Hash :
41e44587
Author :
Date :
2025-08-06T20:04:23
BufferBindingMask in VertexArray::onBufferChanged are same buffer The bufferBiningMask bits received from VertexArray::onBufferChanged() must point to the same buffer, in case of one buffer is bound to multiple binding points. We can do some minor optimization here when we loop the BufferBindingMask bits: We only need to calculate hasConflict once when we call updateCachedTransformFeedbackBindingValidation(). Bug: b/433331119 Change-Id: I9f7cfa543deb46cd369915293b97f5d3122e1708 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6826782 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
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//
// 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/IndexRangeCache.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;
class VertexArrayState final : angle::NonCopyable
{
public:
VertexArrayState(VertexArrayID vertexArrayID, size_t maxAttribs, size_t maxBindings);
~VertexArrayState();
const std::string &getLabel() const { return mLabel; }
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(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; }
AttributesMask getNullPointerClientMemoryAttribsMask() const
{
return mNullPointerClientMemoryAttribsMask;
}
VertexArrayID id() const { return mId; }
bool isDefault() const;
private:
friend class VertexArrayPrivate;
friend class VertexArray;
VertexArrayID mId;
std::string mLabel;
std::vector<VertexAttribute> mVertexAttributes;
// mMaxVertexAttribBindings is the max size of vertex attributes. element buffer is stored in
// mVertexBindings[kElementArrayBufferIndex].
std::vector<VertexBinding> mVertexBindings;
AttributesMask mEnabledAttributesMask;
ComponentTypeMask mVertexAttributesTypeMask;
AttributesMask mLastSyncedEnabledAttributesMask;
// 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.
AttributesMask mClientMemoryAttribsMask;
AttributesMask mNullPointerClientMemoryAttribsMask;
};
class VertexArrayPrivate : public angle::NonCopyable
{
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 bits for bindings.
DIRTY_BIT_BINDING_0,
DIRTY_BIT_BINDING_MAX = DIRTY_BIT_BINDING_0 + MAX_VERTEX_ATTRIB_BINDINGS,
DIRTY_BIT_ELEMENT_ARRAY_BUFFER = DIRTY_BIT_BINDING_MAX,
// We keep separate dirty bits for bound buffers whose data changed since last update.
DIRTY_BIT_BUFFER_DATA_0,
DIRTY_BIT_BUFFER_DATA_MAX = DIRTY_BIT_BUFFER_DATA_0 + MAX_VERTEX_ATTRIB_BINDINGS,
DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA = DIRTY_BIT_BUFFER_DATA_MAX,
// Dirty bits for attributes.
DIRTY_BIT_ATTRIB_0,
DIRTY_BIT_ATTRIB_MAX = DIRTY_BIT_ATTRIB_0 + MAX_VERTEX_ATTRIBS,
DIRTY_BIT_UNKNOWN = DIRTY_BIT_ATTRIB_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.");
// The dirty bit processing has the logic to avoid redundant processing by removing other dirty
// bits when it processes dirtyBits. This assertion ensures these dirty bit order matches what
// VertexArrayVk::syncState expects.
static_assert(DIRTY_BIT_BINDING_0 < DIRTY_BIT_BUFFER_DATA_0,
"BINDING dirty bits should come before DATA.");
static_assert(DIRTY_BIT_BUFFER_DATA_0 < DIRTY_BIT_ATTRIB_0,
"DATA dirty bits should come before ATTRIB.");
enum DirtyAttribBitType
{
DIRTY_ATTRIB_ENABLED,
DIRTY_ATTRIB_POINTER,
DIRTY_ATTRIB_FORMAT,
DIRTY_ATTRIB_BINDING,
DIRTY_ATTRIB_POINTER_BUFFER,
DIRTY_ATTRIB_MAX,
};
enum DirtyBindingBitType
{
DIRTY_BINDING_BUFFER,
DIRTY_BINDING_DIVISOR,
DIRTY_BINDING_STRIDE,
DIRTY_BINDING_OFFSET,
DIRTY_BINDING_MAX,
};
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, MAX_VERTEX_ATTRIBS>;
using DirtyBindingBitsArray = std::array<DirtyBindingBits, MAX_VERTEX_ATTRIB_BINDINGS>;
VertexArrayPrivate(rx::GLImplFactory *factory,
VertexArrayID id,
size_t maxAttribs,
size_t maxAttribBindings);
VertexArrayID id() const { return mId; }
void enableAttribute(size_t attribIndex, bool enabledState);
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);
}
void setVertexBindingDivisor(size_t bindingIndex, GLuint divisor);
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();
}
const AttributesMask &getEnabledAttributesMask() const
{
return mState.getEnabledAttributesMask();
}
AttributesMask getClientAttribsMask() const { return mState.mClientMemoryAttribsMask; }
bool hasEnabledNullPointerClientArray() const
{
return mState.hasEnabledNullPointerClientArray();
}
bool hasInvalidMappedArrayBuffer() const { return mCachedInvalidMappedArrayBuffer.any(); }
const VertexArrayState &getState() const { return mState; }
bool isBufferAccessValidationEnabled() const { return mBufferAccessValidationEnabled; }
bool hasAnyDirtyBit() const { return mDirtyBits.any(); }
ComponentTypeMask getAttributesTypeMask() const { return mState.mVertexAttributesTypeMask; }
AttributesMask getAttributesMask() const { return mState.mEnabledAttributesMask; }
bool hasTransformFeedbackBindingConflict(const Context *context) const;
void setBufferAccessValidationEnabled(bool enabled)
{
mBufferAccessValidationEnabled = enabled;
if (mBufferAccessValidationEnabled)
{
mCachedBufferSize.resize(mState.getMaxBindings(), 0);
}
}
size_t getBindingIndexFromAttribIndex(size_t attribIndex) const
{
return mState.getBindingIndexFromAttribIndex(attribIndex);
}
void setVertexAttribBinding(size_t attribIndex, GLuint bindingIndex);
void setVertexAttribDivisor(size_t index, GLuint divisor);
void setVertexAttribFormat(size_t attribIndex,
GLint size,
VertexAttribType type,
bool normalized,
bool pureInteger,
GLuint relativeOffset);
protected:
~VertexArrayPrivate();
// 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);
void clearDirtyAttribBit(size_t attribIndex, DirtyAttribBitType dirtyAttribBit);
// These are used to optimize draw call validation.
void updateCachedElementLimit(const VertexBinding &binding, GLint64 bufferSize);
void updateCachedArrayBuffersMasks(bool isMapped,
bool isImmutable,
bool isPersistent,
const AttributesMask &boundAttributesMask);
// These two functions return true if the state was dirty.
bool setVertexAttribFormatImpl(VertexAttribute *attrib,
GLint size,
VertexAttribType type,
bool normalized,
bool pureInteger,
GLuint relativeOffset);
VertexArrayID mId;
VertexArrayState mState;
DirtyBits mDirtyBits;
DirtyAttribBitsArray mDirtyAttribBits;
DirtyBindingBitsArray mDirtyBindingBits;
Optional<DirtyBits> mDirtyBitsGuard;
mutable IndexRangeInlineCache mIndexRangeInlineCache;
bool mBufferAccessValidationEnabled;
// Cached buffer size indexed by bindingIndex, only used when mBufferAccessValidationEnabled is
// true.
std::vector<GLint64> mCachedBufferSize;
// Cached XFB property indexed by bindingIndex, only used for webGL
VertexArrayBufferBindingMask mCachedBufferPropertyTransformFeedbackConflict;
// Cached buffer properties indexed by bindingIndex
VertexArrayBufferBindingMask mBufferBindingMask;
VertexArrayBufferBindingMask mCachedBufferPropertyMapped;
VertexArrayBufferBindingMask mCachedBufferPropertyMutableOrImpersistent;
// Used for validation cache. Indexed by attribute.
AttributesMask mCachedMappedArrayBuffers;
AttributesMask mCachedMutableOrImpersistentArrayBuffers;
AttributesMask mCachedInvalidMappedArrayBuffer;
};
using VertexArrayBuffers = std::array<gl::BindingPointer<gl::Buffer>, kElementArrayBufferIndex + 1>;
class VertexArray final : public VertexArrayPrivate, public LabeledObject, public angle::Subject
{
public:
VertexArray(rx::GLImplFactory *factory,
VertexArrayID id,
size_t maxAttribs,
size_t maxAttribBindings);
void onDestroy(const Context *context);
angle::Result setLabel(const Context *context, const std::string &label) override;
const std::string &getLabel() const override;
// Returns true if the function finds and detaches a bound buffer.
bool detachBuffer(const Context *context, BufferID bufferID);
void setVertexAttribPointer(const Context *context,
size_t attribIndex,
Buffer *boundBuffer,
GLint size,
VertexAttribType type,
bool normalized,
GLsizei stride,
const void *pointer,
bool *isVertexAttribDirtyOut);
void setVertexAttribIPointer(const Context *context,
size_t attribIndex,
Buffer *boundBuffer,
GLint size,
VertexAttribType type,
GLsizei stride,
const void *pointer,
bool *isVertexAttribDirtyOut);
void bindElementBuffer(const Context *context, Buffer *boundBuffer);
void bindVertexBuffer(const Context *context,
size_t bindingIndex,
Buffer *boundBuffer,
GLintptr offset,
GLsizei stride);
Buffer *getElementArrayBuffer() const
{
return mVertexArrayBuffers[kElementArrayBufferIndex].get();
}
Buffer *getVertexArrayBuffer(size_t bindingIndex) const
{
return mVertexArrayBuffers[bindingIndex].get();
}
rx::VertexArrayImpl *getImplementation() const { return mVertexArray; }
const BufferID getVertexArrayBufferID(size_t bindingIndex) const
{
return mVertexArrayBuffers[bindingIndex].id();
}
angle::Result syncState(const Context *context);
void onBindingChanged(const Context *context, int incr);
void onRebind(const Context *context) { onBind(context); }
angle::Result getIndexRange(const Context *context,
DrawElementsType type,
GLsizei indexCount,
const void *indices,
bool primitiveRestartEnabled,
IndexRange *indexRangeOut) const;
void onBufferChanged(const Context *context,
const Buffer *buffer,
angle::SubjectMessage message,
VertexArrayBufferBindingMask bufferBindingMask);
// A buffer attached to this vertex array is being bound. It might have been modified by other
// context.
void onSharedBufferBind(const Context *context,
const Buffer *buffer,
VertexArrayBufferBindingMask bufferBindingMask);
const VertexArrayBuffers &getBufferBindingPointers() const { return mVertexArrayBuffers; }
private:
~VertexArray() override;
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,
bool *isVertexAttribDirtyOut);
DirtyBindingBits bindVertexBufferImpl(const Context *context,
size_t bindingIndex,
Buffer *boundBuffer,
GLintptr offset,
GLsizei stride);
void onBind(const Context *context);
void onUnbind(const Context *context);
void setDependentDirtyBits(bool contentsChanged,
VertexArrayBufferBindingMask bufferBindingMask);
void updateCachedMappedArrayBuffersBinding(size_t bindingIndex);
bool bufferMaskBitsPointToTheSameBuffer(VertexArrayBufferBindingMask bufferBindingMask) const;
VertexArrayBuffers mVertexArrayBuffers;
rx::VertexArrayImpl *mVertexArray;
};
inline angle::Result VertexArray::getIndexRange(const Context *context,
DrawElementsType type,
GLsizei indexCount,
const void *indices,
bool primitiveRestartEnabled,
IndexRange *indexRangeOut) const
{
Buffer *elementArrayBuffer = getElementArrayBuffer();
if (!elementArrayBuffer)
{
*indexRangeOut = ComputeIndexRange(type, indices, indexCount, primitiveRestartEnabled);
return angle::Result::Continue;
}
size_t offset = reinterpret_cast<uintptr_t>(indices);
size_t count = static_cast<size_t>(indexCount);
if (mIndexRangeInlineCache.get(type, offset, count, primitiveRestartEnabled, indexRangeOut))
{
return angle::Result::Continue;
}
ANGLE_TRY(elementArrayBuffer->getIndexRange(context, type, offset, count,
primitiveRestartEnabled, indexRangeOut));
mIndexRangeInlineCache =
IndexRangeInlineCache{type, offset, count, primitiveRestartEnabled, *indexRangeOut};
return angle::Result::Continue;
}
} // namespace gl
#endif // LIBANGLE_VERTEXARRAY_H_