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kc3-lang/angle/src/libANGLE/VertexArray.h

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  • Author : Jamie Madill
    Date : 2021-09-17 13:16:36
    Hash : cf8c5678
    Message : Vulkan: Don't sync VAOs after BufferSubData calls. We still need to syncState after buffers that contain converted attributes are updated. Includes a perf regression test. Bug: angleproject:6371 Change-Id: I54227fc43e7b3fe79072da7783dab0177ccb0486 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3182706 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>

  • src/libANGLE/VertexArray.h
  • //
    // Copyright 2013 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.
    //
    // This class contains prototypes for representing GLES 3 Vertex Array Objects:
    //
    //   The buffer objects that are to be used by the vertex stage of the GL are collected
    //   together to form a vertex array object. All state related to the definition of data used
    //   by the vertex processor is encapsulated in a vertex array object.
    //
    
    #ifndef LIBANGLE_VERTEXARRAY_H_
    #define LIBANGLE_VERTEXARRAY_H_
    
    #include "common/Optional.h"
    #include "libANGLE/Constants.h"
    #include "libANGLE/Debug.h"
    #include "libANGLE/Observer.h"
    #include "libANGLE/RefCountObject.h"
    #include "libANGLE/VertexAttribute.h"
    
    #include <vector>
    
    namespace rx
    {
    class GLImplFactory;
    class VertexArrayImpl;
    }  // namespace rx
    
    namespace gl
    {
    class Buffer;
    
    constexpr uint32_t kElementArrayBufferIndex = MAX_VERTEX_ATTRIBS;
    
    class VertexArrayState final : angle::NonCopyable
    {
      public:
        VertexArrayState(VertexArray *vertexArray, size_t maxAttribs, size_t maxBindings);
        ~VertexArrayState();
    
        const std::string &getLabel() const { return mLabel; }
    
        Buffer *getElementArrayBuffer() const { return mElementArrayBuffer.get(); }
        size_t getMaxAttribs() const { return mVertexAttributes.size(); }
        size_t getMaxBindings() const { return mVertexBindings.size(); }
        const AttributesMask &getEnabledAttributesMask() const { return mEnabledAttributesMask; }
        const std::vector<VertexAttribute> &getVertexAttributes() const { return mVertexAttributes; }
        const VertexAttribute &getVertexAttribute(size_t attribIndex) const
        {
            return mVertexAttributes[attribIndex];
        }
        const std::vector<VertexBinding> &getVertexBindings() const { return mVertexBindings; }
        const VertexBinding &getVertexBinding(size_t bindingIndex) const
        {
            return mVertexBindings[bindingIndex];
        }
        const VertexBinding &getBindingFromAttribIndex(size_t attribIndex) const
        {
            return mVertexBindings[mVertexAttributes[attribIndex].bindingIndex];
        }
        size_t getBindingIndexFromAttribIndex(size_t attribIndex) const
        {
            return mVertexAttributes[attribIndex].bindingIndex;
        }
    
        void setAttribBinding(const Context *context, size_t attribIndex, GLuint newBindingIndex);
    
        // Extra validation performed on the Vertex Array.
        bool hasEnabledNullPointerClientArray() const;
    
        // Get all the attributes in an AttributesMask that are using the given binding.
        AttributesMask getBindingToAttributesMask(GLuint bindingIndex) const;
    
        ComponentTypeMask getVertexAttributesTypeMask() const { return mVertexAttributesTypeMask; }
    
        AttributesMask getClientMemoryAttribsMask() const { return mClientMemoryAttribsMask; }
    
        gl::AttributesMask getNullPointerClientMemoryAttribsMask() const
        {
            return mNullPointerClientMemoryAttribsMask;
        }
    
      private:
        void updateCachedMutableOrNonPersistentArrayBuffers(size_t index);
    
        friend class VertexArray;
        std::string mLabel;
        std::vector<VertexAttribute> mVertexAttributes;
        SubjectBindingPointer<Buffer> mElementArrayBuffer;
        std::vector<VertexBinding> mVertexBindings;
        AttributesMask mEnabledAttributesMask;
        ComponentTypeMask mVertexAttributesTypeMask;
    
        // This is a performance optimization for buffer binding. Allows element array buffer updates.
        friend class State;
    
        // From the GLES 3.1 spec:
        // When a generic attribute array is sourced from client memory, the vertex attribute binding
        // state is ignored. Thus we don't have to worry about binding state when using client memory
        // attribs.
        gl::AttributesMask mClientMemoryAttribsMask;
        gl::AttributesMask mNullPointerClientMemoryAttribsMask;
    
        // Used for validation cache. Indexed by attribute.
        AttributesMask mCachedMappedArrayBuffers;
        AttributesMask mCachedMutableOrImpersistentArrayBuffers;
        AttributesMask mCachedInvalidMappedArrayBuffer;
    };
    
    class VertexArrayBufferContentsObservers final : angle::NonCopyable
    {
      public:
        VertexArrayBufferContentsObservers(VertexArray *vertexArray);
        void enableForBuffer(Buffer *buffer, uint32_t bufferIndex);
        void disableForBuffer(Buffer *buffer, uint32_t bufferIndex);
    
      private:
        VertexArray *mVertexArray;
    };
    
    class VertexArray final : public angle::ObserverInterface,
                              public LabeledObject,
                              public angle::Subject
    {
      public:
        // Dirty bits for VertexArrays use a hierarchical design. At the top level, each attribute
        // has a single dirty bit. Then an array of MAX_ATTRIBS dirty bits each has a dirty bit for
        // enabled/pointer/format/binding. Bindings are handled similarly. Note that because the
        // total number of dirty bits is 33, it will not be as fast on a 32-bit machine, which
        // can't support the advanced 64-bit scanning intrinsics. We could consider packing the
        // binding and attribute bits together if this becomes a problem.
        //
        // Special note on "DIRTY_ATTRIB_POINTER_BUFFER": this is a special case when the app
        // calls glVertexAttribPointer but only changes a VBO and/or offset binding. This allows
        // the Vulkan back-end to skip performing a pipeline change for performance.
        enum DirtyBitType
        {
            DIRTY_BIT_ELEMENT_ARRAY_BUFFER,
            DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA,
    
            // Dirty bits for attributes.
            DIRTY_BIT_ATTRIB_0,
            DIRTY_BIT_ATTRIB_MAX = DIRTY_BIT_ATTRIB_0 + gl::MAX_VERTEX_ATTRIBS,
    
            // Dirty bits for bindings.
            DIRTY_BIT_BINDING_0   = DIRTY_BIT_ATTRIB_MAX,
            DIRTY_BIT_BINDING_MAX = DIRTY_BIT_BINDING_0 + gl::MAX_VERTEX_ATTRIB_BINDINGS,
    
            // We keep separate dirty bits for bound buffers whose data changed since last update.
            DIRTY_BIT_BUFFER_DATA_0   = DIRTY_BIT_BINDING_MAX,
            DIRTY_BIT_BUFFER_DATA_MAX = DIRTY_BIT_BUFFER_DATA_0 + gl::MAX_VERTEX_ATTRIB_BINDINGS,
    
            DIRTY_BIT_UNKNOWN = DIRTY_BIT_BUFFER_DATA_MAX,
            DIRTY_BIT_MAX     = DIRTY_BIT_UNKNOWN,
        };
    
        // We want to keep the number of dirty bits within 64 to keep iteration times fast.
        static_assert(DIRTY_BIT_MAX <= 64, "Too many vertex array dirty bits.");
    
        enum DirtyAttribBitType
        {
            DIRTY_ATTRIB_ENABLED,
            DIRTY_ATTRIB_POINTER,
            DIRTY_ATTRIB_FORMAT,
            DIRTY_ATTRIB_BINDING,
            DIRTY_ATTRIB_POINTER_BUFFER,
            DIRTY_ATTRIB_UNKNOWN,
            DIRTY_ATTRIB_MAX = DIRTY_ATTRIB_UNKNOWN,
        };
    
        enum DirtyBindingBitType
        {
            DIRTY_BINDING_BUFFER,
            DIRTY_BINDING_DIVISOR,
            DIRTY_BINDING_UNKNOWN,
            DIRTY_BINDING_MAX = DIRTY_BINDING_UNKNOWN,
        };
    
        using DirtyBits             = angle::BitSet<DIRTY_BIT_MAX>;
        using DirtyAttribBits       = angle::BitSet<DIRTY_ATTRIB_MAX>;
        using DirtyBindingBits      = angle::BitSet<DIRTY_BINDING_MAX>;
        using DirtyAttribBitsArray  = std::array<DirtyAttribBits, gl::MAX_VERTEX_ATTRIBS>;
        using DirtyBindingBitsArray = std::array<DirtyBindingBits, gl::MAX_VERTEX_ATTRIB_BINDINGS>;
    
        VertexArray(rx::GLImplFactory *factory,
                    VertexArrayID id,
                    size_t maxAttribs,
                    size_t maxAttribBindings);
    
        void onDestroy(const Context *context);
    
        VertexArrayID id() const { return mId; }
    
        void setLabel(const Context *context, const std::string &label) override;
        const std::string &getLabel() const override;
    
        const VertexBinding &getVertexBinding(size_t bindingIndex) const;
        const VertexAttribute &getVertexAttribute(size_t attribIndex) const;
        const VertexBinding &getBindingFromAttribIndex(size_t attribIndex) const
        {
            return mState.getBindingFromAttribIndex(attribIndex);
        }
    
        // Returns true if the function finds and detaches a bound buffer.
        bool detachBuffer(const Context *context, BufferID bufferID);
    
        void setVertexAttribDivisor(const Context *context, size_t index, GLuint divisor);
        void enableAttribute(size_t attribIndex, bool enabledState);
    
        void setVertexAttribPointer(const Context *context,
                                    size_t attribIndex,
                                    Buffer *boundBuffer,
                                    GLint size,
                                    VertexAttribType type,
                                    bool normalized,
                                    GLsizei stride,
                                    const void *pointer);
    
        void setVertexAttribIPointer(const Context *context,
                                     size_t attribIndex,
                                     Buffer *boundBuffer,
                                     GLint size,
                                     VertexAttribType type,
                                     GLsizei stride,
                                     const void *pointer);
    
        void setVertexAttribFormat(size_t attribIndex,
                                   GLint size,
                                   VertexAttribType type,
                                   bool normalized,
                                   bool pureInteger,
                                   GLuint relativeOffset);
        void bindVertexBuffer(const Context *context,
                              size_t bindingIndex,
                              Buffer *boundBuffer,
                              GLintptr offset,
                              GLsizei stride);
        void setVertexAttribBinding(const Context *context, size_t attribIndex, GLuint bindingIndex);
        void setVertexBindingDivisor(const Context *context, size_t bindingIndex, GLuint divisor);
    
        Buffer *getElementArrayBuffer() const { return mState.getElementArrayBuffer(); }
        size_t getMaxAttribs() const { return mState.getMaxAttribs(); }
        size_t getMaxBindings() const { return mState.getMaxBindings(); }
    
        const std::vector<VertexAttribute> &getVertexAttributes() const
        {
            return mState.getVertexAttributes();
        }
        const std::vector<VertexBinding> &getVertexBindings() const
        {
            return mState.getVertexBindings();
        }
    
        rx::VertexArrayImpl *getImplementation() const { return mVertexArray; }
    
        const AttributesMask &getEnabledAttributesMask() const
        {
            return mState.getEnabledAttributesMask();
        }
    
        gl::AttributesMask getClientAttribsMask() const { return mState.mClientMemoryAttribsMask; }
    
        bool hasEnabledNullPointerClientArray() const
        {
            return mState.hasEnabledNullPointerClientArray();
        }
    
        bool hasInvalidMappedArrayBuffer() const
        {
            return mState.mCachedInvalidMappedArrayBuffer.any();
        }
    
        const VertexArrayState &getState() const { return mState; }
    
        bool isBufferAccessValidationEnabled() const { return mBufferAccessValidationEnabled; }
    
        // Observer implementation
        void onSubjectStateChange(angle::SubjectIndex index, angle::SubjectMessage message) override;
        void onBufferContentsChange(uint32_t bufferIndex);
    
        static size_t GetVertexIndexFromDirtyBit(size_t dirtyBit);
    
        angle::Result syncState(const Context *context);
        bool hasAnyDirtyBit() const { return mDirtyBits.any(); }
    
        ComponentTypeMask getAttributesTypeMask() const { return mState.mVertexAttributesTypeMask; }
        AttributesMask getAttributesMask() const { return mState.mEnabledAttributesMask; }
    
        void onBindingChanged(const Context *context, int incr);
        bool hasTransformFeedbackBindingConflict(const gl::Context *context) const;
    
        ANGLE_INLINE angle::Result getIndexRange(const Context *context,
                                                 DrawElementsType type,
                                                 GLsizei indexCount,
                                                 const void *indices,
                                                 IndexRange *indexRangeOut) const
        {
            Buffer *elementArrayBuffer = mState.mElementArrayBuffer.get();
            if (elementArrayBuffer && mIndexRangeCache.get(type, indexCount, indices, indexRangeOut))
            {
                return angle::Result::Continue;
            }
    
            return getIndexRangeImpl(context, type, indexCount, indices, indexRangeOut);
        }
    
        void setBufferAccessValidationEnabled(bool enabled)
        {
            mBufferAccessValidationEnabled = enabled;
        }
    
      private:
        ~VertexArray() override;
    
        // This is a performance optimization for buffer binding. Allows element array buffer updates.
        friend class State;
    
        void setDirtyAttribBit(size_t attribIndex, DirtyAttribBitType dirtyAttribBit);
        void setDirtyBindingBit(size_t bindingIndex, DirtyBindingBitType dirtyBindingBit);
    
        DirtyBitType getDirtyBitFromIndex(bool contentsChanged, angle::SubjectIndex index) const;
        void setDependentDirtyBit(bool contentsChanged, angle::SubjectIndex index);
    
        // These are used to optimize draw call validation.
        void updateCachedBufferBindingSize(VertexBinding *binding);
        void updateCachedTransformFeedbackBindingValidation(size_t bindingIndex, const Buffer *buffer);
        void updateCachedArrayBuffersMasks(bool isMapped,
                                           bool isImmutable,
                                           bool isPersistent,
                                           const AttributesMask &boundAttributesMask);
        void updateCachedMappedArrayBuffersBinding(const VertexBinding &binding);
    
        angle::Result getIndexRangeImpl(const Context *context,
                                        DrawElementsType type,
                                        GLsizei indexCount,
                                        const void *indices,
                                        IndexRange *indexRangeOut) const;
    
        void setVertexAttribPointerImpl(const Context *context,
                                        ComponentType componentType,
                                        bool pureInteger,
                                        size_t attribIndex,
                                        Buffer *boundBuffer,
                                        GLint size,
                                        VertexAttribType type,
                                        bool normalized,
                                        GLsizei stride,
                                        const void *pointer);
    
        // These two functions return true if the state was dirty.
        bool setVertexAttribFormatImpl(VertexAttribute *attrib,
                                       GLint size,
                                       VertexAttribType type,
                                       bool normalized,
                                       bool pureInteger,
                                       GLuint relativeOffset);
        bool bindVertexBufferImpl(const Context *context,
                                  size_t bindingIndex,
                                  Buffer *boundBuffer,
                                  GLintptr offset,
                                  GLsizei stride);
    
        VertexArrayID mId;
    
        VertexArrayState mState;
        DirtyBits mDirtyBits;
        DirtyAttribBitsArray mDirtyAttribBits;
        DirtyBindingBitsArray mDirtyBindingBits;
        Optional<DirtyBits> mDirtyBitsGuard;
    
        rx::VertexArrayImpl *mVertexArray;
    
        std::vector<angle::ObserverBinding> mArrayBufferObserverBindings;
    
        AttributesMask mCachedTransformFeedbackConflictedBindingsMask;
    
        class IndexRangeCache final : angle::NonCopyable
        {
          public:
            IndexRangeCache();
    
            void invalidate() { mTypeKey = DrawElementsType::InvalidEnum; }
    
            bool get(DrawElementsType type,
                     GLsizei indexCount,
                     const void *indices,
                     IndexRange *indexRangeOut)
            {
                size_t offset = reinterpret_cast<uintptr_t>(indices);
                if (mTypeKey == type && mIndexCountKey == indexCount && mOffsetKey == offset)
                {
                    *indexRangeOut = mPayload;
                    return true;
                }
    
                return false;
            }
    
            void put(DrawElementsType type,
                     GLsizei indexCount,
                     size_t offset,
                     const IndexRange &indexRange);
    
          private:
            DrawElementsType mTypeKey;
            GLsizei mIndexCountKey;
            size_t mOffsetKey;
            IndexRange mPayload;
        };
    
        mutable IndexRangeCache mIndexRangeCache;
        bool mBufferAccessValidationEnabled;
        VertexArrayBufferContentsObservers mContentsObservers;
    };
    
    }  // namespace gl
    
    #endif  // LIBANGLE_VERTEXARRAY_H_