Hash :
52b09c2f
Author :
Date :
2016-04-11T14:12:31
Re-re-land "D3D11: Implement dirty bits for VertexArray11."" Translated attributes are now stored in the VertexArray11 in a cache, and only updated when dirty bits change. Currently dynamic attributes must be re-translated every call, so these are stored in a list and processed repeatedly. This skips doing a lot of the VertexDataManager work for vertex attributes that don't change between draw calls. Current value attributes, which correspond to disabled attributes that the program will pulls vertex data from, are owned by the Context, so these need to be handled outside of the VertexArray11. Further changes will be necessary to reduce the redundant work we do in the InputLayoutCache. We shouldn't need to re-check the cache if nothing relevant changed. This give about a 23% performance improvement on the draw call benchmark on my machine. Re-land with a fix for the start vertex offset. Re-re-land with a fix for using XFB with deleted buffers. BUG=angleproject:1327 Change-Id: I0fba49515375c149bbf54d933f8d1f747fbb8158 Reviewed-on: https://chromium-review.googlesource.com/338003 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138
//
// 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 "libANGLE/Buffer.h"
#include "libANGLE/renderer/ImplFactory.h"
#include "libANGLE/renderer/VertexArrayImpl.h"
namespace gl
{
VertexArray::Data::Data(size_t maxAttribs)
: mLabel(), mVertexAttributes(maxAttribs), mMaxEnabledAttribute(0)
{
}
VertexArray::Data::~Data()
{
for (size_t i = 0; i < getMaxAttribs(); i++)
{
mVertexAttributes[i].buffer.set(nullptr);
}
mElementArrayBuffer.set(nullptr);
}
VertexArray::VertexArray(rx::ImplFactory *factory, GLuint id, size_t maxAttribs)
: mId(id), mData(maxAttribs), mVertexArray(factory->createVertexArray(mData))
{
}
VertexArray::~VertexArray()
{
SafeDelete(mVertexArray);
}
GLuint VertexArray::id() const
{
return mId;
}
void VertexArray::setLabel(const std::string &label)
{
mData.mLabel = label;
}
const std::string &VertexArray::getLabel() const
{
return mData.mLabel;
}
void VertexArray::detachBuffer(GLuint bufferName)
{
for (size_t attribute = 0; attribute < getMaxAttribs(); attribute++)
{
if (mData.mVertexAttributes[attribute].buffer.id() == bufferName)
{
mData.mVertexAttributes[attribute].buffer.set(nullptr);
}
}
if (mData.mElementArrayBuffer.id() == bufferName)
{
mData.mElementArrayBuffer.set(nullptr);
}
}
const VertexAttribute &VertexArray::getVertexAttribute(size_t attributeIndex) const
{
ASSERT(attributeIndex < getMaxAttribs());
return mData.mVertexAttributes[attributeIndex];
}
void VertexArray::setVertexAttribDivisor(size_t index, GLuint divisor)
{
ASSERT(index < getMaxAttribs());
mData.mVertexAttributes[index].divisor = divisor;
mDirtyBits.set(DIRTY_BIT_ATTRIB_0_DIVISOR + index);
}
void VertexArray::enableAttribute(size_t attributeIndex, bool enabledState)
{
ASSERT(attributeIndex < getMaxAttribs());
mData.mVertexAttributes[attributeIndex].enabled = enabledState;
mDirtyBits.set(DIRTY_BIT_ATTRIB_0_ENABLED + attributeIndex);
// Update state cache
if (enabledState)
{
mData.mMaxEnabledAttribute = std::max(attributeIndex + 1, mData.mMaxEnabledAttribute);
}
else if (mData.mMaxEnabledAttribute == attributeIndex + 1)
{
while (mData.mMaxEnabledAttribute > 0 &&
!mData.mVertexAttributes[mData.mMaxEnabledAttribute - 1].enabled)
{
--mData.mMaxEnabledAttribute;
}
}
}
void VertexArray::setAttributeState(size_t attributeIndex, gl::Buffer *boundBuffer, GLint size, GLenum type,
bool normalized, bool pureInteger, GLsizei stride, const void *pointer)
{
ASSERT(attributeIndex < getMaxAttribs());
VertexAttribute *attrib = &mData.mVertexAttributes[attributeIndex];
attrib->buffer.set(boundBuffer);
attrib->size = size;
attrib->type = type;
attrib->normalized = normalized;
attrib->pureInteger = pureInteger;
attrib->stride = stride;
attrib->pointer = pointer;
mDirtyBits.set(DIRTY_BIT_ATTRIB_0_POINTER + attributeIndex);
}
void VertexArray::setElementArrayBuffer(Buffer *buffer)
{
mData.mElementArrayBuffer.set(buffer);
mDirtyBits.set(DIRTY_BIT_ELEMENT_ARRAY_BUFFER);
}
void VertexArray::syncImplState()
{
if (mDirtyBits.any())
{
mVertexArray->syncState(mDirtyBits);
mDirtyBits.reset();
}
}
}