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>
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//
// Copyright (c) 2002-2012 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.
//
// VertexDataManager.h: Defines the VertexDataManager, a class that
// runs the Buffer translation process.
#ifndef LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_
#define LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_
#include "common/angleutils.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/Constants.h"
#include "libANGLE/VertexAttribute.h"
namespace gl
{
class State;
struct VertexAttribute;
struct VertexAttribCurrentValueData;
}
namespace rx
{
class BufferD3D;
class BufferFactoryD3D;
class StreamingVertexBufferInterface;
class VertexBuffer;
class VertexBufferBinding final
{
public:
VertexBufferBinding();
VertexBufferBinding(const VertexBufferBinding &other);
~VertexBufferBinding();
void set(VertexBuffer *vertexBuffer);
VertexBuffer *get() const;
VertexBufferBinding &operator=(const VertexBufferBinding &other);
private:
VertexBuffer *mBoundVertexBuffer;
};
struct TranslatedAttribute
{
TranslatedAttribute();
// Computes the correct offset from baseOffset, usesFirstVertexOffset, stride and startVertex.
// Can throw an error on integer overflow.
gl::ErrorOrResult<unsigned int> computeOffset(GLint startVertex) const;
bool active;
const gl::VertexAttribute *attribute;
GLenum currentValueType;
unsigned int baseOffset;
bool usesFirstVertexOffset;
unsigned int stride; // 0 means not to advance the read pointer at all
VertexBufferBinding vertexBuffer;
BufferD3D *storage;
unsigned int serial;
unsigned int divisor;
};
enum class VertexStorageType
{
UNKNOWN,
STATIC, // Translate the vertex data once and re-use it.
DYNAMIC, // Translate the data every frame into a ring buffer.
DIRECT, // Bind a D3D buffer directly without any translation.
CURRENT_VALUE, // Use a single value for the attribute.
};
// Given a vertex attribute, return the type of storage it will use.
VertexStorageType ClassifyAttributeStorage(const gl::VertexAttribute &attrib);
class VertexDataManager : angle::NonCopyable
{
public:
VertexDataManager(BufferFactoryD3D *factory);
virtual ~VertexDataManager();
gl::Error prepareVertexData(const gl::State &state,
GLint start,
GLsizei count,
std::vector<TranslatedAttribute> *translatedAttribs,
GLsizei instances);
static void StoreDirectAttrib(TranslatedAttribute *directAttrib);
static gl::Error StoreStaticAttrib(TranslatedAttribute *translated,
GLsizei count,
GLsizei instances);
gl::Error storeDynamicAttribs(std::vector<TranslatedAttribute> *translatedAttribs,
const gl::AttributesMask &dynamicAttribsMask,
GLint start,
GLsizei count,
GLsizei instances);
// Promote static usage of dynamic buffers.
static void PromoteDynamicAttribs(const std::vector<TranslatedAttribute> &translatedAttribs,
const gl::AttributesMask &dynamicAttribsMask,
GLsizei count);
gl::Error storeCurrentValue(const gl::VertexAttribCurrentValueData ¤tValue,
TranslatedAttribute *translated,
size_t attribIndex);
private:
struct CurrentValueState
{
CurrentValueState();
~CurrentValueState();
StreamingVertexBufferInterface *buffer;
gl::VertexAttribCurrentValueData data;
size_t offset;
};
gl::Error reserveSpaceForAttrib(const TranslatedAttribute &translatedAttrib,
GLsizei count,
GLsizei instances) const;
gl::Error storeDynamicAttrib(TranslatedAttribute *translated,
GLint start,
GLsizei count,
GLsizei instances);
BufferFactoryD3D *const mFactory;
StreamingVertexBufferInterface *mStreamingBuffer;
std::vector<CurrentValueState> mCurrentValueCache;
gl::AttributesMask mDynamicAttribsMaskCache;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_