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 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.
//
// ContextNULL.cpp:
// Implements the class methods for ContextNULL.
//
#include "libANGLE/renderer/null/ContextNULL.h"
#include "common/debug.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/OverlayImpl.h"
#include "libANGLE/renderer/null/BufferNULL.h"
#include "libANGLE/renderer/null/CompilerNULL.h"
#include "libANGLE/renderer/null/DisplayNULL.h"
#include "libANGLE/renderer/null/FenceNVNULL.h"
#include "libANGLE/renderer/null/FramebufferNULL.h"
#include "libANGLE/renderer/null/ImageNULL.h"
#include "libANGLE/renderer/null/ProgramExecutableNULL.h"
#include "libANGLE/renderer/null/ProgramNULL.h"
#include "libANGLE/renderer/null/ProgramPipelineNULL.h"
#include "libANGLE/renderer/null/QueryNULL.h"
#include "libANGLE/renderer/null/RenderbufferNULL.h"
#include "libANGLE/renderer/null/SamplerNULL.h"
#include "libANGLE/renderer/null/ShaderNULL.h"
#include "libANGLE/renderer/null/SyncNULL.h"
#include "libANGLE/renderer/null/TextureNULL.h"
#include "libANGLE/renderer/null/TransformFeedbackNULL.h"
#include "libANGLE/renderer/null/VertexArrayNULL.h"
namespace rx
{
AllocationTrackerNULL::AllocationTrackerNULL(size_t maxTotalAllocationSize)
: mAllocatedBytes(0), mMaxBytes(maxTotalAllocationSize)
{}
AllocationTrackerNULL::~AllocationTrackerNULL()
{
// ASSERT that all objects with the NULL renderer clean up after themselves
ASSERT(mAllocatedBytes == 0);
}
bool AllocationTrackerNULL::updateMemoryAllocation(size_t oldSize, size_t newSize)
{
ASSERT(mAllocatedBytes >= oldSize);
size_t sizeAfterRelease = mAllocatedBytes - oldSize;
size_t sizeAfterReallocate = sizeAfterRelease + newSize;
if (sizeAfterReallocate < sizeAfterRelease || sizeAfterReallocate > mMaxBytes)
{
// Overflow or allocation would be too large
return false;
}
mAllocatedBytes = sizeAfterReallocate;
return true;
}
ContextNULL::ContextNULL(const gl::State &state,
gl::ErrorSet *errorSet,
AllocationTrackerNULL *allocationTracker)
: ContextImpl(state, errorSet), mAllocationTracker(allocationTracker)
{
ASSERT(mAllocationTracker != nullptr);
mExtensions = gl::Extensions();
mExtensions.blendEquationAdvancedKHR = true;
mExtensions.blendFuncExtendedEXT = true;
mExtensions.copyCompressedTextureCHROMIUM = true;
mExtensions.copyTextureCHROMIUM = true;
mExtensions.debugMarkerEXT = true;
mExtensions.drawBuffersIndexedOES = true;
mExtensions.fenceNV = true;
mExtensions.framebufferBlitANGLE = true;
mExtensions.framebufferBlitNV = true;
mExtensions.instancedArraysANGLE = true;
mExtensions.instancedArraysEXT = true;
mExtensions.mapBufferRangeEXT = true;
mExtensions.mapbufferOES = true;
mExtensions.pixelBufferObjectNV = true;
mExtensions.shaderPixelLocalStorageANGLE = state.getClientVersion() >= gl::Version(3, 0);
mExtensions.shaderPixelLocalStorageCoherentANGLE = mExtensions.shaderPixelLocalStorageANGLE;
mExtensions.textureRectangleANGLE = true;
mExtensions.textureUsageANGLE = true;
mExtensions.translatedShaderSourceANGLE = true;
mExtensions.vertexArrayObjectOES = true;
mExtensions.textureStorageEXT = true;
mExtensions.rgb8Rgba8OES = true;
mExtensions.textureCompressionDxt1EXT = true;
mExtensions.textureCompressionDxt3ANGLE = true;
mExtensions.textureCompressionDxt5ANGLE = true;
mExtensions.textureCompressionS3tcSrgbEXT = true;
mExtensions.textureCompressionAstcHdrKHR = true;
mExtensions.textureCompressionAstcLdrKHR = true;
mExtensions.textureCompressionAstcOES = true;
mExtensions.compressedETC1RGB8TextureOES = true;
mExtensions.compressedETC1RGB8SubTextureEXT = true;
mExtensions.lossyEtcDecodeANGLE = true;
mExtensions.geometryShaderEXT = true;
mExtensions.geometryShaderOES = true;
mExtensions.multiDrawIndirectEXT = true;
mExtensions.EGLImageOES = true;
mExtensions.EGLImageExternalOES = true;
mExtensions.EGLImageExternalEssl3OES = true;
mExtensions.EGLImageArrayEXT = true;
mExtensions.EGLStreamConsumerExternalNV = true;
const gl::Version maxClientVersion(3, 1);
mCaps = GenerateMinimumCaps(maxClientVersion, mExtensions);
InitMinimumTextureCapsMap(maxClientVersion, mExtensions, &mTextureCaps);
if (mExtensions.shaderPixelLocalStorageANGLE)
{
mPLSOptions.type = ShPixelLocalStorageType::FramebufferFetch;
mPLSOptions.fragmentSyncType = ShFragmentSynchronizationType::Automatic;
}
}
ContextNULL::~ContextNULL() {}
angle::Result ContextNULL::initialize(const angle::ImageLoadContext &imageLoadContext)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::flush(const gl::Context *context)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::finish(const gl::Context *context)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawArraysInstancedBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount,
GLuint baseInstance)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawElementsBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLint baseVertex)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawElementsInstancedBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex,
GLuint baseInstance)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawRangeElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawRangeElementsBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLint baseVertex)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::multiDrawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
GLsizei drawcount)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::multiDrawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
GLsizei drawcount)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::multiDrawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::multiDrawElements(const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
GLsizei drawcount)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::multiDrawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
GLsizei drawcount)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::multiDrawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::multiDrawArraysInstancedBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
const GLuint *baseInstances,
GLsizei drawcount)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::multiDrawElementsInstancedBaseVertexBaseInstance(
const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
const GLint *baseVertices,
const GLuint *baseInstances,
GLsizei drawcount)
{
return angle::Result::Continue;
}
gl::GraphicsResetStatus ContextNULL::getResetStatus()
{
return gl::GraphicsResetStatus::NoError;
}
angle::Result ContextNULL::insertEventMarker(GLsizei length, const char *marker)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::pushGroupMarker(GLsizei length, const char *marker)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::popGroupMarker()
{
return angle::Result::Continue;
}
angle::Result ContextNULL::pushDebugGroup(const gl::Context *context,
GLenum source,
GLuint id,
const std::string &message)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::popDebugGroup(const gl::Context *context)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::syncState(const gl::Context *context,
const gl::state::DirtyBits dirtyBits,
const gl::state::DirtyBits bitMask,
const gl::state::ExtendedDirtyBits extendedDirtyBits,
const gl::state::ExtendedDirtyBits extendedBitMask,
gl::Command command)
{
return angle::Result::Continue;
}
GLint ContextNULL::getGPUDisjoint()
{
return 0;
}
GLint64 ContextNULL::getTimestamp()
{
return 0;
}
angle::Result ContextNULL::onMakeCurrent(const gl::Context *context)
{
return angle::Result::Continue;
}
gl::Caps ContextNULL::getNativeCaps() const
{
return mCaps;
}
const gl::TextureCapsMap &ContextNULL::getNativeTextureCaps() const
{
return mTextureCaps;
}
const gl::Extensions &ContextNULL::getNativeExtensions() const
{
return mExtensions;
}
const gl::Limitations &ContextNULL::getNativeLimitations() const
{
return mLimitations;
}
const ShPixelLocalStorageOptions &ContextNULL::getNativePixelLocalStorageOptions() const
{
return mPLSOptions;
}
CompilerImpl *ContextNULL::createCompiler()
{
return new CompilerNULL();
}
ShaderImpl *ContextNULL::createShader(const gl::ShaderState &data)
{
return new ShaderNULL(data);
}
ProgramImpl *ContextNULL::createProgram(const gl::ProgramState &data)
{
return new ProgramNULL(data);
}
ProgramExecutableImpl *ContextNULL::createProgramExecutable(const gl::ProgramExecutable *executable)
{
return new ProgramExecutableNULL(executable);
}
FramebufferImpl *ContextNULL::createFramebuffer(const gl::FramebufferState &data)
{
return new FramebufferNULL(data);
}
TextureImpl *ContextNULL::createTexture(const gl::TextureState &state)
{
return new TextureNULL(state);
}
RenderbufferImpl *ContextNULL::createRenderbuffer(const gl::RenderbufferState &state)
{
return new RenderbufferNULL(state);
}
BufferImpl *ContextNULL::createBuffer(const gl::BufferState &state)
{
return new BufferNULL(state, mAllocationTracker);
}
VertexArrayImpl *ContextNULL::createVertexArray(const gl::VertexArrayState &data,
const gl::VertexArrayBuffers &vertexArrayBuffers)
{
return new VertexArrayNULL(data, vertexArrayBuffers);
}
QueryImpl *ContextNULL::createQuery(gl::QueryType type)
{
return new QueryNULL(type);
}
FenceNVImpl *ContextNULL::createFenceNV()
{
return new FenceNVNULL();
}
SyncImpl *ContextNULL::createSync()
{
return new SyncNULL();
}
TransformFeedbackImpl *ContextNULL::createTransformFeedback(const gl::TransformFeedbackState &state)
{
return new TransformFeedbackNULL(state);
}
SamplerImpl *ContextNULL::createSampler(const gl::SamplerState &state)
{
return new SamplerNULL(state);
}
ProgramPipelineImpl *ContextNULL::createProgramPipeline(const gl::ProgramPipelineState &state)
{
return new ProgramPipelineNULL(state);
}
MemoryObjectImpl *ContextNULL::createMemoryObject()
{
UNREACHABLE();
return nullptr;
}
SemaphoreImpl *ContextNULL::createSemaphore()
{
UNREACHABLE();
return nullptr;
}
OverlayImpl *ContextNULL::createOverlay(const gl::OverlayState &state)
{
return new OverlayImpl(state);
}
angle::Result ContextNULL::dispatchCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::dispatchComputeIndirect(const gl::Context *context, GLintptr indirect)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::memoryBarrier(const gl::Context *context, GLbitfield barriers)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::memoryBarrierByRegion(const gl::Context *context, GLbitfield barriers)
{
return angle::Result::Continue;
}
void ContextNULL::handleError(GLenum errorCode,
const char *message,
const char *file,
const char *function,
unsigned int line)
{
std::stringstream errorStream;
errorStream << "Internal NULL back-end error: " << message << ".";
mErrors->handleError(errorCode, errorStream.str().c_str(), file, function, line);
}
} // namespace rx