Hash :
46444b3d
Author :
Date :
2025-09-09T16:13:58
Vulkan: Use VkVertexInputBindingDescription2EXT to store stride This is preparation for next CL. Since most driver supports VK_EXT_vertex_input_dynamic_state, which uses VkVertexInputBindingDescription2EXT and VkVertexInputAttributeDescription2EXT to send stride/divisor/offset to the vulkan driver, why not store these directly in these structs instead of store gl::AttribArray<> and copy then into VkVertexInputBindingDescription2EXT/VkVertexInputBindingDescription2EXT later. This CL only replaced mCurrentArrayBufferRelativeOffsets, mCurrentArrayBufferStrides, mCurrentArrayBufferDivisors with mVertexInputBindingDesc and mVertexInputAttribDesc. It still does the data copy, which means this CL is mostly a mechanical change. But it makes the next CL diff smaller. Bug: b/439073246 Change-Id: Ie3c2034df07ea5e973b07a15f715fdb7c73ec04d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6933260 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2016 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.
//
// VertexArrayVk.h:
// Defines the class interface for VertexArrayVk, implementing VertexArrayImpl.
//
#ifndef LIBANGLE_RENDERER_VULKAN_VERTEXARRAYVK_H_
#define LIBANGLE_RENDERER_VULKAN_VERTEXARRAYVK_H_
#include "libANGLE/renderer/VertexArrayImpl.h"
#include "libANGLE/renderer/vulkan/UtilsVk.h"
#include "libANGLE/renderer/vulkan/vk_cache_utils.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
namespace rx
{
enum class BufferBindingDirty
{
No,
Yes,
};
struct AttributeRange
{
// Stream vertex attribute start pointer address.
uintptr_t startAddr;
// Stream vertex attribute end pointer address.
uintptr_t endAddr;
// Stream vertex attribute first used pointer address.
// ie. startAddr + startVertex * stride.
uintptr_t copyStartAddr;
AttributeRange() : startAddr(0), endAddr(0), copyStartAddr(0) {}
AttributeRange(uintptr_t start, uintptr_t end, uintptr_t copyStart)
: startAddr(start), endAddr(end), copyStartAddr(copyStart)
{}
};
ANGLE_INLINE bool operator<(const AttributeRange &a, const AttributeRange &b)
{
return a.startAddr == b.startAddr ? a.endAddr < b.endAddr : a.startAddr < b.startAddr;
}
class VertexArrayVk : public VertexArrayImpl
{
public:
VertexArrayVk(ContextVk *contextVk,
const gl::VertexArrayState &state,
const gl::VertexArrayBuffers &vertexArrayBuffers);
~VertexArrayVk() override;
void destroy(const gl::Context *context) override;
gl::VertexArray::DirtyBits checkBufferForDirtyBits(
const gl::Context *context,
const gl::VertexArrayBufferBindingMask bufferBindingMask) override;
angle::Result syncState(const gl::Context *context,
const gl::VertexArray::DirtyBits &dirtyBits,
gl::VertexArray::DirtyAttribBitsArray *attribBits,
gl::VertexArray::DirtyBindingBitsArray *bindingBits) override;
angle::Result updateActiveAttribInfo(ContextVk *contextVk);
angle::Result updateDefaultAttrib(ContextVk *contextVk, size_t attribIndex);
angle::Result updateStreamedAttribs(const gl::Context *context,
GLint firstVertex,
GLsizei vertexOrIndexCount,
GLsizei instanceCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices);
angle::Result handleLineLoop(ContextVk *contextVk,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
vk::BufferHelper **indexBufferOut,
uint32_t *indexCountOut);
angle::Result handleLineLoopIndexIndirect(ContextVk *contextVk,
gl::DrawElementsType glIndexType,
vk::BufferHelper *srcIndexBuffer,
vk::BufferHelper *srcIndirectBuffer,
VkDeviceSize indirectBufferOffset,
vk::BufferHelper **indexBufferOut,
vk::BufferHelper **indirectBufferOut);
angle::Result handleLineLoopIndirectDraw(const gl::Context *context,
vk::BufferHelper *indirectBufferVk,
VkDeviceSize indirectBufferOffset,
vk::BufferHelper **indexBufferOut,
vk::BufferHelper **indirectBufferOut);
const gl::AttribArray<VkBuffer> &getCurrentArrayBufferHandles() const
{
return mCurrentArrayBufferHandles;
}
const gl::AttribArray<VkDeviceSize> &getCurrentArrayBufferOffsets() const
{
return mCurrentArrayBufferOffsets;
}
GLuint getCurrentArrayBufferRelativeOffset(size_t attribIndex) const
{
return mVertexInputAttribDesc[attribIndex].offset;
}
const gl::AttribArray<vk::BufferHelper *> &getCurrentArrayBuffers() const
{
return mCurrentArrayBuffers;
}
const gl::AttribArray<angle::FormatID> &getCurrentArrayBufferFormats() const
{
return mCurrentArrayBufferFormats;
}
GLuint getCurrentArrayBufferStride(size_t attribIndex) const
{
return mVertexInputBindingDesc[attribIndex].stride;
}
GLuint getCurrentArrayBufferDivisor(size_t attribIndex) const
{
return mVertexInputBindingDesc[attribIndex].divisor;
}
// Update mCurrentElementArrayBuffer based on the vertex array state
void updateCurrentElementArrayBuffer();
vk::BufferHelper *getCurrentElementArrayBuffer() const { return mCurrentElementArrayBuffer; }
angle::Result convertIndexBufferGPU(ContextVk *contextVk,
BufferVk *bufferVk,
const void *indices);
angle::Result convertIndexBufferIndirectGPU(ContextVk *contextVk,
vk::BufferHelper *srcIndirectBuf,
VkDeviceSize srcIndirectBufOffset,
vk::BufferHelper **indirectBufferVkOut);
angle::Result convertIndexBufferCPU(ContextVk *contextVk,
gl::DrawElementsType indexType,
size_t indexCount,
const void *sourcePointer,
BufferBindingDirty *bufferBindingDirty);
const gl::AttributesMask &getStreamingVertexAttribsMask() const
{
return mStreamingVertexAttribsMask;
}
private:
gl::AttributesMask mergeClientAttribsRange(
vk::Renderer *renderer,
const gl::AttributesMask activeStreamedAttribs,
size_t startVertex,
size_t endVertex,
std::array<AttributeRange, gl::MAX_VERTEX_ATTRIBS> &mergeRangesOut,
std::array<size_t, gl::MAX_VERTEX_ATTRIBS> &mergedIndexesOut) const;
void setDefaultPackedInput(ContextVk *contextVk,
size_t attribIndex,
angle::FormatID *formatOut);
angle::Result convertVertexBufferGPU(ContextVk *contextVk,
BufferVk *srcBuffer,
VertexConversionBuffer *conversion,
const angle::Format &srcFormat,
const angle::Format &dstFormat);
angle::Result convertVertexBufferCPU(ContextVk *contextVk,
BufferVk *srcBuffer,
VertexConversionBuffer *conversion,
const angle::Format &srcFormat,
const angle::Format &dstFormat,
const VertexCopyFunction vertexLoadFunction);
angle::Result syncDirtyEnabledAttrib(ContextVk *contextVk,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
size_t attribIndex,
bool bufferOnly);
angle::Result syncDirtyDisabledAttrib(ContextVk *contextVk,
const gl::VertexAttribute &attrib,
size_t attribIndex);
angle::Result syncNeedsConversionAttrib(ContextVk *contextVk,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
size_t attribIndex);
gl::AttribArray<VkBuffer> mCurrentArrayBufferHandles;
gl::AttribArray<VkDeviceSize> mCurrentArrayBufferOffsets;
gl::AttribArray<vk::BufferHelper *> mCurrentArrayBuffers;
// Tracks BufferSerial of mCurrentArrayBuffers since they are always valid to access.
gl::AttribArray<vk::BufferSerial> mCurrentArrayBufferSerial;
// Cache strides of attributes for a fast pipeline cache update when VAOs are changed
gl::AttribArray<angle::FormatID> mCurrentArrayBufferFormats;
// These struct are defined by VK_EXT_vertex_input_dynamic_state, for convenience, we these to
// store offset/divisor even when vertexInputDynamicState not supported.
gl::AttribArray<VkVertexInputBindingDescription2EXT> mVertexInputBindingDesc;
gl::AttribArray<VkVertexInputAttributeDescription2EXT> mVertexInputAttribDesc;
vk::BufferHelper *mCurrentElementArrayBuffer;
// Cached element array buffers for improving performance.
vk::BufferHelperQueue mCachedStreamIndexBuffers;
ConversionBuffer mStreamedIndexData;
ConversionBuffer mTranslatedByteIndexData;
ConversionBuffer mTranslatedByteIndirectData;
LineLoopHelper mLineLoopHelper;
Optional<GLint> mLineLoopBufferFirstIndex;
Optional<size_t> mLineLoopBufferLastIndex;
bool mDirtyLineLoopTranslation;
gl::BufferBindingMask mDivisorExceedMaxSupportedValueBindingMask;
gl::AttributesMask mCurrentEnabledAttributesMask;
// Track client and/or emulated attribs that we have to stream their buffer contents
gl::AttributesMask mStreamingVertexAttribsMask;
gl::AttributesMask mNeedsConversionAttribMask;
// The attrib/binding dirty bits that requires graphics pipeline update
gl::VertexArray::DirtyBindingBits mBindingDirtyBitsRequiresPipelineUpdate;
gl::VertexArray::DirtyAttribBits mAttribDirtyBitsRequiresPipelineUpdate;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_VERTEXARRAYVK_H_