Hash :
67d8b63a
Author :
Date :
2019-12-23T11:35:52
Vulkan:Update Vulkan Vertex Attribute Offsets This fixes most of the test for dEQP 3.1 KHR-GLES31.core.vertex_attrib_binding.basic-input* The bug fixes is that we were not correctly setting the vertex attribute offset for vertex attribs that were converted into their own buffer. We kept the attrib offset from the frontend as if the converted attribs were in the original buffer, but converted vtx attrib buffers in the VK backend are tightly packed from the start of the buffer so when converting the actual offset should be 0. Also, in order to avoid a VK validation error, this change includes a tmp workaround to make sure transform feedback output buffer range is never 0, but sets VK_WHOLE_SIZE in that case. A follow-on fix that focuses on transform feedback fixes will address this validation error more fully. Bug: angleproject:4145 Bug: angleproject:4236 Change-Id: I8c218954725945414a8f18beb4f964b90da7062a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1980906 Commit-Queue: Tobin Ehlis <tobine@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2016 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.
//
// VertexArrayVk.h:
// Defines the class interface for VertexArrayVk, implementing VertexArrayImpl.
//
#ifndef LIBANGLE_RENDERER_VULKAN_VERTEXARRAYVK_H_
#define LIBANGLE_RENDERER_VULKAN_VERTEXARRAYVK_H_
#include "libANGLE/renderer/VertexArrayImpl.h"
#include "libANGLE/renderer/vulkan/vk_cache_utils.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
namespace rx
{
class BufferVk;
struct ConversionBuffer;
class VertexArrayVk : public VertexArrayImpl
{
public:
VertexArrayVk(ContextVk *contextVk, const gl::VertexArrayState &state);
~VertexArrayVk() override;
void destroy(const gl::Context *context) override;
angle::Result syncState(const gl::Context *context,
const gl::VertexArray::DirtyBits &dirtyBits,
gl::VertexArray::DirtyAttribBitsArray *attribBits,
gl::VertexArray::DirtyBindingBitsArray *bindingBits) override;
void updateActiveAttribInfo(ContextVk *contextVk);
void updateDefaultAttrib(ContextVk *contextVk,
size_t attribIndex,
VkBuffer bufferHandle,
vk::BufferHelper *buffer,
uint32_t offset);
angle::Result updateStreamedAttribs(const gl::Context *context,
GLint firstVertex,
GLsizei vertexOrIndexCount,
GLsizei instanceCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices);
angle::Result handleLineLoop(ContextVk *contextVk,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
uint32_t *indexCountOut);
angle::Result handleLineLoopIndexIndirect(ContextVk *contextVk,
gl::DrawElementsType glIndexType,
vk::BufferHelper *srcIndirectBuf,
VkDeviceSize indirectBufferOffset,
vk::BufferHelper **indirectBufferOut,
VkDeviceSize *indirectBufferOffsetOut);
angle::Result handleLineLoopIndirectDraw(const gl::Context *context,
vk::BufferHelper *indirectBufferVk,
VkDeviceSize indirectBufferOffset,
vk::BufferHelper **indirectBufferOut,
VkDeviceSize *indirectBufferOffsetOut);
const gl::AttribArray<VkBuffer> &getCurrentArrayBufferHandles() const
{
return mCurrentArrayBufferHandles;
}
const gl::AttribArray<VkDeviceSize> &getCurrentArrayBufferOffsets() const
{
return mCurrentArrayBufferOffsets;
}
const gl::AttribArray<vk::BufferHelper *> &getCurrentArrayBuffers() const
{
return mCurrentArrayBuffers;
}
VkDeviceSize getCurrentElementArrayBufferOffset() const
{
return mCurrentElementArrayBufferOffset;
}
void updateCurrentElementArrayBufferOffset(const GLvoid *offset)
{
mCurrentElementArrayBufferOffset = reinterpret_cast<VkDeviceSize>(offset);
}
vk::BufferHelper *getCurrentElementArrayBuffer() const { return mCurrentElementArrayBuffer; }
angle::Result convertIndexBufferGPU(ContextVk *contextVk,
BufferVk *bufferVk,
const void *indices);
angle::Result convertIndexBufferIndirectGPU(ContextVk *contextVk,
vk::BufferHelper *srcIndirectBuf,
VkDeviceSize srcIndirectBufOffset,
vk::BufferHelper **indirectBufferVkOut,
VkDeviceSize *indirectBufferVkOffsetOut);
angle::Result convertIndexBufferCPU(ContextVk *contextVk,
gl::DrawElementsType indexType,
size_t indexCount,
const void *sourcePointer);
const gl::AttributesMask &getStreamingVertexAttribsMask() const
{
return mStreamingVertexAttribsMask;
}
private:
void setDefaultPackedInput(ContextVk *contextVk, size_t attribIndex);
angle::Result convertVertexBufferGPU(ContextVk *contextVk,
BufferVk *srcBuffer,
const gl::VertexBinding &binding,
size_t attribIndex,
const vk::Format &vertexFormat,
ConversionBuffer *conversion,
GLuint relativeOffset);
angle::Result convertVertexBufferCPU(ContextVk *contextVk,
BufferVk *srcBuffer,
const gl::VertexBinding &binding,
size_t attribIndex,
const vk::Format &vertexFormat,
ConversionBuffer *conversion,
GLuint relativeOffset);
angle::Result syncDirtyAttrib(ContextVk *contextVk,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
size_t attribIndex,
bool bufferOnly);
gl::AttribArray<VkBuffer> mCurrentArrayBufferHandles;
gl::AttribArray<VkDeviceSize> mCurrentArrayBufferOffsets;
// The offset into the buffer to the first attrib
gl::AttribArray<GLuint> mCurrentArrayBufferRelativeOffsets;
gl::AttribArray<vk::BufferHelper *> mCurrentArrayBuffers;
// Cache strides of attributes for a fast pipeline cache update when VAOs are changed
gl::AttribArray<GLuint> mCurrentArrayBufferStrides;
VkDeviceSize mCurrentElementArrayBufferOffset;
vk::BufferHelper *mCurrentElementArrayBuffer;
vk::DynamicBuffer mDynamicVertexData;
vk::DynamicBuffer mDynamicIndexData;
vk::DynamicBuffer mTranslatedByteIndexData;
vk::DynamicBuffer mTranslatedByteIndirectData;
vk::LineLoopHelper mLineLoopHelper;
Optional<GLint> mLineLoopBufferFirstIndex;
Optional<size_t> mLineLoopBufferLastIndex;
bool mDirtyLineLoopTranslation;
// Vulkan does not allow binding a null vertex buffer. We use a dummy as a placeholder.
vk::BufferHelper mTheNullBuffer;
// Track client and/or emulated attribs that we have to stream their buffer contents
gl::AttributesMask mStreamingVertexAttribsMask;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_VERTEXARRAYVK_H_