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kc3-lang/angle/src/libANGLE/VertexAttribute.cpp

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  • Author : Jamie Madill
    Date : 2019-01-03 15:16:50
    Hash : c759b8b4
    Message : Vulkan: More Vertex Array optimizations. Inlines a number of Vulkan vertex array methods. Also changes the way vertex buffers are bound. Note that Vulkan doesn't support NULL buffer bindings. Thus we create an emulated NULL buffer to work around the problem of having gaps in the bound vertex buffers. This allows us to use a single bind call for ranges of vertex buffers even when there are gaps. Also changes how vertex array dirty bits are reset. Instead of calling memset to clear the affected buffers we pass a mutable pointer to the Vertex Array sync state. This allows us to only reset the dirty bits that we sync. This saves on the memory clearing time. Improves perf by about 10% in the Vulkan VBO state change test. Bug: angleproject:3014 Change-Id: Ib7b742dff7897fc891606a652ea0b64255a24c86 Reviewed-on: https://chromium-review.googlesource.com/c/1390360 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/VertexAttribute.cpp
  • //
    // Copyright 2014 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.
    //
    // Implementation of the state classes for mananging GLES 3.1 Vertex Array Objects.
    //
    
    #include "libANGLE/VertexAttribute.h"
    
    namespace gl
    {
    
    // [OpenGL ES 3.1] (November 3, 2016) Section 20 Page 361
    // Table 20.2: Vertex Array Object State
    VertexBinding::VertexBinding() : VertexBinding(0) {}
    
    VertexBinding::VertexBinding(GLuint boundAttribute) : mStride(16u), mDivisor(0), mOffset(0)
    {
        mBoundAttributesMask.set(boundAttribute);
    }
    
    VertexBinding::VertexBinding(VertexBinding &&binding)
    {
        *this = std::move(binding);
    }
    
    VertexBinding::~VertexBinding() {}
    
    VertexBinding &VertexBinding::operator=(VertexBinding &&binding)
    {
        if (this != &binding)
        {
            mStride              = binding.mStride;
            mDivisor             = binding.mDivisor;
            mOffset              = binding.mOffset;
            mBoundAttributesMask = binding.mBoundAttributesMask;
            std::swap(binding.mBuffer, mBuffer);
        }
        return *this;
    }
    
    void VertexBinding::onContainerBindingChanged(const Context *context, int incr) const
    {
        if (mBuffer.get())
            mBuffer->onNonTFBindingChanged(incr);
    }
    
    VertexAttribute::VertexAttribute(GLuint bindingIndex)
        : enabled(false),
          type(GL_FLOAT),
          size(4u),
          normalized(false),
          pureInteger(false),
          pointer(nullptr),
          relativeOffset(0),
          vertexAttribArrayStride(0),
          bindingIndex(bindingIndex),
          mCachedElementLimit(0)
    {}
    
    VertexAttribute::VertexAttribute(VertexAttribute &&attrib)
        : enabled(attrib.enabled),
          type(attrib.type),
          size(attrib.size),
          normalized(attrib.normalized),
          pureInteger(attrib.pureInteger),
          pointer(attrib.pointer),
          relativeOffset(attrib.relativeOffset),
          vertexAttribArrayStride(attrib.vertexAttribArrayStride),
          bindingIndex(attrib.bindingIndex),
          mCachedElementLimit(attrib.mCachedElementLimit)
    {}
    
    VertexAttribute &VertexAttribute::operator=(VertexAttribute &&attrib)
    {
        if (this != &attrib)
        {
            enabled                 = attrib.enabled;
            type                    = attrib.type;
            size                    = attrib.size;
            normalized              = attrib.normalized;
            pureInteger             = attrib.pureInteger;
            pointer                 = attrib.pointer;
            relativeOffset          = attrib.relativeOffset;
            vertexAttribArrayStride = attrib.vertexAttribArrayStride;
            bindingIndex            = attrib.bindingIndex;
            mCachedElementLimit     = attrib.mCachedElementLimit;
        }
        return *this;
    }
    
    void VertexAttribute::updateCachedElementLimit(const VertexBinding &binding)
    {
        Buffer *buffer = binding.getBuffer().get();
        if (!buffer)
        {
            mCachedElementLimit = 0;
            return;
        }
    
        angle::CheckedNumeric<GLint64> bufferSize(buffer->getSize());
        angle::CheckedNumeric<GLint64> bufferOffset(binding.getOffset());
        angle::CheckedNumeric<GLint64> attribOffset(relativeOffset);
        angle::CheckedNumeric<GLint64> attribSize(ComputeVertexAttributeTypeSize(*this));
    
        // (buffer.size - buffer.offset - attrib.relativeOffset - attrib.size) / binding.stride
        angle::CheckedNumeric<GLint64> elementLimit =
            (bufferSize - bufferOffset - attribOffset - attribSize);
    
        // Use the special integer overflow value if there was a math error.
        if (!elementLimit.IsValid())
        {
            static_assert(kIntegerOverflow < 0, "Unexpected value");
            mCachedElementLimit = kIntegerOverflow;
            return;
        }
    
        mCachedElementLimit = elementLimit.ValueOrDie();
        if (mCachedElementLimit < 0)
        {
            return;
        }
    
        if (binding.getStride() == 0)
        {
            // Special case for a zero stride. If we can fit one vertex we can fit infinite vertices.
            mCachedElementLimit = std::numeric_limits<GLint64>::max();
            return;
        }
    
        angle::CheckedNumeric<GLint64> bindingStride(binding.getStride());
        elementLimit /= bindingStride;
    
        if (binding.getDivisor() > 0)
        {
            // For instanced draws, the element count is floor(instanceCount - 1) / binding.divisor.
            angle::CheckedNumeric<GLint64> bindingDivisor(binding.getDivisor());
            elementLimit *= bindingDivisor;
    
            // We account for the floor() part rounding by adding a rounding constant.
            elementLimit += bindingDivisor - 1;
        }
    
        mCachedElementLimit = elementLimit.ValueOrDefault(kIntegerOverflow);
    }
    
    size_t ComputeVertexAttributeTypeSize(const VertexAttribute &attrib)
    {
        GLuint size = attrib.size;
        switch (attrib.type)
        {
            case GL_BYTE:
                return size * sizeof(GLbyte);
            case GL_UNSIGNED_BYTE:
                return size * sizeof(GLubyte);
            case GL_SHORT:
                return size * sizeof(GLshort);
            case GL_UNSIGNED_SHORT:
                return size * sizeof(GLushort);
            case GL_INT:
                return size * sizeof(GLint);
            case GL_UNSIGNED_INT:
                return size * sizeof(GLuint);
            case GL_INT_2_10_10_10_REV:
                return 4;
            case GL_UNSIGNED_INT_2_10_10_10_REV:
                return 4;
            case GL_FIXED:
                return size * sizeof(GLfixed);
            case GL_HALF_FLOAT:
                return size * sizeof(GLhalf);
            case GL_FLOAT:
                return size * sizeof(GLfloat);
            default:
                UNREACHABLE();
                return size * sizeof(GLfloat);
        }
    }
    
    size_t ComputeVertexAttributeStride(const VertexAttribute &attrib, const VertexBinding &binding)
    {
        // In ES 3.1, VertexAttribPointer will store the type size in the binding stride.
        // Hence, rendering always uses the binding's stride.
        return attrib.enabled ? binding.getStride() : 16u;
    }
    
    // Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
    GLintptr ComputeVertexAttributeOffset(const VertexAttribute &attrib, const VertexBinding &binding)
    {
        return attrib.relativeOffset + binding.getOffset();
    }
    
    size_t ComputeVertexBindingElementCount(GLuint divisor, size_t drawCount, size_t instanceCount)
    {
        // For instanced rendering, we draw "instanceDrawCount" sets of "vertexDrawCount" vertices.
        //
        // A vertex attribute with a positive divisor loads one instanced vertex for every set of
        // non-instanced vertices, and the instanced vertex index advances once every "mDivisor"
        // instances.
        if (instanceCount > 0 && divisor > 0)
        {
            // When instanceDrawCount is not a multiple attrib.divisor, the division must round up.
            // For instance, with 5 non-instanced vertices and a divisor equal to 3, we need 2 instanced
            // vertices.
            return (instanceCount + divisor - 1u) / divisor;
        }
    
        return drawCount;
    }
    
    GLenum GetVertexAttributeBaseType(const VertexAttribute &attrib)
    {
        if (attrib.pureInteger)
        {
            switch (attrib.type)
            {
                case GL_BYTE:
                case GL_SHORT:
                case GL_INT:
                    return GL_INT;
    
                case GL_UNSIGNED_BYTE:
                case GL_UNSIGNED_SHORT:
                case GL_UNSIGNED_INT:
                    return GL_UNSIGNED_INT;
    
                default:
                    UNREACHABLE();
                    return GL_NONE;
            }
        }
        else
        {
            return GL_FLOAT;
        }
    }
    
    }  // namespace gl