Hash :
e3dc5dd0
Author :
Date :
2018-03-16T07:37:21
Vulkan: Add 2 features to StreamingBuffer This is prerequisite work to dynamic uniform buffer updates. 1- Alignment parameter to be able to allocate by chunks of this alignment. 2- Out boolean to indicate if a new VkBuffer has been assigned on the allocate operation. Bug:angleproject:2392 Change-Id: If346e13200455febbe78045e908ae89c9dc93cdb Reviewed-on: https://chromium-review.googlesource.com/965612 Commit-Queue: Luc Ferron <lucferron@chromium.org> Reviewed-by: Geoff Lang <geofflang@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.cpp:
// Implements the class methods for VertexArrayVk.
//
#include "libANGLE/renderer/vulkan/VertexArrayVk.h"
#include "common/debug.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/CommandGraph.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/vk_format_utils.h"
namespace rx
{
VertexArrayVk::VertexArrayVk(const gl::VertexArrayState &state)
: VertexArrayImpl(state),
mCurrentArrayBufferHandles{},
mCurrentArrayBufferOffsets{},
mCurrentArrayBufferResources{},
mCurrentElementArrayBufferResource(nullptr)
{
mCurrentArrayBufferHandles.fill(VK_NULL_HANDLE);
mCurrentArrayBufferOffsets.fill(0);
mCurrentArrayBufferResources.fill(nullptr);
mPackedInputBindings.fill({0, 0});
mPackedInputAttributes.fill({0, 0, 0});
}
VertexArrayVk::~VertexArrayVk()
{
}
void VertexArrayVk::destroy(const gl::Context *context)
{
}
gl::AttributesMask VertexArrayVk::attribsToStream(ContextVk *context) const
{
const gl::Program *programGL = context->getGLState().getProgram();
return mClientMemoryAttribs & programGL->getActiveAttribLocationsMask();
}
gl::Error VertexArrayVk::streamVertexData(ContextVk *context,
StreamingBuffer *stream,
size_t firstVertex,
size_t lastVertex)
{
const auto &attribs = mState.getVertexAttributes();
const auto &bindings = mState.getVertexBindings();
// TODO(fjhenigman): When we have a bunch of interleaved attributes, they end up
// un-interleaved, wasting space and copying time. Consider improving on that.
for (auto attribIndex : attribsToStream(context))
{
const gl::VertexAttribute &attrib = attribs[attribIndex];
const gl::VertexBinding &binding = bindings[attrib.bindingIndex];
ASSERT(attrib.enabled && binding.getBuffer().get() == nullptr);
// TODO(fjhenigman): Work with more formats than just GL_FLOAT.
if (attrib.type != GL_FLOAT)
{
UNIMPLEMENTED();
return gl::InternalError();
}
// Only [firstVertex, lastVertex] is needed by the upcoming draw so that
// is all we copy, but we allocate space for [0, lastVertex] so indexing
// will work. If we don't start at zero all the indices will be off.
// TODO(fjhenigman): See if we can account for indices being off by adjusting
// the offset, thus avoiding wasted memory.
const size_t firstByte = firstVertex * binding.getStride();
const size_t lastByte =
lastVertex * binding.getStride() + gl::ComputeVertexAttributeTypeSize(attrib);
uint8_t *dst = nullptr;
ANGLE_TRY(stream->allocate(context, lastByte, &dst,
&mCurrentArrayBufferHandles[attribIndex],
&mCurrentArrayBufferOffsets[attribIndex], nullptr));
memcpy(dst + firstByte, static_cast<const uint8_t *>(attrib.pointer) + firstByte,
lastByte - firstByte);
}
ANGLE_TRY(stream->flush(context));
return gl::NoError();
}
void VertexArrayVk::syncState(const gl::Context *context,
const gl::VertexArray::DirtyBits &dirtyBits)
{
ASSERT(dirtyBits.any());
// Invalidate current pipeline.
ContextVk *contextVk = vk::GetImpl(context);
contextVk->onVertexArrayChange();
// Rebuild current attribute buffers cache. This will fail horribly if the buffer changes.
// TODO(jmadill): Handle buffer storage changes.
const auto &attribs = mState.getVertexAttributes();
const auto &bindings = mState.getVertexBindings();
for (auto dirtyBit : dirtyBits)
{
if (dirtyBit == gl::VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER)
{
gl::Buffer *bufferGL = mState.getElementArrayBuffer().get();
if (bufferGL)
{
mCurrentElementArrayBufferResource = vk::GetImpl(bufferGL);
}
else
{
mCurrentElementArrayBufferResource = nullptr;
}
continue;
}
size_t attribIndex = gl::VertexArray::GetVertexIndexFromDirtyBit(dirtyBit);
// Invalidate the input description for pipelines.
mDirtyPackedInputs.set(attribIndex);
const auto &attrib = attribs[attribIndex];
const auto &binding = bindings[attrib.bindingIndex];
if (attrib.enabled)
{
gl::Buffer *bufferGL = binding.getBuffer().get();
if (bufferGL)
{
BufferVk *bufferVk = vk::GetImpl(bufferGL);
mCurrentArrayBufferResources[attribIndex] = bufferVk;
mCurrentArrayBufferHandles[attribIndex] = bufferVk->getVkBuffer().getHandle();
mClientMemoryAttribs.reset(attribIndex);
}
else
{
mCurrentArrayBufferResources[attribIndex] = nullptr;
mCurrentArrayBufferHandles[attribIndex] = VK_NULL_HANDLE;
mClientMemoryAttribs.set(attribIndex);
}
// TODO(jmadill): Offset handling. Assume zero for now.
mCurrentArrayBufferOffsets[attribIndex] = 0;
}
else
{
mClientMemoryAttribs.reset(attribIndex);
UNIMPLEMENTED();
}
}
}
const gl::AttribArray<VkBuffer> &VertexArrayVk::getCurrentArrayBufferHandles() const
{
return mCurrentArrayBufferHandles;
}
const gl::AttribArray<VkDeviceSize> &VertexArrayVk::getCurrentArrayBufferOffsets() const
{
return mCurrentArrayBufferOffsets;
}
void VertexArrayVk::updateDrawDependencies(vk::CommandGraphNode *readNode,
const gl::AttributesMask &activeAttribsMask,
ResourceVk *elementArrayBufferOverride,
Serial serial,
DrawType drawType)
{
// Handle the bound array buffers.
for (auto attribIndex : activeAttribsMask)
{
if (mCurrentArrayBufferResources[attribIndex])
mCurrentArrayBufferResources[attribIndex]->onReadResource(readNode, serial);
}
// Handle the bound element array buffer.
if (drawType == DrawType::Elements && mCurrentElementArrayBufferResource)
{
if (elementArrayBufferOverride != nullptr)
{
elementArrayBufferOverride->onReadResource(readNode, serial);
}
else
{
ASSERT(mCurrentElementArrayBufferResource);
mCurrentElementArrayBufferResource->onReadResource(readNode, serial);
}
}
}
void VertexArrayVk::getPackedInputDescriptions(vk::PipelineDesc *pipelineDesc)
{
updatePackedInputDescriptions();
pipelineDesc->updateVertexInputInfo(mPackedInputBindings, mPackedInputAttributes);
}
void VertexArrayVk::updatePackedInputDescriptions()
{
if (!mDirtyPackedInputs.any())
{
return;
}
const auto &attribs = mState.getVertexAttributes();
const auto &bindings = mState.getVertexBindings();
for (auto attribIndex : mDirtyPackedInputs)
{
const auto &attrib = attribs[attribIndex];
const auto &binding = bindings[attrib.bindingIndex];
if (attrib.enabled)
{
updatePackedInputInfo(static_cast<uint32_t>(attribIndex), binding, attrib);
}
else
{
UNIMPLEMENTED();
}
}
mDirtyPackedInputs.reset();
}
void VertexArrayVk::updatePackedInputInfo(uint32_t attribIndex,
const gl::VertexBinding &binding,
const gl::VertexAttribute &attrib)
{
vk::PackedVertexInputBindingDesc &bindingDesc = mPackedInputBindings[attribIndex];
size_t attribSize = gl::ComputeVertexAttributeTypeSize(attrib);
ASSERT(attribSize <= std::numeric_limits<uint16_t>::max());
bindingDesc.stride = static_cast<uint16_t>(binding.getStride());
bindingDesc.inputRate = static_cast<uint16_t>(
binding.getDivisor() > 0 ? VK_VERTEX_INPUT_RATE_INSTANCE : VK_VERTEX_INPUT_RATE_VERTEX);
gl::VertexFormatType vertexFormatType = gl::GetVertexFormatType(attrib);
VkFormat vkFormat = vk::GetNativeVertexFormat(vertexFormatType);
ASSERT(vkFormat <= std::numeric_limits<uint16_t>::max());
vk::PackedVertexInputAttributeDesc &attribDesc = mPackedInputAttributes[attribIndex];
attribDesc.format = static_cast<uint16_t>(vkFormat);
attribDesc.location = static_cast<uint16_t>(attribIndex);
attribDesc.offset = static_cast<uint32_t>(ComputeVertexAttributeOffset(attrib, binding));
}
} // namespace rx