Hash :
b4d84458
Author :
Date :
2025-05-23T18:08:19
Move Buffer from VertexBinding to VertexArray In later CL we will not taking shared context lock for certain VertexArray API calls. VertexArray itself is per context, so this sounds reasonable to do. The main challenge here is a lot of VertexArray function end up accessing gl::Buffer object, which could be modified by other shared contexts. In order to safely not taking the shared context lock, we need to separate out Buffer object out of VertexArray itself so that these lockless APIs will take VertexArray that does not have access to buffer. In this CL, VertexArray is split into two classes: VertexArrayPrivate is everything in VertexArray except buffers. VertexArray is a subclass of VertexArrayPrivate and owns all the buffers. Buffer is removed from gl::VertexBinding class. In order to let back end access to buffers, VertexArrayImpl holds a weak reference to VertexArray::mVertexArrayBuffers (which is a vector of buffers). Further, VertexArrayBufferBindingMask mBufferBindingMask is moved from VertexArrayState into VertexArray class well, since it tracks which index has a non-null buffer. The bulk of change are due to the VertexARrayImpl constructor change, since it now takes vertexArrayBuffers argument. Other bulk of changes are due to VertexBinding no long has the buffer, but you need to get it directly from VertexArray or VertexArrayImpl. This CL also reverts some of the change in crrev.com/c/6758215 that mVertexBindings no longer contains kElementArrayBufferIndex. BYPASS_LARGE_CHANGE_WARNING Bug: b/433331119 Change-Id: I15f4576f7c5c8d8f4d9c9c07d38a60ce539bfeea Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6774702 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: Charlie Lao <cclao@google.com>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160
//
// Copyright 2014 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.
//
// Implementation of the state classes for mananging GLES 3.1 Vertex Array Objects.
//
#include "libANGLE/VertexAttribute.h"
namespace gl
{
// [OpenGL ES 3.1] (November 3, 2016) Section 20 Page 361
// Table 20.2: Vertex Array Object State
VertexBinding::VertexBinding() : VertexBinding(0) {}
VertexBinding::VertexBinding(GLuint boundAttribute) : mStride(16u), mDivisor(0), mOffset(0)
{
mBoundAttributesMask.set(boundAttribute);
}
VertexBinding::VertexBinding(VertexBinding &&binding)
{
*this = std::move(binding);
}
VertexBinding::~VertexBinding() {}
VertexBinding &VertexBinding::operator=(VertexBinding &&binding)
{
if (this != &binding)
{
mStride = binding.mStride;
mDivisor = binding.mDivisor;
mOffset = binding.mOffset;
mBoundAttributesMask = binding.mBoundAttributesMask;
}
return *this;
}
VertexAttribute::VertexAttribute(GLuint bindingIndex)
: enabled(false),
format(&angle::Format::Get(angle::FormatID::R32G32B32A32_FLOAT)),
pointer(nullptr),
relativeOffset(0),
vertexAttribArrayStride(0),
bindingIndex(bindingIndex),
mCachedElementLimit(0)
{}
VertexAttribute::VertexAttribute(VertexAttribute &&attrib)
: enabled(attrib.enabled),
format(attrib.format),
pointer(attrib.pointer),
relativeOffset(attrib.relativeOffset),
vertexAttribArrayStride(attrib.vertexAttribArrayStride),
bindingIndex(attrib.bindingIndex),
mCachedElementLimit(attrib.mCachedElementLimit)
{}
VertexAttribute &VertexAttribute::operator=(VertexAttribute &&attrib)
{
if (this != &attrib)
{
enabled = attrib.enabled;
format = attrib.format;
pointer = attrib.pointer;
relativeOffset = attrib.relativeOffset;
vertexAttribArrayStride = attrib.vertexAttribArrayStride;
bindingIndex = attrib.bindingIndex;
mCachedElementLimit = attrib.mCachedElementLimit;
}
return *this;
}
void VertexAttribute::updateCachedElementLimit(const VertexBinding &binding, const Buffer *buffer)
{
if (!buffer)
{
mCachedElementLimit = 0;
return;
}
angle::CheckedNumeric<GLint64> bufferOffset(binding.getOffset());
angle::CheckedNumeric<GLint64> bufferSize(buffer->getSize());
angle::CheckedNumeric<GLint64> attribOffset(relativeOffset);
angle::CheckedNumeric<GLint64> attribSize(ComputeVertexAttributeTypeSize(*this));
// Disallow referencing data before the start of the buffer with negative offsets
angle::CheckedNumeric<GLint64> offset = bufferOffset + attribOffset;
if (!offset.IsValid() || offset.ValueOrDie() < 0)
{
mCachedElementLimit = kIntegerOverflow;
return;
}
// The element limit is (exclusive) end of the accessible range for the vertex. For example, if
// N attributes can be accessed, the following calculates N.
//
// (buffer.size - buffer.offset - attrib.relativeOffset - attrib.size) / binding.stride + 1
angle::CheckedNumeric<GLint64> elementLimit = (bufferSize - offset - attribSize);
// Use the special integer overflow value if there was a math error.
if (!elementLimit.IsValid())
{
static_assert(kIntegerOverflow < 0, "Unexpected value");
mCachedElementLimit = kIntegerOverflow;
return;
}
mCachedElementLimit = elementLimit.ValueOrDie();
if (mCachedElementLimit < 0)
{
return;
}
if (binding.getStride() == 0)
{
// Special case for a zero stride. If we can fit one vertex we can fit infinite vertices.
mCachedElementLimit = std::numeric_limits<GLint64>::max();
return;
}
mCachedElementLimit /= binding.getStride();
++mCachedElementLimit;
}
size_t ComputeVertexAttributeStride(const VertexAttribute &attrib, const VertexBinding &binding)
{
// In ES 3.1, VertexAttribPointer will store the type size in the binding stride.
// Hence, rendering always uses the binding's stride.
return attrib.enabled ? binding.getStride() : 16u;
}
// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
GLintptr ComputeVertexAttributeOffset(const VertexAttribute &attrib, const VertexBinding &binding)
{
return attrib.relativeOffset + binding.getOffset();
}
size_t ComputeVertexBindingElementCount(GLuint divisor, size_t drawCount, size_t instanceCount)
{
// For instanced rendering, we draw "instanceDrawCount" sets of "vertexDrawCount" vertices.
//
// A vertex attribute with a positive divisor loads one instanced vertex for every set of
// non-instanced vertices, and the instanced vertex index advances once every "mDivisor"
// instances.
if (instanceCount > 0 && divisor > 0)
{
// When instanceDrawCount is not a multiple attrib.divisor, the division must round up.
// For instance, with 5 non-instanced vertices and a divisor equal to 3, we need 2 instanced
// vertices.
return (instanceCount + divisor - 1u) / divisor;
}
return drawCount;
}
} // namespace gl