Hash :
da854a27
Author :
Date :
2017-11-30T17:24:21
Vulkan: Clean up VAO cached resources. We can actually store a pointer to the base ResourceVk instead of BufferVk for updating serials. This will work a little nicer with streaming vertex data, which won't have a BufferVk but will have an accessible ResourceVk pointer. Also add an element array resource pointer for serial update. This was missing and could lead to incorrect behaviour. Also change the types of the caches from std::vector to gl::AttribArray, which is a std::array. Bug: angleproject:2264 Change-Id: Ibd79b7676b5dbc3875ae9d110be477d228e01c5c Reviewed-on: https://chromium-review.googlesource.com/798170 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191
//
// 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.cpp:
// Implements the class methods for VertexArrayVk.
//
#include "libANGLE/renderer/vulkan/VertexArrayVk.h"
#include "common/debug.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/formatutilsvk.h"
namespace rx
{
VertexArrayVk::VertexArrayVk(const gl::VertexArrayState &state)
: VertexArrayImpl(state),
mCurrentArrayBufferHandles{},
mCurrentArrayBufferResources{},
mCurrentElementArrayBufferResource(nullptr),
mCurrentVertexDescsValid(false)
{
mCurrentArrayBufferHandles.fill(VK_NULL_HANDLE);
mCurrentArrayBufferResources.fill(nullptr);
mCurrentVertexBindingDescs.reserve(state.getMaxAttribs());
mCurrentVertexAttribDescs.reserve(state.getMaxAttribs());
}
VertexArrayVk::~VertexArrayVk()
{
}
void VertexArrayVk::destroy(const gl::Context *context)
{
}
void VertexArrayVk::syncState(const gl::Context *context,
const gl::VertexArray::DirtyBits &dirtyBits)
{
ASSERT(dirtyBits.any());
// Invalidate current pipeline.
// TODO(jmadill): Use pipeline cache.
ContextVk *contextVk = vk::GetImpl(context);
contextVk->invalidateCurrentPipeline();
// Invalidate the vertex descriptions.
invalidateVertexDescriptions();
// Rebuild current attribute buffers cache. This will fail horribly if the buffer changes.
// TODO(jmadill): Handle buffer storage changes.
const auto &attribs = mState.getVertexAttributes();
const auto &bindings = mState.getVertexBindings();
for (auto dirtyBit : dirtyBits)
{
if (dirtyBit == gl::VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER)
{
gl::Buffer *bufferGL = mState.getElementArrayBuffer().get();
if (bufferGL)
{
mCurrentElementArrayBufferResource = vk::GetImpl(bufferGL);
}
else
{
mCurrentElementArrayBufferResource = nullptr;
}
continue;
}
size_t attribIndex = gl::VertexArray::GetVertexIndexFromDirtyBit(dirtyBit);
const auto &attrib = attribs[attribIndex];
const auto &binding = bindings[attrib.bindingIndex];
if (attrib.enabled)
{
gl::Buffer *bufferGL = binding.getBuffer().get();
if (bufferGL)
{
BufferVk *bufferVk = vk::GetImpl(bufferGL);
mCurrentArrayBufferResources[attribIndex] = bufferVk;
mCurrentArrayBufferHandles[attribIndex] = bufferVk->getVkBuffer().getHandle();
}
else
{
mCurrentArrayBufferResources[attribIndex] = nullptr;
mCurrentArrayBufferHandles[attribIndex] = VK_NULL_HANDLE;
}
}
else
{
UNIMPLEMENTED();
}
}
}
const gl::AttribArray<VkBuffer> &VertexArrayVk::getCurrentArrayBufferHandles() const
{
return mCurrentArrayBufferHandles;
}
void VertexArrayVk::updateCurrentBufferSerials(const gl::AttributesMask &activeAttribsMask,
Serial serial,
DrawType drawType)
{
// Handle the bound array buffers.
for (auto attribIndex : activeAttribsMask)
{
ASSERT(mCurrentArrayBufferResources[attribIndex]);
mCurrentArrayBufferResources[attribIndex]->setQueueSerial(serial);
}
// Handle the bound element array buffer.
if (drawType == DrawType::Elements)
{
ASSERT(mCurrentElementArrayBufferResource);
mCurrentElementArrayBufferResource->setQueueSerial(serial);
}
}
void VertexArrayVk::invalidateVertexDescriptions()
{
mCurrentVertexDescsValid = false;
mCurrentVertexBindingDescs.clear();
mCurrentVertexAttribDescs.clear();
}
void VertexArrayVk::updateVertexDescriptions(const gl::Context *context)
{
if (mCurrentVertexDescsValid)
{
return;
}
const auto &attribs = mState.getVertexAttributes();
const auto &bindings = mState.getVertexBindings();
const gl::Program *programGL = context->getGLState().getProgram();
for (auto attribIndex : programGL->getActiveAttribLocationsMask())
{
const auto &attrib = attribs[attribIndex];
const auto &binding = bindings[attrib.bindingIndex];
if (attrib.enabled)
{
VkVertexInputBindingDescription bindingDesc;
bindingDesc.binding = static_cast<uint32_t>(mCurrentVertexBindingDescs.size());
bindingDesc.stride = static_cast<uint32_t>(gl::ComputeVertexAttributeTypeSize(attrib));
bindingDesc.inputRate = (binding.getDivisor() > 0 ? VK_VERTEX_INPUT_RATE_INSTANCE
: VK_VERTEX_INPUT_RATE_VERTEX);
gl::VertexFormatType vertexFormatType = gl::GetVertexFormatType(attrib);
VkVertexInputAttributeDescription attribDesc;
attribDesc.binding = bindingDesc.binding;
attribDesc.format = vk::GetNativeVertexFormat(vertexFormatType);
attribDesc.location = static_cast<uint32_t>(attribIndex);
attribDesc.offset =
static_cast<uint32_t>(ComputeVertexAttributeOffset(attrib, binding));
mCurrentVertexBindingDescs.push_back(bindingDesc);
mCurrentVertexAttribDescs.push_back(attribDesc);
}
else
{
UNIMPLEMENTED();
}
}
mCurrentVertexDescsValid = true;
}
const std::vector<VkVertexInputBindingDescription> &VertexArrayVk::getVertexBindingDescs() const
{
return mCurrentVertexBindingDescs;
}
const std::vector<VkVertexInputAttributeDescription> &VertexArrayVk::getVertexAttribDescs() const
{
return mCurrentVertexAttribDescs;
}
} // namespace rx