. Futhermore we can rename these types to use the common Observer pattern. This should make them more readable to new developers. Also update some classes to inherit from Subject instead of having a member Subject. This cleans up the code in a few places. This should lead to a simpler refactor to allow dependent dirty bits notifications in the Vulkan back-end. In the following patch the signal_utils files will be renamed. They are not renamed in this patch to ensure git history is preserved. Bug: angleproject:2372 Change-Id: I17a3f2c8d92afd4bb3cba2d378c3a2e8a6d7fb11 Reviewed-on: https://chromium-review.googlesource.com/936690 Reviewed-by: Luc Ferron <lucferron@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 8e4bb4b1 2017-11-22T18:59:51 D3D11: Cache element array buffer updates. This attempts to reduce the amount of redundant validation done between indexed draw calls. It keeps the cached info in the VertexArray11 class. It also includes a fix to a missing direct buffer invalidation in CopyBufferSubData which was turning up with the new caching. Reduces overhead in the D3D11 indexed rendering perf test such that it leads to an increased score of about 20%. BUG=angleproject:2229 Change-Id: I63121bea19a9c8198e1925ed6a1460838e8f8955 Reviewed-on: https://chromium-review.googlesource.com/765262 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 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>
Jamie Madill 378734c5 2017-11-20T16:32:56 D3D11: Lazy evaluation for draw call vertex params. The vertex params are the 'start' vertex index and the number of vertices in the draw call. For indexed draws, they sometimes mean we need to compute the index range. In other cases, we don't. Defer computing the index range as long as possible so we don't end up computing the index range when we don't have to. BUG=angleproject:2229 Change-Id: I8e125416ef6767787a14509b322efa8dcd8e4a34 Reviewed-on: https://chromium-review.googlesource.com/764676 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 492f58ec 2017-10-09T19:41:33 Rename VertexArrayImpl::mData to mState. Refactoring change only. BUG=angleproject:1898 Change-Id: I9f55651f923ff930c395a9bb575b4f86ad5d9cbd Reviewed-on: https://chromium-review.googlesource.com/707689 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Qin Jiajia e416e527 2017-10-10T11:01:20 Remove some unused codes This patch will remove unused functions syncVertexAttributes and hasDirtyOrDynamicAttrib, and private member mAppliedIBChanged. Meanwhile, it changes hasDynamicAttrib to hasActiveDynamicAttrib to avoid unnecessary update in some cases. BUG=angleproject:1155 Change-Id: I29a0aa7fbc13874b7b070cf1ac5ec4134728f519 Reviewed-on: https://chromium-review.googlesource.com/707014 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jamie Madill 2bc94733 2017-09-20T21:57:29 D3D11: Minor optimizations to vertex attribute application. Introduce a dirty bit for current value attribs, and try to speed up the check for dirty vertex attribs. This series of small optimizations gives about a 15% improvement on the draw call benchmark for the D3D11 backend with the null driver. BUG=angleproject:1155 Change-Id: Idf560efa3af62776e8bdbdf693f8b06db8792c21 Reviewed-on: https://chromium-review.googlesource.com/666048 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill c8bee335 2017-09-20T15:42:09 D3D11: Implement a dirty bit for Shaders. This allows us to skip calling the dynamic shader generation and program shader application when there haven't been any state changes. It builds on the previous work that immediately update state caches in the VertexArray11 and Framebuffer11. It should improve performance in draw-call limited applications by a small margin. For reference, here are the conditions under which the shaders are refreshed: 1. Directly changing the program executable 2. The vertex attribute layout 3. The fragment shader's rendertargets 4. Enabling/disabling rasterizer discard 5. Enabling/disabling transform feedback 6. An internal shader was used 7. Drawing with/without point sprites Improves the score of the draw call stress test for the D3D11 back-end (with null driver) by about 40% on my test machine. The 9_3 back-end seems to have an issue where the getSRV call to a texture storage can change the "use level zero workaround" status of the storage, which in turn will invalidate the state. Since this is localized to 9_3 only, put in a hack to disable an assert check for now. BUG=angleproject:2151 Change-Id: Idbd0a31376691b33972e735d5833a9b02a8a4aa9 Reviewed-on: https://chromium-review.googlesource.com/666278 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 33510107 2017-09-20T10:39:18 Pass gl::Context to more Buffer methods. This will allow us to pull out the Renderer from the Context in more places in Buffer11, for state update. Impacts a few method calls in a few places. BUG=angleproject:2151 Change-Id: I1360caea65a94d3de4cd9f52d1b74b10439b02b3 Reviewed-on: https://chromium-review.googlesource.com/673136 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Martin Radev ced5c86c 2017-08-17T16:05:29 D3D11: Handle multi-view Draw* calls Because the ANGLE_multiview extension uses instancing to multiply geometry for each view, Draw* calls with an active multiview program have to be handled in the follwing way: 1) Convert non-instanced Draw calls to their instanced versions. 2) Multiply the number of instances in an instanced Draw call by the number of views. The patch also applies the viewport offsets to the viewport and scissor rectangle and propagates the computed viewports and scissors to the D3D11 runtime. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: I8b4295c95c2cc0c1046c67e1fb1a782a46703292 Reviewed-on: https://chromium-review.googlesource.com/618331 Commit-Queue: Martin Radev <mradev@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill abf66fb3 2017-08-23T11:58:27 D3D11: Use dirty bits for applyVertexBuffers. If the vertex array has any dirty or dynamic attribs, we must do an update. Similarly, if a prior state change has left the vertex state invalidated, we do an update. For instance, a program change means we need a new input layout. If there was no such invalidation or dirtyness we can skip the call to InputLayoutCache. This improves the performance of the draw call benchmark (with no state changes) by about 50% on the D3D11 null driver. Increases the frames per second count of the aquarium demo with the passthrough command buffer by about 25% on a test machine. BUG=angleproject:1156 Change-Id: I8381999029f5b1912030a3342e96285a58f95e82 Reviewed-on: https://chromium-review.googlesource.com/616784 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 401345e4 2017-08-21T10:52:40 D3D11: Move more state into StateManager11. This moves the input layout cache and vertex and index data managers and related info into the state manager. This makes it easier to manage the state application with regards to dirty bits. Also updates the dirty current value handling in StateManager11. BUG=angleproject:1156 BUG=angleproject:2052 Change-Id: I8de968a1f8416363aa1c49d9e9da129942d21275 Reviewed-on: https://chromium-review.googlesource.com/616783 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill a779b610 2017-07-24T11:46:05 Smart caching of VAO input layout. Don't recompute the cached attribute layout for a program if the vertex array info hasn't changed. We can use the Serial class to know when a vertex array has identical state. BUG=angleproject:1156 Change-Id: Ia11f6ac268f63c3299f6d6d80c2866009cb8429c Reviewed-on: https://chromium-review.googlesource.com/529768 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Shao 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>
Jamie Madill 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>
Jamie Madill fb05bcba 2017-06-07T15:43:18 Move the vk Serial class to renderer_utils. This can be useful for other back-ends, for various types of state management. Also redesign the class to use an opaque factory instead of an increment operator. The class maintains the property of being ordered. Also assume we don't overflow with 64-bit serials. We could maybe redesign this to use 32-bit serials for memory constrained situations, and handle overflow more gracefully. I plan to use the serials to track state revisions for the vertex array class, to avoid doing redundant work. BUG=angleproject:1156 Change-Id: I02c78b228bc6e2fb3ee786fe67a4e607baaca18e Reviewed-on: https://chromium-review.googlesource.com/529704 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Martin Radev dd5f27ee 2017-06-07T10:17:09 Make VertexBinding's member variables private The patch decorates all members in VertexBinding as private and limits access to them only through getters and setters. This makes it easier to debug and keep track of any assignments to the class members. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: Iddd49063d060f136bc9cf11c313a5af0931d433c Reviewed-on: https://chromium-review.googlesource.com/530786 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill c564c070 2017-06-01T12:45:42 Pass gl::Context to impl methods instead of ContextImpl. In some cases we might have to call back into the GL layer, passing the Context, and if we just have a ContextImpl pointer this isn't possible. It also removes the need for SafeGetImpl. BUG=angleproject:2044 Change-Id: I6363e84b25648c992c25779d4c43f795aa2866d6 Reviewed-on: https://chromium-review.googlesource.com/516835 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 25e297e9 2017-04-20T17:01:20 D3D11: Alias dirty buffer channel bindings. The types for this were a bit disorganized. Clean this up. BUG=angleproject:1635 Change-Id: I669d347697e0c7c5b06ed7165fa0997c375e876e Reviewed-on: https://chromium-review.googlesource.com/483315 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 6de51858 2017-04-12T09:53:01 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>
Jamie Madill 1e5499db 2017-04-05T11:22:16 Refactor Signal utils into template classes. This will allow us to pass on extra information to the receiving end, such as the specific texture levels that are dirty. BUG=angleproject:1635 Change-Id: Idb7ca1d625499e50e7712c458b694f6e9bfc0595 Reviewed-on: https://chromium-review.googlesource.com/453382 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 20e005b2 2017-04-07T14:19:22 Rename BitSetIterator.h to bitset_utils.h BUG=angleproject:1814 Change-Id: I152ae13b6b7cf0ba72259967f0f124e199b20e07 Reviewed-on: https://chromium-review.googlesource.com/471826 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill dd43e6cd 2017-03-24T14:18:49 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>
Qin Jiajia fbe49a8f 2016-12-19T14:19:10 ES31: Implement DrawArraysIndirect D3D part There are four buffer types for vertex attribute storage in D3D11: DIRECT STATIC DYNAMIC CURRENT_VALUE When drawing, it will call applyVertexBuffer to bind the right type buffers in D3D11. DIRECT uses the gl buffer directly without any translation. CURRENT_VALUE uses a single value for the attribute. STATIC translates the whole vertex buffer once. So it doesn't need the first, count and instance informations since it always translates the whole buffer. DYNAMIC translates the data every frame. To improve the performance, in implementation, it only translates 'count' vertexes from 'first' location in vertex buffer with one drawing for non-instanced vertices. 'first' and 'count' are got from draw parameter list. And for the translated vertex buffer, when drawing, the first vertex location is 0. From above analysis, we can see that if all attribute storages are non-dynamic, we can directly use the indirect buffer to draw. But for dynamic storages, we have to calculate the first, count, and instances from indirect buffer and apply them to translate the dynamic type buffers. Meanwhile, we have to set the first to 0 (see above description)when drawing. DrawArrysIndirect implementation is like below: 1. Check whether all vertex attributes are non-dynamic 2. If yes, applyVertexBuffer and DrawInstancedIndirect 3. If no, 1) calculate first, count, and instances from indirect buffer. 2) applyVertexBuffer with these parameters. 4) Use DrawInstanced instead of DrawInstancedIndirect. BUG=angleproject:1595 TEST=dEQP-GLES31.functional.draw_indirect.draw_arrays_indirect* Change-Id: I36431f416443279d51de523b07ce60727914cbbf Reviewed-on: https://chromium-review.googlesource.com/446690 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Qin Jiajia cde4f024 2017-02-21T14:06:02 Remove unused parameters of StoreStaticAttrib The parameters count and instances in VertexDataManager::StoreStaticAttrib are never used in the function body. So this patch will remove them. BUG=none Change-Id: Ic3fe21ae50e5016145bfd0c78542540c8ec76fd2 Reviewed-on: https://chromium-review.googlesource.com/445337 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yunchao He <yunchao.he@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jiawei-Shao 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>
He Yunchao acd1898e 2017-01-04T10:46:42 Replace Error(GL_NO_ERROR) with NoError(). In order to make the errors be consistent throughout ANGLE. BUG=angleproject:1686 Change-Id: I0a2d86091d640aedeac94beae345c1fb6971b00d Reviewed-on: https://chromium-review.googlesource.com/424835 Commit-Queue: Yunchao He <yunchao.he@intel.com> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 8234e7b3 2016-10-07T15:12:10 Refactor some errors into ANGLE_TRY macros. BUG=None Change-Id: I00ff2523995cb49d1af60cae62c2bba0d020eed4 Reviewed-on: https://chromium-review.googlesource.com/395569 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill e02a6834 2016-06-09T06:52:41 Refactor how we signal dependent state changes. Dependent state changes happen when the user calls TexImage on a Texture attached to a Framebuffer. The Framebuffer should be told 'hey, you should know about this'. Other objects also have dependent relationships, like VertexArrays and Buffers. This refactoring uses a binding pointer design, similar to the type 'RefCountObject'. This design fixes the need for manual decoupling when one or the other is destroyed. The pointers are cleaned up in destructors, and do no-ops when either the source or dest is missing. Also move these new classes to a location where they are accessible to the GL layer; they will be important for framebuffer completeness. BUG=angleproject:1388 Change-Id: I92610acb85dae6f9c009b8f071e121fde53782ae Reviewed-on: https://chromium-review.googlesource.com/348953 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 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>
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 fc4712b5 2016-03-10T11:31:25 D3D11: Remove unused mRenderer from VertexArray11. This was uncovered by the Clang-win bot, which uses a different set of warnings from MSVS. BUG=angleproject:1327 Change-Id: Id298fee2df92752b77bf6e2b93307fa5311cf1fc Reviewed-on: https://chromium-review.googlesource.com/332035 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@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>