Hash :
eca5244d
        
        Author :
  
        
        Date :
2025-07-30T16:59:16
        
      
Remove buffer from VertexArrayState::setAttribBinding In later CLs we try to remove shared lock from glVertexAttribBinding(). One of the lockers for that is right now setAttribBinding() references "buffer" for size. This CL caches the per binding index bufferSize in VertexArrayPrivate (i.e, std::vector<size_t> mCachedBufferSize). setAttribBinding() moved from VertexArray to VertexArrayPrivate since it no longer needs buffer access, but uses mCachedBufferSize instead. This CL also changes std::vector to std::array for mVertexArrayBuffers Bug: b/433331119 Change-Id: Ie34aef82379af8f04099cdc20ebdf354d2787a65 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6803592 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.
//
// Helper structures about Generic Vertex Attribute.
//
#ifndef LIBANGLE_VERTEXATTRIBUTE_H_
#define LIBANGLE_VERTEXATTRIBUTE_H_
#include "libANGLE/Buffer.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/Format.h"
namespace gl
{
class VertexArray;
//
// Implementation of Generic Vertex Attribute Bindings for ES3.1. The members are intentionally made
// private in order to hide implementation details. Shared object like gl::Buffer should not be
// stored here since this data structure will be accessed without shared context lock.
//
class VertexBinding final : angle::NonCopyable
{
  public:
    VertexBinding();
    explicit VertexBinding(GLuint boundAttribute);
    VertexBinding(VertexBinding &&binding);
    ~VertexBinding();
    VertexBinding &operator=(VertexBinding &&binding);
    GLuint getStride() const { return mStride; }
    void setStride(GLuint strideIn) { mStride = strideIn; }
    GLuint getDivisor() const { return mDivisor; }
    void setDivisor(GLuint divisorIn) { mDivisor = divisorIn; }
    GLintptr getOffset() const { return mOffset; }
    void setOffset(GLintptr offsetIn) { mOffset = offsetIn; }
    const AttributesMask &getBoundAttributesMask() const { return mBoundAttributesMask; }
    void setBoundAttribute(size_t index) { mBoundAttributesMask.set(index); }
    void resetBoundAttribute(size_t index) { mBoundAttributesMask.reset(index); }
  private:
    GLuint mStride;
    GLuint mDivisor;
    GLintptr mOffset;
    // Mapping from this binding to all of the attributes that are using this binding.
    AttributesMask mBoundAttributesMask;
};
//
// Implementation of Generic Vertex Attributes for ES3.1
//
struct VertexAttribute final : private angle::NonCopyable
{
    explicit VertexAttribute(GLuint bindingIndex);
    VertexAttribute(VertexAttribute &&attrib);
    VertexAttribute &operator=(VertexAttribute &&attrib);
    // Called from VertexArray.
    void updateCachedElementLimit(const VertexBinding &binding, GLint64 bufferSize);
    GLint64 getCachedElementLimit() const { return mCachedElementLimit; }
    bool enabled;  // For glEnable/DisableVertexAttribArray
    const angle::Format *format;
    const void *pointer;
    GLuint relativeOffset;
    GLuint vertexAttribArrayStride;  // ONLY for queries of VERTEX_ATTRIB_ARRAY_STRIDE
    GLuint bindingIndex;
    // Special value for the cached element limit on the integer overflow case.
    static constexpr GLint64 kIntegerOverflow = std::numeric_limits<GLint64>::min();
  private:
    // This is kept in sync by the VertexArray. It is used to optimize draw call validation.
    // |mCachedElementLimit| defines the number of elements in the vertex attribute that are
    // accessible in a draw call.  For instanced attributes in instanced draw calls, the number of
    // possible instances is |VertexBinding::mDivisor| times this limit.
    GLint64 mCachedElementLimit;
};
ANGLE_INLINE size_t ComputeVertexAttributeTypeSize(const VertexAttribute &attrib)
{
    ASSERT(attrib.format);
    return attrib.format->pixelBytes;
}
// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
size_t ComputeVertexAttributeStride(const VertexAttribute &attrib, const VertexBinding &binding);
// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
GLintptr ComputeVertexAttributeOffset(const VertexAttribute &attrib, const VertexBinding &binding);
size_t ComputeVertexBindingElementCount(GLuint divisor, size_t drawCount, size_t instanceCount);
struct VertexAttribCurrentValueData
{
    union
    {
        GLfloat FloatValues[4];
        GLint IntValues[4];
        GLuint UnsignedIntValues[4];
    } Values;
    VertexAttribType Type;
    VertexAttribCurrentValueData();
    void setFloatValues(const GLfloat floatValues[4]);
    void setIntValues(const GLint intValues[4]);
    void setUnsignedIntValues(const GLuint unsignedIntValues[4]);
};
bool operator==(const VertexAttribCurrentValueData &a, const VertexAttribCurrentValueData &b);
bool operator!=(const VertexAttribCurrentValueData &a, const VertexAttribCurrentValueData &b);
}  // namespace gl
#include "VertexAttribute.inc"
#endif  // LIBANGLE_VERTEXATTRIBUTE_H_