Hash :
dd34b3b9
Author :
Date :
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>
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//
// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// VertexDataManager.h: Defines the VertexDataManager, a class that
// runs the Buffer translation process.
#ifndef LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_
#define LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_
#include "common/angleutils.h"
#include "libANGLE/Constants.h"
#include "libANGLE/VertexAttribute.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/d3d/VertexBuffer.h"
namespace gl
{
class State;
struct VertexAttribute;
class VertexBinding;
struct VertexAttribCurrentValueData;
} // namespace gl
namespace rx
{
class BufferD3D;
class BufferFactoryD3D;
class StreamingVertexBufferInterface;
class VertexBuffer;
class VertexBufferBinding final
{
public:
VertexBufferBinding();
VertexBufferBinding(const VertexBufferBinding &other);
~VertexBufferBinding();
void set(VertexBuffer *vertexBuffer);
VertexBuffer *get() const;
VertexBufferBinding &operator=(const VertexBufferBinding &other);
private:
VertexBuffer *mBoundVertexBuffer;
};
struct TranslatedAttribute
{
TranslatedAttribute();
TranslatedAttribute(const TranslatedAttribute &other);
// Computes the correct offset from baseOffset, usesFirstVertexOffset, stride and startVertex.
// Can throw an error on integer overflow.
angle::Result computeOffset(const gl::Context *context,
GLint startVertex,
unsigned int *offsetOut) const;
bool active;
const gl::VertexAttribute *attribute;
const gl::VertexBinding *binding;
gl::VertexAttribType currentValueType;
unsigned int baseOffset;
bool usesFirstVertexOffset;
unsigned int stride; // 0 means not to advance the read pointer at all
VertexBufferBinding vertexBuffer;
BufferD3D *storage;
unsigned int serial;
unsigned int divisor;
};
enum class VertexStorageType
{
UNKNOWN,
STATIC, // Translate the vertex data once and re-use it.
DYNAMIC, // Translate the data every frame into a ring buffer.
DIRECT, // Bind a D3D buffer directly without any translation.
CURRENT_VALUE, // Use a single value for the attribute.
};
// Given a vertex attribute, return the type of storage it will use.
VertexStorageType ClassifyAttributeStorage(const gl::Context *context,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding);
class VertexDataManager : angle::NonCopyable
{
public:
VertexDataManager(BufferFactoryD3D *factory);
virtual ~VertexDataManager();
angle::Result initialize(const gl::Context *context);
void deinitialize();
angle::Result prepareVertexData(const gl::Context *context,
GLint start,
GLsizei count,
std::vector<TranslatedAttribute> *translatedAttribs,
GLsizei instances);
static void StoreDirectAttrib(const gl::Context *context, TranslatedAttribute *directAttrib);
static angle::Result StoreStaticAttrib(const gl::Context *context,
TranslatedAttribute *translated);
angle::Result storeDynamicAttribs(const gl::Context *context,
std::vector<TranslatedAttribute> *translatedAttribs,
const gl::AttributesMask &dynamicAttribsMask,
GLint start,
size_t count,
GLsizei instances);
// Promote static usage of dynamic buffers.
static void PromoteDynamicAttribs(const gl::Context *context,
const std::vector<TranslatedAttribute> &translatedAttribs,
const gl::AttributesMask &dynamicAttribsMask,
size_t count);
angle::Result storeCurrentValue(const gl::Context *context,
const gl::VertexAttribCurrentValueData ¤tValue,
TranslatedAttribute *translated,
size_t attribIndex);
private:
struct CurrentValueState final : angle::NonCopyable
{
CurrentValueState(BufferFactoryD3D *factory);
CurrentValueState(CurrentValueState &&other);
~CurrentValueState();
std::unique_ptr<StreamingVertexBufferInterface> buffer;
gl::VertexAttribCurrentValueData data;
size_t offset;
};
angle::Result reserveSpaceForAttrib(const gl::Context *context,
const TranslatedAttribute &translatedAttrib,
GLint start,
size_t count,
GLsizei instances);
angle::Result storeDynamicAttrib(const gl::Context *context,
TranslatedAttribute *translated,
GLint start,
size_t count,
GLsizei instances);
BufferFactoryD3D *const mFactory;
StreamingVertexBufferInterface mStreamingBuffer;
std::vector<CurrentValueState> mCurrentValueCache;
gl::AttributesMask mDynamicAttribsMaskCache;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_