Hash :
6a5d98c4
Author :
Date :
2018-05-04T15:42:20
ES31: Implement Vertex Attrib Binding on D3D11
This patch implements Vertex Attrib Binding on D3D11 and enables all
the test cases related to Vertex Attrib Binding on D3D11 back-ends.
On D3D11 back-ends the information in both GL vertex attributes and
bindings should be updated together. When a binding is dirty, we need
to find out and update all the attributes that are using this binding.
To speed up this process, this patch adds a map from each binding to
all the attrib indexes that are using this binding. This map may be
updated when VertexAttribBinding is implicitly or explicitly called.
With this map we can easily get all the attributes that should be
updated with the current dirty binding.
This patch also removes some unused variables in VertexArray11.cpp.
BUG=angleproject:2700
TEST=dEQP-GLES31.functional.vertex_attribute_binding.*
angle_end2end_tests
Change-Id: I9a28ec357fd3aba835812cecc410cfa4e3734f0c
Reviewed-on: https://chromium-review.googlesource.com/1048980
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2013 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.
//
// This class contains prototypes for representing GLES 3 Vertex Array Objects:
//
// The buffer objects that are to be used by the vertex stage of the GL are collected
// together to form a vertex array object. All state related to the definition of data used
// by the vertex processor is encapsulated in a vertex array object.
//
#ifndef LIBANGLE_VERTEXARRAY_H_
#define LIBANGLE_VERTEXARRAY_H_
#include "libANGLE/Constants.h"
#include "libANGLE/Debug.h"
#include "libANGLE/Observer.h"
#include "libANGLE/RefCountObject.h"
#include "libANGLE/State.h"
#include "libANGLE/VertexAttribute.h"
#include <vector>
namespace rx
{
class GLImplFactory;
class VertexArrayImpl;
} // namespace rx
namespace gl
{
class Buffer;
class VertexArrayState final : angle::NonCopyable
{
public:
VertexArrayState(size_t maxAttribs, size_t maxBindings);
~VertexArrayState();
const std::string &getLabel() const { return mLabel; }
const BindingPointer<Buffer> &getElementArrayBuffer() const { return mElementArrayBuffer; }
size_t getMaxAttribs() const { return mVertexAttributes.size(); }
size_t getMaxBindings() const { return mVertexBindings.size(); }
const AttributesMask &getEnabledAttributesMask() const { return mEnabledAttributesMask; }
const std::vector<VertexAttribute> &getVertexAttributes() const { return mVertexAttributes; }
const VertexAttribute &getVertexAttribute(size_t attribIndex) const
{
return mVertexAttributes[attribIndex];
}
const std::vector<VertexBinding> &getVertexBindings() const { return mVertexBindings; }
const VertexBinding &getVertexBinding(size_t bindingIndex) const
{
return mVertexBindings[bindingIndex];
}
const VertexBinding &getBindingFromAttribIndex(size_t attribIndex) const
{
return mVertexBindings[mVertexAttributes[attribIndex].bindingIndex];
}
size_t getBindingIndexFromAttribIndex(size_t attribIndex) const
{
return mVertexAttributes[attribIndex].bindingIndex;
}
void setAttribBinding(size_t attribIndex, GLuint newBindingIndex);
// Combines mClientMemoryAttribsMask with mEnabledAttributesMask.
gl::AttributesMask getEnabledClientMemoryAttribsMask() const;
// Extra validation performed on the Vertex Array.
bool hasEnabledNullPointerClientArray() const;
// Get all the attributes in an AttributesMask that are using the given binding.
AttributesMask getBindingToAttributeMasks(GLuint bindingIndex) const;
private:
friend class VertexArray;
std::string mLabel;
std::vector<VertexAttribute> mVertexAttributes;
BindingPointer<Buffer> mElementArrayBuffer;
std::vector<VertexBinding> mVertexBindings;
AttributesMask mEnabledAttributesMask;
ComponentTypeMask mVertexAttributesTypeMask;
// From the GLES 3.1 spec:
// When a generic attribute array is sourced from client memory, the vertex attribute binding
// state is ignored. Thus we don't have to worry about binding state when using client memory
// attribs.
gl::AttributesMask mClientMemoryAttribsMask;
gl::AttributesMask mNullPointerClientMemoryAttribsMask;
// Records the mappings from each binding to all of the attributes that are using that binding.
// It is used to label all the relevant attributes dirty when we are updating a dirty binding in
// VertexArray11::syncStates().
std::array<AttributesMask, MAX_VERTEX_ATTRIB_BINDINGS> mBindingToAttributeMasks;
};
class VertexArray final : public angle::ObserverInterface, public LabeledObject
{
public:
VertexArray(rx::GLImplFactory *factory, GLuint id, size_t maxAttribs, size_t maxAttribBindings);
void onDestroy(const Context *context);
GLuint id() const;
void setLabel(const std::string &label) override;
const std::string &getLabel() const override;
const VertexBinding &getVertexBinding(size_t bindingIndex) const;
const VertexAttribute &getVertexAttribute(size_t attribIndex) const;
const VertexBinding &getBindingFromAttribIndex(size_t attribIndex) const
{
return mState.getBindingFromAttribIndex(attribIndex);
}
void detachBuffer(const Context *context, GLuint bufferName);
void setVertexAttribDivisor(const Context *context, size_t index, GLuint divisor);
void enableAttribute(size_t attribIndex, bool enabledState);
void setVertexAttribPointer(const Context *context,
size_t attribIndex,
Buffer *boundBuffer,
GLint size,
GLenum type,
bool normalized,
bool pureInteger,
GLsizei stride,
const void *pointer);
void setVertexAttribFormat(size_t attribIndex,
GLint size,
GLenum type,
bool normalized,
bool pureInteger,
GLuint relativeOffset);
void bindVertexBuffer(const Context *context,
size_t bindingIndex,
Buffer *boundBuffer,
GLintptr offset,
GLsizei stride);
void setVertexAttribBinding(const Context *context, size_t attribIndex, GLuint bindingIndex);
void setVertexBindingDivisor(size_t bindingIndex, GLuint divisor);
void setVertexAttribFormatImpl(size_t attribIndex,
GLint size,
GLenum type,
bool normalized,
bool pureInteger,
GLuint relativeOffset);
void bindVertexBufferImpl(const Context *context,
size_t bindingIndex,
Buffer *boundBuffer,
GLintptr offset,
GLsizei stride);
void setElementArrayBuffer(const Context *context, Buffer *buffer);
const BindingPointer<Buffer> &getElementArrayBuffer() const
{
return mState.getElementArrayBuffer();
}
size_t getMaxAttribs() const { return mState.getMaxAttribs(); }
size_t getMaxBindings() const { return mState.getMaxBindings(); }
const std::vector<VertexAttribute> &getVertexAttributes() const
{
return mState.getVertexAttributes();
}
const std::vector<VertexBinding> &getVertexBindings() const
{
return mState.getVertexBindings();
}
rx::VertexArrayImpl *getImplementation() const { return mVertexArray; }
const AttributesMask &getEnabledAttributesMask() const
{
return mState.getEnabledAttributesMask();
}
gl::AttributesMask getEnabledClientMemoryAttribsMask() const
{
return mState.getEnabledClientMemoryAttribsMask();
}
bool hasEnabledNullPointerClientArray() const
{
return mState.hasEnabledNullPointerClientArray();
}
// Observer implementation
void onSubjectStateChange(const gl::Context *context,
angle::SubjectIndex index,
angle::SubjectMessage message) override;
// Dirty bits for VertexArrays use a heirarchical design. At the top level, each attribute
// has a single dirty bit. Then an array of MAX_ATTRIBS dirty bits each has a dirty bit for
// enabled/pointer/format/binding. Bindings are handled similarly. Note that because the
// total number of dirty bits is 33, it will not be as fast on a 32-bit machine, which
// can't support the advanced 64-bit scanning intrinsics. We could consider packing the
// binding and attribute bits together if this becomes a problem.
enum DirtyBitType
{
DIRTY_BIT_ELEMENT_ARRAY_BUFFER,
DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA,
// Dirty bits for attributes.
DIRTY_BIT_ATTRIB_0,
DIRTY_BIT_ATTRIB_MAX = DIRTY_BIT_ATTRIB_0 + gl::MAX_VERTEX_ATTRIBS,
// Dirty bits for bindings.
DIRTY_BIT_BINDING_0 = DIRTY_BIT_ATTRIB_MAX,
DIRTY_BIT_BINDING_MAX = DIRTY_BIT_BINDING_0 + gl::MAX_VERTEX_ATTRIB_BINDINGS,
// We keep separate dirty bits for bound buffers whose data changed since last update.
DIRTY_BIT_BUFFER_DATA_0 = DIRTY_BIT_BINDING_MAX,
DIRTY_BIT_BUFFER_DATA_MAX = DIRTY_BIT_BUFFER_DATA_0 + gl::MAX_VERTEX_ATTRIB_BINDINGS,
DIRTY_BIT_UNKNOWN = DIRTY_BIT_BUFFER_DATA_MAX,
DIRTY_BIT_MAX = DIRTY_BIT_UNKNOWN,
};
// We want to keep the number of dirty bits within 64 to keep iteration times fast.
static_assert(DIRTY_BIT_MAX <= 64, "Too many vertex array dirty bits.");
enum DirtyAttribBitType
{
DIRTY_ATTRIB_ENABLED,
DIRTY_ATTRIB_POINTER,
DIRTY_ATTRIB_FORMAT,
DIRTY_ATTRIB_BINDING,
DIRTY_ATTRIB_UNKNOWN,
DIRTY_ATTRIB_MAX = DIRTY_ATTRIB_UNKNOWN,
};
enum DirtyBindingBitType
{
DIRTY_BINDING_BUFFER,
DIRTY_BINDING_DIVISOR,
DIRTY_BINDING_UNKNOWN,
DIRTY_BINDING_MAX = DIRTY_BINDING_UNKNOWN,
};
using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>;
using DirtyAttribBits = angle::BitSet<DIRTY_ATTRIB_MAX>;
using DirtyBindingBits = angle::BitSet<DIRTY_BINDING_MAX>;
using DirtyAttribBitsArray = std::array<DirtyAttribBits, gl::MAX_VERTEX_ATTRIBS>;
using DirtyBindingBitsArray = std::array<DirtyBindingBits, gl::MAX_VERTEX_ATTRIB_BINDINGS>;
static size_t GetVertexIndexFromDirtyBit(size_t dirtyBit);
gl::Error syncState(const Context *context);
bool hasAnyDirtyBit() const { return mDirtyBits.any(); }
ComponentTypeMask getAttributesTypeMask() const { return mState.mVertexAttributesTypeMask; }
AttributesMask getAttributesMask() const { return mState.mEnabledAttributesMask; }
void onBindingChanged(const Context *context, bool bound);
bool hasTransformFeedbackBindingConflict(const AttributesMask &activeAttribues) const;
private:
~VertexArray() override;
void setDirtyAttribBit(size_t attribIndex, DirtyAttribBitType dirtyAttribBit);
void setDirtyBindingBit(size_t bindingIndex, DirtyBindingBitType dirtyBindingBit);
void updateObserverBinding(size_t bindingIndex);
DirtyBitType getDirtyBitFromIndex(bool contentsChanged, angle::SubjectIndex index) const;
void setDependentDirtyBit(const gl::Context *context,
bool contentsChanged,
angle::SubjectIndex index);
// These are used to optimize draw call validation.
void updateCachedVertexAttributeSize(size_t attribIndex);
void updateCachedBufferBindingSize(size_t bindingIndex);
void updateCachedTransformFeedbackBindingValidation(size_t bindingIndex, const Buffer *buffer);
GLuint mId;
VertexArrayState mState;
DirtyBits mDirtyBits;
DirtyAttribBitsArray mDirtyAttribBits;
DirtyBindingBitsArray mDirtyBindingBits;
Optional<DirtyBits> mDirtyBitsGuard;
rx::VertexArrayImpl *mVertexArray;
std::vector<angle::ObserverBinding> mArrayBufferObserverBindings;
angle::ObserverBinding mElementArrayBufferObserverBinding;
AttributesMask mCachedTransformFeedbackConflictedBindingsMask;
};
} // namespace gl
#endif // LIBANGLE_VERTEXARRAY_H_