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kc3-lang/angle/src/libANGLE/VertexArray.cpp

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  • Author : Jamie Madill
    Date : 2018-04-04 05:26:59
    Hash : 0946393d
    Message : Move Buffer Subject/Observer to front end. This makes BufferImpl into an Observer Subject. It also refactors the Vertex Array updates for the D3D11 backend use more of a dirty bit coding style. This change makes it so Buffer contents changes trigger front-end dirty bits from the back-end, which may be undesirable. Bug: angleproject:2389 Change-Id: Iac8ce1171284a86851c18cd1373ddf24fcefe40b Reviewed-on: https://chromium-review.googlesource.com/979812 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/VertexArray.cpp
  • //
    // 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.
    //
    // Implementation of the state class for mananging GLES 3 Vertex Array Objects.
    //
    
    #include "libANGLE/VertexArray.h"
    #include "libANGLE/Buffer.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/renderer/BufferImpl.h"
    #include "libANGLE/renderer/GLImplFactory.h"
    #include "libANGLE/renderer/VertexArrayImpl.h"
    
    namespace gl
    {
    
    VertexArrayState::VertexArrayState(size_t maxAttribs, size_t maxAttribBindings)
        : mLabel(), mVertexBindings(maxAttribBindings)
    {
        ASSERT(maxAttribs <= maxAttribBindings);
    
        for (size_t i = 0; i < maxAttribs; i++)
        {
            mVertexAttributes.emplace_back(static_cast<GLuint>(i));
        }
    }
    
    VertexArrayState::~VertexArrayState()
    {
    }
    
    VertexArray::VertexArray(rx::GLImplFactory *factory,
                             GLuint id,
                             size_t maxAttribs,
                             size_t maxAttribBindings)
        : mId(id),
          mState(maxAttribs, maxAttribBindings),
          mVertexArray(factory->createVertexArray(mState)),
          mElementArrayBufferObserverBinding(this, maxAttribBindings)
    {
        for (size_t attribIndex = 0; attribIndex < maxAttribBindings; ++attribIndex)
        {
            mArrayBufferObserverBindings.emplace_back(this, attribIndex);
        }
    }
    
    void VertexArray::onDestroy(const Context *context)
    {
        bool isBound = context->isCurrentVertexArray(this);
        for (auto &binding : mState.mVertexBindings)
        {
            binding.setBuffer(context, nullptr, isBound);
        }
        if (isBound && mState.mElementArrayBuffer.get())
            mState.mElementArrayBuffer->onBindingChanged(false, BufferBinding::ElementArray);
        mState.mElementArrayBuffer.set(context, nullptr);
        mVertexArray->destroy(context);
        SafeDelete(mVertexArray);
        delete this;
    }
    
    VertexArray::~VertexArray()
    {
        ASSERT(!mVertexArray);
    }
    
    GLuint VertexArray::id() const
    {
        return mId;
    }
    
    void VertexArray::setLabel(const std::string &label)
    {
        mState.mLabel = label;
    }
    
    const std::string &VertexArray::getLabel() const
    {
        return mState.mLabel;
    }
    
    void VertexArray::detachBuffer(const Context *context, GLuint bufferName)
    {
        bool isBound = context->isCurrentVertexArray(this);
        for (auto &binding : mState.mVertexBindings)
        {
            if (binding.getBuffer().id() == bufferName)
            {
                binding.setBuffer(context, nullptr, isBound);
            }
        }
    
        if (mState.mElementArrayBuffer.id() == bufferName)
        {
            if (isBound && mState.mElementArrayBuffer.get())
                mState.mElementArrayBuffer->onBindingChanged(false, BufferBinding::Array);
            mState.mElementArrayBuffer.set(context, nullptr);
        }
    }
    
    const VertexAttribute &VertexArray::getVertexAttribute(size_t attribIndex) const
    {
        ASSERT(attribIndex < getMaxAttribs());
        return mState.mVertexAttributes[attribIndex];
    }
    
    const VertexBinding &VertexArray::getVertexBinding(size_t bindingIndex) const
    {
        ASSERT(bindingIndex < getMaxBindings());
        return mState.mVertexBindings[bindingIndex];
    }
    
    size_t VertexArray::GetVertexIndexFromDirtyBit(size_t dirtyBit)
    {
        static_assert(gl::MAX_VERTEX_ATTRIBS == gl::MAX_VERTEX_ATTRIB_BINDINGS,
                      "The stride of vertex attributes should equal to that of vertex bindings.");
        ASSERT(dirtyBit > DIRTY_BIT_ELEMENT_ARRAY_BUFFER);
        return (dirtyBit - DIRTY_BIT_ATTRIB_0) % gl::MAX_VERTEX_ATTRIBS;
    }
    
    void VertexArray::setDirtyAttribBit(size_t attribIndex, DirtyAttribBitType dirtyAttribBit)
    {
        mDirtyBits.set(DIRTY_BIT_ATTRIB_0 + attribIndex);
        mDirtyAttribBits[attribIndex].set(dirtyAttribBit);
    }
    
    void VertexArray::setDirtyBindingBit(size_t bindingIndex, DirtyBindingBitType dirtyBindingBit)
    {
        mDirtyBits.set(DIRTY_BIT_BINDING_0 + bindingIndex);
        mDirtyBindingBits[bindingIndex].set(dirtyBindingBit);
    }
    
    void VertexArray::bindVertexBufferImpl(const Context *context,
                                           size_t bindingIndex,
                                           Buffer *boundBuffer,
                                           GLintptr offset,
                                           GLsizei stride)
    {
        ASSERT(bindingIndex < getMaxBindings());
        bool isBound = context->isCurrentVertexArray(this);
    
        VertexBinding *binding = &mState.mVertexBindings[bindingIndex];
    
        binding->setBuffer(context, boundBuffer, isBound);
        binding->setOffset(offset);
        binding->setStride(stride);
    
        updateObserverBinding(bindingIndex);
    }
    
    void VertexArray::bindVertexBuffer(const Context *context,
                                       size_t bindingIndex,
                                       Buffer *boundBuffer,
                                       GLintptr offset,
                                       GLsizei stride)
    {
        bindVertexBufferImpl(context, bindingIndex, boundBuffer, offset, stride);
        setDirtyBindingBit(bindingIndex, DIRTY_BINDING_BUFFER);
    }
    
    void VertexArray::setVertexAttribBinding(const Context *context,
                                             size_t attribIndex,
                                             GLuint bindingIndex)
    {
        ASSERT(attribIndex < getMaxAttribs() && bindingIndex < getMaxBindings());
    
        if (mState.mVertexAttributes[attribIndex].bindingIndex != bindingIndex)
        {
            // In ES 3.0 contexts, the binding cannot change, hence the code below is unreachable.
            ASSERT(context->getClientVersion() >= ES_3_1);
            mState.mVertexAttributes[attribIndex].bindingIndex = bindingIndex;
    
            setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_BINDING);
        }
        mState.mVertexAttributes[attribIndex].bindingIndex = static_cast<GLuint>(bindingIndex);
    }
    
    void VertexArray::setVertexBindingDivisor(size_t bindingIndex, GLuint divisor)
    {
        ASSERT(bindingIndex < getMaxBindings());
    
        mState.mVertexBindings[bindingIndex].setDivisor(divisor);
        setDirtyBindingBit(bindingIndex, DIRTY_BINDING_DIVISOR);
    }
    
    void VertexArray::setVertexAttribFormatImpl(size_t attribIndex,
                                                GLint size,
                                                GLenum type,
                                                bool normalized,
                                                bool pureInteger,
                                                GLuint relativeOffset)
    {
        ASSERT(attribIndex < getMaxAttribs());
    
        VertexAttribute *attrib = &mState.mVertexAttributes[attribIndex];
    
        attrib->size           = size;
        attrib->type           = type;
        attrib->normalized     = normalized;
        attrib->pureInteger    = pureInteger;
        attrib->relativeOffset = relativeOffset;
        mState.mVertexAttributesTypeMask.setIndex(GetVertexAttributeBaseType(*attrib), attribIndex);
        mState.mEnabledAttributesMask.set(attribIndex);
    }
    
    void VertexArray::setVertexAttribFormat(size_t attribIndex,
                                            GLint size,
                                            GLenum type,
                                            bool normalized,
                                            bool pureInteger,
                                            GLuint relativeOffset)
    {
        setVertexAttribFormatImpl(attribIndex, size, type, normalized, pureInteger, relativeOffset);
        setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_FORMAT);
    }
    
    void VertexArray::setVertexAttribDivisor(const Context *context, size_t attribIndex, GLuint divisor)
    {
        ASSERT(attribIndex < getMaxAttribs());
    
        setVertexAttribBinding(context, attribIndex, static_cast<GLuint>(attribIndex));
        setVertexBindingDivisor(attribIndex, divisor);
    }
    
    void VertexArray::enableAttribute(size_t attribIndex, bool enabledState)
    {
        ASSERT(attribIndex < getMaxAttribs());
    
        mState.mVertexAttributes[attribIndex].enabled = enabledState;
        mState.mVertexAttributesTypeMask.setIndex(
            GetVertexAttributeBaseType(mState.mVertexAttributes[attribIndex]), attribIndex);
    
        setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_ENABLED);
    
        // Update state cache
        mState.mEnabledAttributesMask.set(attribIndex, enabledState);
    }
    
    void VertexArray::setVertexAttribPointer(const Context *context,
                                             size_t attribIndex,
                                             gl::Buffer *boundBuffer,
                                             GLint size,
                                             GLenum type,
                                             bool normalized,
                                             bool pureInteger,
                                             GLsizei stride,
                                             const void *pointer)
    {
        ASSERT(attribIndex < getMaxAttribs());
    
        GLintptr offset = boundBuffer ? reinterpret_cast<GLintptr>(pointer) : 0;
    
        setVertexAttribFormatImpl(attribIndex, size, type, normalized, pureInteger, 0);
        setVertexAttribBinding(context, attribIndex, static_cast<GLuint>(attribIndex));
    
        VertexAttribute &attrib = mState.mVertexAttributes[attribIndex];
    
        GLsizei effectiveStride =
            stride != 0 ? stride : static_cast<GLsizei>(ComputeVertexAttributeTypeSize(attrib));
        attrib.pointer                 = pointer;
        attrib.vertexAttribArrayStride = stride;
    
        bindVertexBufferImpl(context, attribIndex, boundBuffer, offset, effectiveStride);
    
        setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_POINTER);
    }
    
    void VertexArray::setElementArrayBuffer(const Context *context, Buffer *buffer)
    {
        bool isBound = context->isCurrentVertexArray(this);
        if (isBound && mState.mElementArrayBuffer.get())
            mState.mElementArrayBuffer->onBindingChanged(false, BufferBinding::ElementArray);
        mState.mElementArrayBuffer.set(context, buffer);
        if (isBound && mState.mElementArrayBuffer.get())
            mState.mElementArrayBuffer->onBindingChanged(true, BufferBinding::ElementArray);
        mElementArrayBufferObserverBinding.bind(buffer ? buffer->getImplementation() : nullptr);
        mDirtyBits.set(DIRTY_BIT_ELEMENT_ARRAY_BUFFER);
    }
    
    gl::Error VertexArray::syncState(const Context *context)
    {
        if (mDirtyBits.any())
        {
            mDirtyBitsGuard = mDirtyBits;
            ANGLE_TRY(
                mVertexArray->syncState(context, mDirtyBits, mDirtyAttribBits, mDirtyBindingBits));
            mDirtyBits.reset();
            mDirtyBitsGuard.reset();
    
            // This is a bit of an implementation hack - but since we know the implementation
            // details of the dirty bit class it should always have the same effect as iterating
            // individual attribs. We could also look into schemes where iterating the dirty
            // bit set also resets it as you pass through it.
            memset(&mDirtyAttribBits, 0, sizeof(mDirtyAttribBits));
            memset(&mDirtyBindingBits, 0, sizeof(mDirtyBindingBits));
        }
        return gl::NoError();
    }
    
    void VertexArray::onBindingChanged(bool bound)
    {
        if (mState.mElementArrayBuffer.get())
            mState.mElementArrayBuffer->onBindingChanged(bound, BufferBinding::ElementArray);
        for (auto &binding : mState.mVertexBindings)
        {
            binding.onContainerBindingChanged(bound);
        }
    }
    
    VertexArray::DirtyBitType VertexArray::getDirtyBitFromIndex(bool contentsChanged,
                                                                angle::SubjectIndex index) const
    {
        if (index == mArrayBufferObserverBindings.size())
        {
            return contentsChanged ? DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA
                                   : DIRTY_BIT_ELEMENT_ARRAY_BUFFER;
        }
        else
        {
            // Note: this currently just gets the top-level dirty bit.
            ASSERT(index < mArrayBufferObserverBindings.size());
            return static_cast<DirtyBitType>(
                (contentsChanged ? DIRTY_BIT_BUFFER_DATA_0 : DIRTY_BIT_BINDING_0) + index);
        }
    }
    
    void VertexArray::onSubjectStateChange(const gl::Context *context,
                                           angle::SubjectIndex index,
                                           angle::SubjectMessage message)
    {
        bool contentsChanged  = (message == angle::SubjectMessage::CONTENTS_CHANGED);
        DirtyBitType dirtyBit = getDirtyBitFromIndex(contentsChanged, index);
        ASSERT(!mDirtyBitsGuard.valid() || mDirtyBitsGuard.value().test(dirtyBit));
        mDirtyBits.set(dirtyBit);
        context->getGLState().setVertexArrayDirty(this);
    }
    
    void VertexArray::updateObserverBinding(size_t bindingIndex)
    {
        Buffer *boundBuffer = mState.mVertexBindings[bindingIndex].getBuffer().get();
        mArrayBufferObserverBindings[bindingIndex].bind(boundBuffer ? boundBuffer->getImplementation()
                                                                    : nullptr);
    }
    
    }  // namespace gl