Hash :
b4d84458
Author :
Date :
2025-05-23T18:08:19
Move Buffer from VertexBinding to VertexArray In later CL we will not taking shared context lock for certain VertexArray API calls. VertexArray itself is per context, so this sounds reasonable to do. The main challenge here is a lot of VertexArray function end up accessing gl::Buffer object, which could be modified by other shared contexts. In order to safely not taking the shared context lock, we need to separate out Buffer object out of VertexArray itself so that these lockless APIs will take VertexArray that does not have access to buffer. In this CL, VertexArray is split into two classes: VertexArrayPrivate is everything in VertexArray except buffers. VertexArray is a subclass of VertexArrayPrivate and owns all the buffers. Buffer is removed from gl::VertexBinding class. In order to let back end access to buffers, VertexArrayImpl holds a weak reference to VertexArray::mVertexArrayBuffers (which is a vector of buffers). Further, VertexArrayBufferBindingMask mBufferBindingMask is moved from VertexArrayState into VertexArray class well, since it tracks which index has a non-null buffer. The bulk of change are due to the VertexARrayImpl constructor change, since it now takes vertexArrayBuffers argument. Other bulk of changes are due to VertexBinding no long has the buffer, but you need to get it directly from VertexArray or VertexArrayImpl. This CL also reverts some of the change in crrev.com/c/6758215 that mVertexBindings no longer contains kElementArrayBufferIndex. BYPASS_LARGE_CHANGE_WARNING Bug: b/433331119 Change-Id: I15f4576f7c5c8d8f4d9c9c07d38a60ce539bfeea Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6774702 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: Charlie Lao <cclao@google.com>
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//
// Copyright 2002 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/Constants.h"
#include "libANGLE/VertexAttribute.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/d3d/VertexBuffer.h"
namespace gl
{
class State;
struct VertexAttribute;
class VertexBinding;
struct VertexAttribCurrentValueData;
} // namespace gl
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();
TranslatedAttribute(const TranslatedAttribute &other);
// Computes the correct offset from baseOffset, usesFirstVertexOffset, stride and startVertex.
// Can throw an error on integer overflow.
angle::Result computeOffset(const gl::Context *context,
GLint startVertex,
unsigned int *offsetOut) const;
bool active;
const gl::VertexAttribute *attribute;
const gl::VertexBinding *binding;
const gl::BindingPointer<gl::Buffer> *bufferBindingPointer;
gl::VertexAttribType 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::Context *context,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
const gl::Buffer *buffer);
class VertexDataManager : angle::NonCopyable
{
public:
VertexDataManager(BufferFactoryD3D *factory);
virtual ~VertexDataManager();
angle::Result initialize(const gl::Context *context);
void deinitialize();
angle::Result prepareVertexData(const gl::Context *context,
GLint start,
GLsizei count,
std::vector<TranslatedAttribute> *translatedAttribs,
GLsizei instances);
static void StoreDirectAttrib(const gl::Context *context, TranslatedAttribute *directAttrib);
static angle::Result StoreStaticAttrib(const gl::Context *context,
TranslatedAttribute *translated);
angle::Result storeDynamicAttribs(const gl::Context *context,
std::vector<TranslatedAttribute> *translatedAttribs,
const gl::AttributesMask &dynamicAttribsMask,
GLint start,
size_t count,
GLsizei instances,
GLuint baseInstance);
// Promote static usage of dynamic buffers.
static void PromoteDynamicAttribs(const gl::Context *context,
const std::vector<TranslatedAttribute> &translatedAttribs,
const gl::AttributesMask &dynamicAttribsMask,
size_t count);
angle::Result storeCurrentValue(const gl::Context *context,
const gl::VertexAttribCurrentValueData ¤tValue,
TranslatedAttribute *translated,
size_t attribIndex);
private:
struct CurrentValueState final : angle::NonCopyable
{
CurrentValueState(BufferFactoryD3D *factory);
CurrentValueState(CurrentValueState &&other);
~CurrentValueState();
std::unique_ptr<StreamingVertexBufferInterface> buffer;
gl::VertexAttribCurrentValueData data;
size_t offset;
};
angle::Result reserveSpaceForAttrib(const gl::Context *context,
const TranslatedAttribute &translatedAttrib,
GLint start,
size_t count,
GLsizei instances,
GLuint baseInstance);
angle::Result storeDynamicAttrib(const gl::Context *context,
TranslatedAttribute *translated,
GLint start,
size_t count,
GLsizei instances,
GLuint baseInstance);
BufferFactoryD3D *const mFactory;
StreamingVertexBufferInterface mStreamingBuffer;
std::vector<CurrentValueState> mCurrentValueCache;
gl::AttributesMask mDynamicAttribsMaskCache;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_