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>
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//
// Copyright 2019 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.
//
// VertexArrayMtl.h:
// Defines the class interface for VertexArrayMtl, implementing VertexArrayImpl.
//
#ifndef LIBANGLE_RENDERER_METAL_VERTEXARRAYMTL_H_
#define LIBANGLE_RENDERER_METAL_VERTEXARRAYMTL_H_
#include "libANGLE/renderer/VertexArrayImpl.h"
#include "libANGLE/renderer/metal/BufferMtl.h"
#include "libANGLE/renderer/metal/mtl_buffer_pool.h"
#include "libANGLE/renderer/metal/mtl_command_buffer.h"
#include "libANGLE/renderer/metal/mtl_context_device.h"
#include "libANGLE/renderer/metal/mtl_format_utils.h"
#include "libANGLE/renderer/metal/mtl_resources.h"
namespace rx
{
class ContextMtl;
class VertexArrayMtl : public VertexArrayImpl
{
public:
VertexArrayMtl(const gl::VertexArrayState &state,
const gl::VertexArrayBuffers &vertexArrayBuffers,
ContextMtl *context);
~VertexArrayMtl() 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;
// Feed client side's vertex/index data
angle::Result updateClientAttribs(const gl::Context *context,
GLint firstVertex,
GLsizei vertexOrIndexCount,
GLsizei instanceCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices);
// vertexDescChanged is both input and output, the input value if is true, will force new
// mtl::VertexDesc to be returned via vertexDescOut. This typically happens when active shader
// program is changed.
// Otherwise, it is only returned when the vertex array is dirty.
angle::Result setupDraw(const gl::Context *glContext,
mtl::RenderCommandEncoder *cmdEncoder,
bool *vertexDescChanged,
mtl::VertexDesc *vertexDescOut);
angle::Result getIndexBuffer(const gl::Context *glContext,
gl::DrawElementsType indexType,
size_t indexCount,
const void *sourcePointer,
mtl::BufferRef *idxBufferOut,
size_t *idxBufferOffsetOut,
gl::DrawElementsType *indexTypeOut);
std::vector<DrawCommandRange> getDrawIndices(const gl::Context *glContext,
gl::DrawElementsType originalIndexType,
gl::DrawElementsType indexType,
gl::PrimitiveMode primitiveMode,
mtl::BufferRef idxBuffer,
uint32_t indexCount,
size_t offset);
private:
void reset(ContextMtl *context);
angle::Result syncDirtyAttrib(const gl::Context *glContext,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
size_t attribIndex);
angle::Result convertIndexBuffer(const gl::Context *glContext,
gl::DrawElementsType indexType,
size_t offset,
mtl::BufferRef *idxBufferOut,
size_t *idxBufferOffsetOut);
angle::Result streamIndexBufferFromClient(const gl::Context *glContext,
gl::DrawElementsType indexType,
size_t indexCount,
const void *sourcePointer,
mtl::BufferRef *idxBufferOut,
size_t *idxBufferOffsetOut);
angle::Result convertIndexBufferGPU(const gl::Context *glContext,
gl::DrawElementsType indexType,
BufferMtl *idxBuffer,
size_t offset,
size_t indexCount,
IndexConversionBufferMtl *conversion);
angle::Result convertVertexBuffer(const gl::Context *glContext,
BufferMtl *srcBuffer,
const gl::VertexBinding &binding,
size_t attribIndex,
const mtl::VertexFormat &vertexFormat);
angle::Result convertVertexBufferCPU(ContextMtl *contextMtl,
BufferMtl *srcBuffer,
const gl::VertexBinding &binding,
size_t attribIndex,
const mtl::VertexFormat &convertedFormat,
GLuint targetStride,
size_t vertexCount,
ConversionBufferMtl *conversion);
angle::Result convertVertexBufferGPU(const gl::Context *glContext,
BufferMtl *srcBuffer,
const gl::VertexBinding &binding,
size_t attribIndex,
const mtl::VertexFormat &convertedFormat,
GLuint targetStride,
size_t vertexCount,
bool isExpandingComponents,
ConversionBufferMtl *conversion);
// These can point to real BufferMtl or converted buffer in mConvertedArrayBufferHolders
gl::AttribArray<BufferHolderMtl *> mCurrentArrayBuffers;
gl::AttribArray<SimpleWeakBufferHolderMtl> mConvertedArrayBufferHolders;
gl::AttribArray<size_t> mCurrentArrayBufferOffsets;
// Size to be uploaded as inline constant data. Used for client vertex attribute's data that
// is small enough that we can send directly as inline constant data instead of streaming
// through a buffer.
gl::AttribArray<size_t> mCurrentArrayInlineDataSizes;
// Array of host buffers storing converted data for client attributes that are small enough.
gl::AttribArray<angle::MemoryBuffer> mConvertedClientSmallArrays;
gl::AttribArray<const uint8_t *> mCurrentArrayInlineDataPointers;
// Max size of inline constant data that can be used for client vertex attribute.
size_t mInlineDataMaxSize;
// Stride per vertex attribute
gl::AttribArray<GLuint> mCurrentArrayBufferStrides;
// Format per vertex attribute
gl::AttribArray<const mtl::VertexFormat *> mCurrentArrayBufferFormats;
const mtl::VertexFormat &mDefaultFloatVertexFormat;
mtl::BufferPool mDynamicVertexData;
mtl::BufferPool mDynamicIndexData;
std::vector<uint32_t> mEmulatedInstanceAttribs;
bool mVertexArrayDirty = true;
bool mVertexDataDirty = true;
};
} // namespace rx
#endif /* LIBANGLE_RENDERER_METAL_VERTEXARRAYMTL_H_ */