Hash :
c759b8b4
Author :
Date :
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>
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//
// Copyright 2015 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.
//
// VertexArrayGL.h: Defines the class interface for VertexArrayGL.
#ifndef LIBANGLE_RENDERER_GL_VERTEXARRAYGL_H_
#define LIBANGLE_RENDERER_GL_VERTEXARRAYGL_H_
#include "libANGLE/renderer/VertexArrayImpl.h"
#include "common/mathutil.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/gl/ContextGL.h"
namespace rx
{
class FunctionsGL;
class StateManagerGL;
class VertexArrayGL : public VertexArrayImpl
{
public:
VertexArrayGL(const gl::VertexArrayState &data,
const FunctionsGL *functions,
StateManagerGL *stateManager);
~VertexArrayGL() override;
void destroy(const gl::Context *context) override;
angle::Result syncClientSideData(const gl::Context *context,
const gl::AttributesMask &activeAttributesMask,
GLint first,
GLsizei count,
GLsizei instanceCount) const;
angle::Result syncDrawElementsState(const gl::Context *context,
const gl::AttributesMask &activeAttributesMask,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instanceCount,
bool primitiveRestartEnabled,
const void **outIndices) const;
GLuint getVertexArrayID() const;
GLuint getAppliedElementArrayBufferID() const;
angle::Result syncState(const gl::Context *context,
const gl::VertexArray::DirtyBits &dirtyBits,
gl::VertexArray::DirtyAttribBitsArray *attribBits,
gl::VertexArray::DirtyBindingBitsArray *bindingBits) override;
void applyNumViewsToDivisor(int numViews);
void applyActiveAttribLocationsMask(const gl::AttributesMask &activeMask);
private:
angle::Result syncDrawState(const gl::Context *context,
const gl::AttributesMask &activeAttributesMask,
GLint first,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instanceCount,
bool primitiveRestartEnabled,
const void **outIndices) const;
// Apply index data, only sets outIndexRange if attributesNeedStreaming is true
angle::Result syncIndexData(const gl::Context *context,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
bool primitiveRestartEnabled,
bool attributesNeedStreaming,
gl::IndexRange *outIndexRange,
const void **outIndices) const;
// Returns the amount of space needed to stream all attributes that need streaming
// and the data size of the largest attribute
void computeStreamingAttributeSizes(const gl::AttributesMask &attribsToStream,
GLsizei instanceCount,
const gl::IndexRange &indexRange,
size_t *outStreamingDataSize,
size_t *outMaxAttributeDataSize) const;
// Stream attributes that have client data
angle::Result streamAttributes(const gl::Context *context,
const gl::AttributesMask &attribsToStream,
GLsizei instanceCount,
const gl::IndexRange &indexRange) const;
void syncDirtyAttrib(const gl::Context *context,
size_t attribIndex,
const gl::VertexArray::DirtyAttribBits &dirtyAttribBits);
void syncDirtyBinding(const gl::Context *context,
size_t bindingIndex,
const gl::VertexArray::DirtyBindingBits &dirtyBindingBits);
void updateAttribEnabled(size_t attribIndex);
void updateAttribPointer(const gl::Context *context, size_t attribIndex);
bool supportVertexAttribBinding() const;
void updateAttribFormat(size_t attribIndex);
void updateAttribBinding(size_t attribIndex);
void updateBindingBuffer(const gl::Context *context, size_t bindingIndex);
void updateBindingDivisor(size_t bindingIndex);
void updateElementArrayBufferBinding(const gl::Context *context) const;
void callVertexAttribPointer(GLuint attribIndex,
const gl::VertexAttribute &attrib,
GLsizei stride,
GLintptr offset) const;
const FunctionsGL *mFunctions;
StateManagerGL *mStateManager;
GLuint mVertexArrayID;
int mAppliedNumViews;
// Remember the program's active attrib location mask so that attributes can be enabled/disabled
// based on whether they are active in the program
gl::AttributesMask mProgramActiveAttribLocationsMask;
mutable gl::BindingPointer<gl::Buffer> mAppliedElementArrayBuffer;
mutable std::vector<gl::VertexAttribute> mAppliedAttributes;
mutable std::vector<gl::VertexBinding> mAppliedBindings;
mutable size_t mStreamingElementArrayBufferSize;
mutable GLuint mStreamingElementArrayBuffer;
mutable size_t mStreamingArrayBufferSize;
mutable GLuint mStreamingArrayBuffer;
};
ANGLE_INLINE angle::Result VertexArrayGL::syncDrawElementsState(
const gl::Context *context,
const gl::AttributesMask &activeAttributesMask,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instanceCount,
bool primitiveRestartEnabled,
const void **outIndices) const
{
return syncDrawState(context, activeAttributesMask, 0, count, type, indices, instanceCount,
primitiveRestartEnabled, outIndices);
}
} // namespace rx
#endif // LIBANGLE_RENDERER_GL_VERTEXARRAYGL_H_