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

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  • Author : Jamie Madill
    Date : 2018-10-26 22:48:39
    Hash : c1fd7376
    Message : Move index range calculations into VertexArray. This is in preparation for removing the entire DrawCallParams struct. This struct was big enough to cause a performance hit on draw call perf tests just by virtue of initializing the fields. Also dereferencing the struct members is slower than reading function parameters since it adds an indirection. Also includes some error refactoring to enable moving code to a shared location. In total this patch series reduces overhead by up to 5%. Bug: angleproject:2933 Change-Id: Ib663f2538c14ac30d4c31fd10d6350be469626e2 Reviewed-on: https://chromium-review.googlesource.com/c/1298380 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/VertexArray.cpp
  • //
    // Copyright (c) 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.
    //
    // Implementation of the state class for mananging GLES 3 Vertex Array Objects.
    //
    
    #include "libANGLE/VertexArray.h"
    
    #include "common/utilities.h"
    #include "libANGLE/Buffer.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/renderer/BufferImpl.h"
    #include "libANGLE/renderer/GLImplFactory.h"
    #include "libANGLE/renderer/VertexArrayImpl.h"
    
    namespace gl
    {
    namespace
    {
    bool IsElementArrayBufferSubjectIndex(angle::SubjectIndex subjectIndex)
    {
        return (subjectIndex == MAX_VERTEX_ATTRIBS);
    }
    
    constexpr angle::SubjectIndex kElementArrayBufferIndex = MAX_VERTEX_ATTRIBS;
    }  // anonymous namespce
    
    // VertexArrayState implementation.
    VertexArrayState::VertexArrayState(VertexArray *vertexArray,
                                       size_t maxAttribs,
                                       size_t maxAttribBindings)
        : mElementArrayBuffer(vertexArray, kElementArrayBufferIndex)
    {
        ASSERT(maxAttribs <= maxAttribBindings);
    
        for (size_t i = 0; i < maxAttribs; i++)
        {
            mVertexAttributes.emplace_back(static_cast<GLuint>(i));
            mVertexBindings.emplace_back(static_cast<GLuint>(i));
        }
    
        // Initially all attributes start as "client" with no buffer bound.
        mClientMemoryAttribsMask.set();
    }
    
    VertexArrayState::~VertexArrayState()
    {
    }
    
    bool VertexArrayState::hasEnabledNullPointerClientArray() const
    {
        return (mNullPointerClientMemoryAttribsMask & mEnabledAttributesMask).any();
    }
    
    AttributesMask VertexArrayState::getBindingToAttributesMask(GLuint bindingIndex) const
    {
        ASSERT(bindingIndex < MAX_VERTEX_ATTRIB_BINDINGS);
        return mVertexBindings[bindingIndex].getBoundAttributesMask();
    }
    
    // Set an attribute using a new binding.
    void VertexArrayState::setAttribBinding(size_t attribIndex, GLuint newBindingIndex)
    {
        ASSERT(attribIndex < MAX_VERTEX_ATTRIBS && newBindingIndex < MAX_VERTEX_ATTRIB_BINDINGS);
    
        VertexAttribute &attrib = mVertexAttributes[attribIndex];
    
        // Update the binding-attribute map.
        const GLuint oldBindingIndex = attrib.bindingIndex;
        ASSERT(oldBindingIndex != newBindingIndex);
    
        VertexBinding &oldBinding = mVertexBindings[oldBindingIndex];
        VertexBinding &newBinding = mVertexBindings[newBindingIndex];
    
        ASSERT(oldBinding.getBoundAttributesMask().test(attribIndex) &&
               !newBinding.getBoundAttributesMask().test(attribIndex));
    
        oldBinding.resetBoundAttribute(attribIndex);
        newBinding.setBoundAttribute(attribIndex);
    
        // Set the attribute using the new binding.
        attrib.bindingIndex = newBindingIndex;
        attrib.updateCachedElementLimit(newBinding);
    
        bool isMapped = newBinding.getBuffer().get() && newBinding.getBuffer()->isMapped();
        mCachedMappedArrayBuffers.set(attribIndex, isMapped);
        mCachedEnabledMappedArrayBuffers.set(attribIndex, isMapped && attrib.enabled);
    }
    
    // VertexArray implementation.
    VertexArray::VertexArray(rx::GLImplFactory *factory,
                             GLuint id,
                             size_t maxAttribs,
                             size_t maxAttribBindings)
        : mId(id),
          mState(this, maxAttribs, maxAttribBindings),
          mVertexArray(factory->createVertexArray(mState))
    {
        for (size_t attribIndex = 0; attribIndex < maxAttribBindings; ++attribIndex)
        {
            mArrayBufferObserverBindings.emplace_back(this, attribIndex);
        }
    }
    
    void VertexArray::onDestroy(const Context *context)
    {
        bool isBound = context->isCurrentVertexArray(this);
        for (VertexBinding &binding : mState.mVertexBindings)
        {
            binding.setBuffer(context, nullptr, isBound);
        }
        if (isBound && mState.mElementArrayBuffer.get())
            mState.mElementArrayBuffer->onNonTFBindingChanged(-1);
        mState.mElementArrayBuffer.bind(context, nullptr);
        mVertexArray->destroy(context);
        SafeDelete(mVertexArray);
        delete this;
    }
    
    VertexArray::~VertexArray()
    {
        ASSERT(!mVertexArray);
    }
    
    GLuint VertexArray::id() const
    {
        return mId;
    }
    
    void VertexArray::setLabel(const std::string &label)
    {
        mState.mLabel = label;
    }
    
    const std::string &VertexArray::getLabel() const
    {
        return mState.mLabel;
    }
    
    void VertexArray::detachBuffer(const Context *context, GLuint bufferName)
    {
        bool isBound = context->isCurrentVertexArray(this);
        for (auto &binding : mState.mVertexBindings)
        {
            if (binding.getBuffer().id() == bufferName)
            {
                binding.setBuffer(context, nullptr, isBound);
            }
        }
    
        if (mState.mElementArrayBuffer.get() && mState.mElementArrayBuffer->id() == bufferName)
        {
            if (isBound && mState.mElementArrayBuffer.get())
                mState.mElementArrayBuffer->onNonTFBindingChanged(-1);
            mState.mElementArrayBuffer.bind(context, nullptr);
        }
    }
    
    const VertexAttribute &VertexArray::getVertexAttribute(size_t attribIndex) const
    {
        ASSERT(attribIndex < getMaxAttribs());
        return mState.mVertexAttributes[attribIndex];
    }
    
    const VertexBinding &VertexArray::getVertexBinding(size_t bindingIndex) const
    {
        ASSERT(bindingIndex < getMaxBindings());
        return mState.mVertexBindings[bindingIndex];
    }
    
    size_t VertexArray::GetVertexIndexFromDirtyBit(size_t dirtyBit)
    {
        static_assert(gl::MAX_VERTEX_ATTRIBS == gl::MAX_VERTEX_ATTRIB_BINDINGS,
                      "The stride of vertex attributes should equal to that of vertex bindings.");
        ASSERT(dirtyBit > DIRTY_BIT_ELEMENT_ARRAY_BUFFER);
        return (dirtyBit - DIRTY_BIT_ATTRIB_0) % gl::MAX_VERTEX_ATTRIBS;
    }
    
    void VertexArray::setDirtyAttribBit(size_t attribIndex, DirtyAttribBitType dirtyAttribBit)
    {
        mDirtyBits.set(DIRTY_BIT_ATTRIB_0 + attribIndex);
        mDirtyAttribBits[attribIndex].set(dirtyAttribBit);
    }
    
    void VertexArray::setDirtyBindingBit(size_t bindingIndex, DirtyBindingBitType dirtyBindingBit)
    {
        mDirtyBits.set(DIRTY_BIT_BINDING_0 + bindingIndex);
        mDirtyBindingBits[bindingIndex].set(dirtyBindingBit);
    }
    
    void VertexArray::bindVertexBufferImpl(const Context *context,
                                           size_t bindingIndex,
                                           Buffer *boundBuffer,
                                           GLintptr offset,
                                           GLsizei stride)
    {
        ASSERT(bindingIndex < getMaxBindings());
        bool isBound = context->isCurrentVertexArray(this);
    
        VertexBinding *binding = &mState.mVertexBindings[bindingIndex];
    
        binding->setBuffer(context, boundBuffer, isBound);
        binding->setOffset(offset);
        binding->setStride(stride);
    
        updateObserverBinding(bindingIndex);
        updateCachedBufferBindingSize(binding);
        updateCachedTransformFeedbackBindingValidation(bindingIndex, boundBuffer);
        updateCachedMappedArrayBuffers(binding);
    
        // Update client memory attribute pointers. Affects all bound attributes.
        if (boundBuffer)
        {
            mState.mClientMemoryAttribsMask &= ~binding->getBoundAttributesMask();
        }
        else
        {
            mState.mClientMemoryAttribsMask |= binding->getBoundAttributesMask();
        }
    }
    
    void VertexArray::bindVertexBuffer(const Context *context,
                                       size_t bindingIndex,
                                       Buffer *boundBuffer,
                                       GLintptr offset,
                                       GLsizei stride)
    {
        bindVertexBufferImpl(context, bindingIndex, boundBuffer, offset, stride);
        setDirtyBindingBit(bindingIndex, DIRTY_BINDING_BUFFER);
    }
    
    void VertexArray::setVertexAttribBinding(const Context *context,
                                             size_t attribIndex,
                                             GLuint bindingIndex)
    {
        ASSERT(attribIndex < getMaxAttribs() && bindingIndex < getMaxBindings());
    
        if (mState.mVertexAttributes[attribIndex].bindingIndex != bindingIndex)
        {
            // In ES 3.0 contexts, the binding cannot change, hence the code below is unreachable.
            ASSERT(context->getClientVersion() >= ES_3_1);
    
            mState.setAttribBinding(attribIndex, bindingIndex);
    
            setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_BINDING);
    
            // Update client attribs mask.
            bool hasBuffer = mState.mVertexBindings[bindingIndex].getBuffer().get() != nullptr;
            mState.mClientMemoryAttribsMask.set(attribIndex, !hasBuffer);
        }
    }
    
    void VertexArray::setVertexBindingDivisor(size_t bindingIndex, GLuint divisor)
    {
        ASSERT(bindingIndex < getMaxBindings());
    
        VertexBinding &binding = mState.mVertexBindings[bindingIndex];
    
        binding.setDivisor(divisor);
        setDirtyBindingBit(bindingIndex, DIRTY_BINDING_DIVISOR);
    
        // Trigger updates in all bound attributes.
        for (size_t attribIndex : binding.getBoundAttributesMask())
        {
            mState.mVertexAttributes[attribIndex].updateCachedElementLimit(binding);
        }
    }
    
    void VertexArray::setVertexAttribFormatImpl(size_t attribIndex,
                                                GLint size,
                                                GLenum type,
                                                bool normalized,
                                                bool pureInteger,
                                                GLuint relativeOffset)
    {
        ASSERT(attribIndex < getMaxAttribs());
    
        VertexAttribute *attrib = &mState.mVertexAttributes[attribIndex];
    
        attrib->size           = size;
        attrib->type           = type;
        attrib->normalized     = normalized;
        attrib->pureInteger    = pureInteger;
        attrib->relativeOffset = relativeOffset;
        mState.mVertexAttributesTypeMask.setIndex(GetVertexAttributeBaseType(*attrib), attribIndex);
    }
    
    void VertexArray::setVertexAttribFormat(size_t attribIndex,
                                            GLint size,
                                            GLenum type,
                                            bool normalized,
                                            bool pureInteger,
                                            GLuint relativeOffset)
    {
        setVertexAttribFormatImpl(attribIndex, size, type, normalized, pureInteger, relativeOffset);
        setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_FORMAT);
    
        VertexAttribute &attrib = mState.mVertexAttributes[attribIndex];
        attrib.updateCachedElementLimit(mState.mVertexBindings[attrib.bindingIndex]);
    }
    
    void VertexArray::setVertexAttribDivisor(const Context *context, size_t attribIndex, GLuint divisor)
    {
        ASSERT(attribIndex < getMaxAttribs());
    
        setVertexAttribBinding(context, attribIndex, static_cast<GLuint>(attribIndex));
        setVertexBindingDivisor(attribIndex, divisor);
    }
    
    void VertexArray::enableAttribute(size_t attribIndex, bool enabledState)
    {
        ASSERT(attribIndex < getMaxAttribs());
    
        VertexAttribute &attrib = mState.mVertexAttributes[attribIndex];
    
        if (mState.mEnabledAttributesMask.test(attribIndex) == enabledState)
        {
            return;
        }
    
        attrib.enabled = enabledState;
    
        setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_ENABLED);
    
        // Update state cache
        mState.mEnabledAttributesMask.set(attribIndex, enabledState);
        mState.mCachedEnabledMappedArrayBuffers =
            mState.mCachedMappedArrayBuffers & mState.mEnabledAttributesMask;
    }
    
    void VertexArray::setVertexAttribPointer(const Context *context,
                                             size_t attribIndex,
                                             gl::Buffer *boundBuffer,
                                             GLint size,
                                             GLenum type,
                                             bool normalized,
                                             bool pureInteger,
                                             GLsizei stride,
                                             const void *pointer)
    {
        ASSERT(attribIndex < getMaxAttribs());
    
        GLintptr offset = boundBuffer ? reinterpret_cast<GLintptr>(pointer) : 0;
    
        setVertexAttribFormatImpl(attribIndex, size, type, normalized, pureInteger, 0);
        setVertexAttribBinding(context, attribIndex, static_cast<GLuint>(attribIndex));
    
        VertexAttribute &attrib = mState.mVertexAttributes[attribIndex];
    
        GLsizei effectiveStride =
            stride != 0 ? stride : static_cast<GLsizei>(ComputeVertexAttributeTypeSize(attrib));
        attrib.pointer                 = pointer;
        attrib.vertexAttribArrayStride = stride;
    
        bindVertexBufferImpl(context, attribIndex, boundBuffer, offset, effectiveStride);
    
        setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_POINTER);
    
        mState.mNullPointerClientMemoryAttribsMask.set(attribIndex,
                                                       boundBuffer == nullptr && pointer == nullptr);
    }
    
    angle::Result VertexArray::syncState(const Context *context)
    {
        if (mDirtyBits.any())
        {
            mDirtyBitsGuard = mDirtyBits;
            ANGLE_TRY(
                mVertexArray->syncState(context, mDirtyBits, mDirtyAttribBits, mDirtyBindingBits));
            mDirtyBits.reset();
            mDirtyBitsGuard.reset();
    
            // This is a bit of an implementation hack - but since we know the implementation
            // details of the dirty bit class it should always have the same effect as iterating
            // individual attribs. We could also look into schemes where iterating the dirty
            // bit set also resets it as you pass through it.
            memset(&mDirtyAttribBits, 0, sizeof(mDirtyAttribBits));
            memset(&mDirtyBindingBits, 0, sizeof(mDirtyBindingBits));
        }
        return angle::Result::Continue();
    }
    
    void VertexArray::onBindingChanged(const Context *context, int incr)
    {
        if (mState.mElementArrayBuffer.get())
            mState.mElementArrayBuffer->onNonTFBindingChanged(incr);
        for (auto &binding : mState.mVertexBindings)
        {
            binding.onContainerBindingChanged(context, incr);
        }
    }
    
    VertexArray::DirtyBitType VertexArray::getDirtyBitFromIndex(bool contentsChanged,
                                                                angle::SubjectIndex index) const
    {
        if (IsElementArrayBufferSubjectIndex(index))
        {
            mIndexRangeCache.invalidate();
            return contentsChanged ? DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA
                                   : DIRTY_BIT_ELEMENT_ARRAY_BUFFER;
        }
        else
        {
            // Note: this currently just gets the top-level dirty bit.
            ASSERT(index < mArrayBufferObserverBindings.size());
            return static_cast<DirtyBitType>(
                (contentsChanged ? DIRTY_BIT_BUFFER_DATA_0 : DIRTY_BIT_BINDING_0) + index);
        }
    }
    
    void VertexArray::onSubjectStateChange(const gl::Context *context,
                                           angle::SubjectIndex index,
                                           angle::SubjectMessage message)
    {
        switch (message)
        {
            case angle::SubjectMessage::CONTENTS_CHANGED:
                setDependentDirtyBit(context, true, index);
                break;
    
            case angle::SubjectMessage::STORAGE_CHANGED:
                if (!IsElementArrayBufferSubjectIndex(index))
                {
                    updateCachedBufferBindingSize(&mState.mVertexBindings[index]);
                }
                setDependentDirtyBit(context, false, index);
                break;
    
            case angle::SubjectMessage::BINDING_CHANGED:
                if (!IsElementArrayBufferSubjectIndex(index))
                {
                    const Buffer *buffer = mState.mVertexBindings[index].getBuffer().get();
                    updateCachedTransformFeedbackBindingValidation(index, buffer);
                }
                break;
    
            case angle::SubjectMessage::RESOURCE_MAPPED:
                if (!IsElementArrayBufferSubjectIndex(index))
                {
                    updateCachedMappedArrayBuffers(&mState.mVertexBindings[index]);
                    onStateChange(context, angle::SubjectMessage::RESOURCE_MAPPED);
                }
                break;
    
            case angle::SubjectMessage::RESOURCE_UNMAPPED:
                setDependentDirtyBit(context, true, index);
    
                if (!IsElementArrayBufferSubjectIndex(index))
                {
                    updateCachedMappedArrayBuffers(&mState.mVertexBindings[index]);
                    onStateChange(context, angle::SubjectMessage::RESOURCE_UNMAPPED);
                }
                break;
    
            default:
                UNREACHABLE();
                break;
        }
    }
    
    void VertexArray::setDependentDirtyBit(const gl::Context *context,
                                           bool contentsChanged,
                                           angle::SubjectIndex index)
    {
        DirtyBitType dirtyBit = getDirtyBitFromIndex(contentsChanged, index);
        ASSERT(!mDirtyBitsGuard.valid() || mDirtyBitsGuard.value().test(dirtyBit));
        mDirtyBits.set(dirtyBit);
        onStateChange(context, angle::SubjectMessage::CONTENTS_CHANGED);
    }
    
    void VertexArray::updateObserverBinding(size_t bindingIndex)
    {
        Buffer *boundBuffer = mState.mVertexBindings[bindingIndex].getBuffer().get();
        mArrayBufferObserverBindings[bindingIndex].bind(boundBuffer);
    }
    
    void VertexArray::updateCachedBufferBindingSize(VertexBinding *binding)
    {
        for (size_t boundAttribute : binding->getBoundAttributesMask())
        {
            mState.mVertexAttributes[boundAttribute].updateCachedElementLimit(*binding);
        }
    }
    
    void VertexArray::updateCachedTransformFeedbackBindingValidation(size_t bindingIndex,
                                                                     const Buffer *buffer)
    {
        const bool hasConflict = buffer && buffer->isBoundForTransformFeedbackAndOtherUse();
        mCachedTransformFeedbackConflictedBindingsMask.set(bindingIndex, hasConflict);
    }
    
    bool VertexArray::hasTransformFeedbackBindingConflict(const gl::Context *context) const
    {
        // Fast check first.
        if (!mCachedTransformFeedbackConflictedBindingsMask.any())
        {
            return false;
        }
    
        const AttributesMask &activeAttribues = context->getStateCache().getActiveBufferedAttribsMask();
    
        // Slow check. We must ensure that the conflicting attributes are enabled/active.
        for (size_t attribIndex : activeAttribues)
        {
            const VertexAttribute &attrib = mState.mVertexAttributes[attribIndex];
            if (mCachedTransformFeedbackConflictedBindingsMask[attrib.bindingIndex])
            {
                return true;
            }
        }
    
        return false;
    }
    
    void VertexArray::updateCachedMappedArrayBuffers(VertexBinding *binding)
    {
        Buffer *buffer = binding->getBuffer().get();
        if (buffer && buffer->isMapped())
        {
            mState.mCachedMappedArrayBuffers |= binding->getBoundAttributesMask();
        }
        else
        {
            mState.mCachedMappedArrayBuffers &= ~binding->getBoundAttributesMask();
        }
    
        mState.mCachedEnabledMappedArrayBuffers =
            mState.mCachedMappedArrayBuffers & mState.mEnabledAttributesMask;
    }
    
    angle::Result VertexArray::getIndexRangeImpl(const Context *context,
                                                 GLenum type,
                                                 GLsizei indexCount,
                                                 const void *indices,
                                                 IndexRange *indexRangeOut) const
    {
        Buffer *elementArrayBuffer = mState.mElementArrayBuffer.get();
        if (!elementArrayBuffer)
        {
            *indexRangeOut = ComputeIndexRange(type, indices, indexCount,
                                               context->getGLState().isPrimitiveRestartEnabled());
            return angle::Result::Continue();
        }
    
        size_t offset = reinterpret_cast<uintptr_t>(indices);
        ANGLE_TRY(elementArrayBuffer->getIndexRange(context, type, offset, indexCount,
                                                    context->getGLState().isPrimitiveRestartEnabled(),
                                                    indexRangeOut));
    
        mIndexRangeCache.put(type, indexCount, offset, *indexRangeOut);
        return angle::Result::Continue();
    }
    
    VertexArray::IndexRangeCache::IndexRangeCache() = default;
    
    void VertexArray::IndexRangeCache::put(GLenum type,
                                           GLsizei indexCount,
                                           size_t offset,
                                           const IndexRange &indexRange)
    {
        ASSERT(type != GL_NONE);
    
        mTypeKey       = type;
        mIndexCountKey = indexCount;
        mOffsetKey     = offset;
        mPayload       = indexRange;
    }
    }  // namespace gl