Hash :
8a50b42b
Author :
Date :
2020-10-24T19:29:12
Metal: Convert index & vertex format on GPU when possible.
- When converting vertex buffer:
- if there is no render pass active, use compute shader to convert.
- if there is a render pass active and device supports explicit memory
barrier then convert the buffer in vertex shader with direct buffer
write and insert a memory barrier.
- if there is a render pass active and device doesn't support explicit
memory barrier then convert the buffer on CPU.
Bug: angleproject:2634
Change-Id: I5346e3a2adb855f40e46a3912d9db404a4482e0f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2434025
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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//
// Copyright 2019 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.
//
// VertexArrayMtl.h:
// Defines the class interface for VertexArrayMtl, implementing VertexArrayImpl.
//
#ifndef LIBANGLE_RENDERER_METAL_VERTEXARRAYMTL_H_
#define LIBANGLE_RENDERER_METAL_VERTEXARRAYMTL_H_
#include "libANGLE/renderer/VertexArrayImpl.h"
#include "libANGLE/renderer/metal/BufferMtl.h"
#include "libANGLE/renderer/metal/mtl_buffer_pool.h"
#include "libANGLE/renderer/metal/mtl_command_buffer.h"
#include "libANGLE/renderer/metal/mtl_format_utils.h"
#include "libANGLE/renderer/metal/mtl_resources.h"
namespace rx
{
class ContextMtl;
class VertexArrayMtl : public VertexArrayImpl
{
public:
VertexArrayMtl(const gl::VertexArrayState &state, ContextMtl *context);
~VertexArrayMtl() override;
void destroy(const gl::Context *context) override;
angle::Result syncState(const gl::Context *context,
const gl::VertexArray::DirtyBits &dirtyBits,
gl::VertexArray::DirtyAttribBitsArray *attribBits,
gl::VertexArray::DirtyBindingBitsArray *bindingBits) override;
// Feed client side's vertex/index data
angle::Result updateClientAttribs(const gl::Context *context,
GLint firstVertex,
GLsizei vertexOrIndexCount,
GLsizei instanceCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices);
// vertexDescChanged is both input and output, the input value if is true, will force new
// mtl::VertexDesc to be returned via vertexDescOut. Otherwise, it is only returned when the
// vertex array is dirty
angle::Result setupDraw(const gl::Context *glContext,
mtl::RenderCommandEncoder *cmdEncoder,
bool *vertexDescChanged,
mtl::VertexDesc *vertexDescOut);
angle::Result getIndexBuffer(const gl::Context *glContext,
gl::DrawElementsType indexType,
size_t indexCount,
const void *sourcePointer,
mtl::BufferRef *idxBufferOut,
size_t *idxBufferOffsetOut,
gl::DrawElementsType *indexTypeOut);
private:
void reset(ContextMtl *context);
void getVertexAttribFormatAndArraySize(const sh::ShaderVariable &var,
MTLVertexFormat *formatOut,
uint32_t *arraySizeOut);
angle::Result syncDirtyAttrib(const gl::Context *glContext,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
size_t attribIndex);
angle::Result convertIndexBuffer(const gl::Context *glContext,
gl::DrawElementsType indexType,
size_t offset,
mtl::BufferRef *idxBufferOut,
size_t *idxBufferOffsetOut);
angle::Result streamIndexBufferFromClient(const gl::Context *glContext,
gl::DrawElementsType indexType,
size_t indexCount,
const void *sourcePointer,
mtl::BufferRef *idxBufferOut,
size_t *idxBufferOffsetOut);
angle::Result convertIndexBufferGPU(const gl::Context *glContext,
gl::DrawElementsType indexType,
BufferMtl *idxBuffer,
size_t offset,
size_t indexCount,
IndexConversionBufferMtl *conversion);
angle::Result convertVertexBuffer(const gl::Context *glContext,
BufferMtl *srcBuffer,
const gl::VertexBinding &binding,
size_t attribIndex,
const mtl::VertexFormat &vertexFormat);
angle::Result convertVertexBufferCPU(ContextMtl *contextMtl,
BufferMtl *srcBuffer,
const gl::VertexBinding &binding,
size_t attribIndex,
const mtl::VertexFormat &convertedFormat,
GLuint targetStride,
size_t vertexCount,
ConversionBufferMtl *conversion);
angle::Result convertVertexBufferGPU(const gl::Context *glContext,
BufferMtl *srcBuffer,
const gl::VertexBinding &binding,
size_t attribIndex,
const mtl::VertexFormat &convertedFormat,
GLuint targetStride,
size_t vertexCount,
bool isExpandingComponents,
ConversionBufferMtl *conversion);
// These can point to real BufferMtl or converted buffer in mConvertedArrayBufferHolders
gl::AttribArray<BufferHolderMtl *> mCurrentArrayBuffers;
gl::AttribArray<SimpleWeakBufferHolderMtl> mConvertedArrayBufferHolders;
gl::AttribArray<size_t> mCurrentArrayBufferOffsets;
gl::AttribArray<GLuint> mCurrentArrayBufferStrides;
gl::AttribArray<const mtl::VertexFormat *> mCurrentArrayBufferFormats;
const mtl::VertexFormat &mDefaultFloatVertexFormat;
const mtl::VertexFormat &mDefaultIntVertexFormat;
const mtl::VertexFormat &mDefaultUIntVertexFormat;
mtl::BufferPool mDynamicVertexData;
mtl::BufferPool mDynamicIndexData;
bool mVertexArrayDirty = true;
};
} // namespace rx
#endif /* LIBANGLE_RENDERER_METAL_VERTEXARRAYMTL_H_ */