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.
//
// VertexBuffer.h: Defines the abstract VertexBuffer class and VertexBufferInterface
// class with derivations, classes that perform graphics API agnostic vertex buffer operations.
#ifndef LIBANGLE_RENDERER_D3D_VERTEXBUFFER_H_
#define LIBANGLE_RENDERER_D3D_VERTEXBUFFER_H_
#include "common/angleutils.h"
#include "libANGLE/Error.h"
#include <GLES2/gl2.h>
#include <cstddef>
#include <cstdint>
#include <vector>
namespace gl
{
struct VertexAttribute;
struct VertexAttribCurrentValueData;
}
namespace rx
{
class BufferFactoryD3D;
// Use a ref-counting scheme with self-deletion on release. We do this so that we can more
// easily manage the static buffer cache, without deleting currently bound buffers.
class VertexBuffer : angle::NonCopyable
{
public:
VertexBuffer();
virtual gl::Error initialize(unsigned int size, bool dynamicUsage) = 0;
virtual gl::Error storeVertexAttributes(const gl::VertexAttribute &attrib,
GLenum currentValueType,
GLint start,
GLsizei count,
GLsizei instances,
unsigned int offset,
const uint8_t *sourceData) = 0;
virtual unsigned int getBufferSize() const = 0;
virtual gl::Error setBufferSize(unsigned int size) = 0;
virtual gl::Error discard() = 0;
unsigned int getSerial() const;
// This may be overridden (e.g. by VertexBuffer11) if necessary.
virtual void hintUnmapResource() { };
// Reference counting.
void addRef();
void release();
protected:
void updateSerial();
virtual ~VertexBuffer();
private:
unsigned int mSerial;
static unsigned int mNextSerial;
unsigned int mRefCount;
};
class VertexBufferInterface : angle::NonCopyable
{
public:
VertexBufferInterface(BufferFactoryD3D *factory, bool dynamic);
virtual ~VertexBufferInterface();
unsigned int getBufferSize() const;
bool empty() const { return getBufferSize() == 0; }
unsigned int getSerial() const;
VertexBuffer *getVertexBuffer() const;
protected:
gl::Error discard();
gl::Error setBufferSize(unsigned int size);
gl::ErrorOrResult<unsigned int> getSpaceRequired(const gl::VertexAttribute &attrib,
GLsizei count,
GLsizei instances) const;
BufferFactoryD3D *const mFactory;
VertexBuffer *mVertexBuffer;
bool mDynamic;
};
class StreamingVertexBufferInterface : public VertexBufferInterface
{
public:
StreamingVertexBufferInterface(BufferFactoryD3D *factory, std::size_t initialSize);
~StreamingVertexBufferInterface();
gl::Error storeDynamicAttribute(const gl::VertexAttribute &attrib,
GLenum currentValueType,
GLint start,
GLsizei count,
GLsizei instances,
unsigned int *outStreamOffset,
const uint8_t *sourceData);
gl::Error reserveVertexSpace(const gl::VertexAttribute &attribute,
GLsizei count,
GLsizei instances);
private:
gl::Error reserveSpace(unsigned int size);
unsigned int mWritePosition;
unsigned int mReservedSpace;
};
class StaticVertexBufferInterface : public VertexBufferInterface
{
public:
explicit StaticVertexBufferInterface(BufferFactoryD3D *factory);
~StaticVertexBufferInterface();
gl::Error storeStaticAttribute(const gl::VertexAttribute &attrib,
GLint start,
GLsizei count,
GLsizei instances,
const uint8_t *sourceData);
bool matchesAttribute(const gl::VertexAttribute &attribute) const;
void setAttribute(const gl::VertexAttribute &attribute);
private:
class AttributeSignature final : angle::NonCopyable
{
public:
AttributeSignature();
bool matchesAttribute(const gl::VertexAttribute &attrib) const;
void set(const gl::VertexAttribute &attrib);
private:
GLenum type;
GLuint size;
GLuint stride;
bool normalized;
bool pureInteger;
size_t offset;
};
AttributeSignature mSignature;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_VERTEXBUFFER_H_