Hash :
da572160
Author :
Date :
2024-07-23T16:36:10
Reland: GL: Forward client-side arrays to the driver when possible The OpenGL driver can handle client-side arrays when the context is OpenGL ES or a desktop GL compatibility profile. When in these situations, use the driver default VAO for all frontend context VAOs and forward client-side data directly to the driver. Fix synchronizing the default VAO state for external contexts. There is no valid VertexArrayStateGL for external VAOs so make sure it's nulled and the VAO dirty bits are set so the correct VAO state is reapplied. Disable syncing to the default VAO for external contexts. The only VAO that they can share with ANGLE's internal state is the default VAO so avoid having to save and restore its state. Bug: angleproject:355034686 Change-Id: I015bbbc854938fe4bc1e92d0ca8fe04628d0db16 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5743284 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
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//
// Copyright 2015 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.
//
// VertexArrayGL.cpp: Implements the class methods for VertexArrayGL.
#include "libANGLE/renderer/gl/VertexArrayGL.h"
#include "common/bitset_utils.h"
#include "common/debug.h"
#include "common/mathutil.h"
#include "common/utilities.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/Context.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/gl/BufferGL.h"
#include "libANGLE/renderer/gl/ContextGL.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
#include "libANGLE/renderer/gl/renderergl_utils.h"
using namespace gl;
namespace rx
{
namespace
{
GLuint GetNativeBufferID(const gl::Buffer *frontendBuffer)
{
return frontendBuffer ? GetImplAs<BufferGL>(frontendBuffer)->getBufferID() : 0;
}
bool SameVertexAttribFormat(const VertexAttributeGL &a, const VertexAttribute &b)
{
return a.format == b.format && a.relativeOffset == b.relativeOffset;
}
bool SameVertexBuffer(const VertexBindingGL &a, const VertexBinding &b)
{
return a.stride == b.getStride() && a.offset == b.getOffset() &&
a.buffer == GetNativeBufferID(b.getBuffer().get());
}
bool SameIndexBuffer(const VertexArrayStateGL *a, const gl::Buffer *frontendBuffer)
{
return a->elementArrayBuffer == GetNativeBufferID(frontendBuffer);
}
bool SameAttribPointer(const VertexAttributeGL &a, const VertexAttribute &b)
{
return a.pointer == b.pointer;
}
bool IsVertexAttribPointerSupported(size_t attribIndex, const VertexAttribute &attrib)
{
return (attribIndex == attrib.bindingIndex && attrib.relativeOffset == 0);
}
GLuint GetAdjustedDivisor(GLuint numViews, GLuint divisor)
{
return numViews * divisor;
}
static angle::Result ValidateStateHelperGetIntegerv(const gl::Context *context,
const GLuint localValue,
const GLenum pname,
const char *localName,
const char *driverName)
{
const FunctionsGL *functions = GetFunctionsGL(context);
GLint queryValue;
ANGLE_GL_TRY(context, functions->getIntegerv(pname, &queryValue));
if (localValue != static_cast<GLuint>(queryValue))
{
WARN() << localName << " (" << localValue << ") != " << driverName << " (" << queryValue
<< ")";
// Re-add ASSERT: http://anglebug.com/42262547
// ASSERT(false);
}
return angle::Result::Continue;
}
static angle::Result ValidateStateHelperGetVertexAttribiv(const gl::Context *context,
const GLint index,
const GLuint localValue,
const GLenum pname,
const char *localName,
const char *driverName)
{
const FunctionsGL *functions = GetFunctionsGL(context);
GLint queryValue;
ANGLE_GL_TRY(context, functions->getVertexAttribiv(index, pname, &queryValue));
if (localValue != static_cast<GLuint>(queryValue))
{
WARN() << localName << "[" << index << "] (" << localValue << ") != " << driverName << "["
<< index << "] (" << queryValue << ")";
// Re-add ASSERT: http://anglebug.com/42262547
// ASSERT(false);
}
return angle::Result::Continue;
}
} // anonymous namespace
VertexArrayGL::VertexArrayGL(const VertexArrayState &state, GLuint id)
: VertexArrayImpl(state),
mVertexArrayID(id),
mOwnsNativeState(true),
mNativeState(new VertexArrayStateGL(state.getMaxAttribs(), state.getMaxBindings()))
{
mForcedStreamingAttributesFirstOffsets.fill(0);
}
VertexArrayGL::VertexArrayGL(const gl::VertexArrayState &state,
GLuint id,
VertexArrayStateGL *sharedState)
: VertexArrayImpl(state), mVertexArrayID(id), mOwnsNativeState(false), mNativeState(sharedState)
{
ASSERT(mNativeState);
mForcedStreamingAttributesFirstOffsets.fill(0);
}
VertexArrayGL::~VertexArrayGL() {}
void VertexArrayGL::destroy(const gl::Context *context)
{
StateManagerGL *stateManager = GetStateManagerGL(context);
if (mOwnsNativeState)
{
stateManager->deleteVertexArray(mVertexArrayID);
}
mVertexArrayID = 0;
mAppliedNumViews = 1;
mElementArrayBuffer.set(context, nullptr);
for (gl::BindingPointer<gl::Buffer> &binding : mArrayBuffers)
{
binding.set(context, nullptr);
}
stateManager->deleteBuffer(mStreamingElementArrayBuffer);
mStreamingElementArrayBufferSize = 0;
mStreamingElementArrayBuffer = 0;
stateManager->deleteBuffer(mStreamingArrayBuffer);
mStreamingArrayBufferSize = 0;
mStreamingArrayBuffer = 0;
if (mOwnsNativeState)
{
delete mNativeState;
}
mNativeState = nullptr;
}
angle::Result VertexArrayGL::syncClientSideData(const gl::Context *context,
const gl::AttributesMask &activeAttributesMask,
GLint first,
GLsizei count,
GLsizei instanceCount) const
{
return syncDrawState(context, activeAttributesMask, first, count,
gl::DrawElementsType::InvalidEnum, nullptr, instanceCount, false, nullptr);
}
angle::Result VertexArrayGL::updateElementArrayBufferBinding(const gl::Context *context) const
{
gl::Buffer *elementArrayBuffer = mState.getElementArrayBuffer();
if (!SameIndexBuffer(mNativeState, elementArrayBuffer))
{
GLuint elementArrayBufferId =
elementArrayBuffer ? GetNativeBufferID(elementArrayBuffer) : 0;
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->bindBuffer(gl::BufferBinding::ElementArray, elementArrayBufferId);
mElementArrayBuffer.set(context, elementArrayBuffer);
mNativeState->elementArrayBuffer = elementArrayBufferId;
}
return angle::Result::Continue;
}
angle::Result VertexArrayGL::syncDrawState(const gl::Context *context,
const gl::AttributesMask &activeAttributesMask,
GLint first,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instanceCount,
bool primitiveRestartEnabled,
const void **outIndices) const
{
const FunctionsGL *functions = GetFunctionsGL(context);
// Check if any attributes need to be streamed, determines if the index range needs to be
// computed
gl::AttributesMask needsStreamingAttribs =
context->getStateCache().getActiveClientAttribsMask();
if (nativegl::CanUseClientSideArrays(functions, mVertexArrayID))
{
needsStreamingAttribs.reset();
}
// Determine if an index buffer needs to be streamed and the range of vertices that need to be
// copied
IndexRange indexRange;
const angle::FeaturesGL &features = GetFeaturesGL(context);
if (type != gl::DrawElementsType::InvalidEnum)
{
ANGLE_TRY(syncIndexData(context, count, type, indices, primitiveRestartEnabled,
needsStreamingAttribs.any(), &indexRange, outIndices));
}
else
{
// Not an indexed call, set the range to [first, first + count - 1]
indexRange.start = first;
indexRange.end = first + count - 1;
if (features.shiftInstancedArrayDataWithOffset.enabled && first > 0)
{
gl::AttributesMask updatedStreamingAttribsMask = needsStreamingAttribs;
auto candidateAttributesMask =
mInstancedAttributesMask & mProgramActiveAttribLocationsMask;
for (auto attribIndex : candidateAttributesMask)
{
if (mForcedStreamingAttributesFirstOffsets[attribIndex] != first)
{
updatedStreamingAttribsMask.set(attribIndex);
mForcedStreamingAttributesForDrawArraysInstancedMask.set(attribIndex);
mForcedStreamingAttributesFirstOffsets[attribIndex] = first;
}
}
// We need to recover attributes whose divisor used to be > 0 but is reset to 0 now if
// any
auto forcedStreamingAttributesNeedRecoverMask =
candidateAttributesMask ^ mForcedStreamingAttributesForDrawArraysInstancedMask;
if (forcedStreamingAttributesNeedRecoverMask.any())
{
ANGLE_TRY(recoverForcedStreamingAttributesForDrawArraysInstanced(
context, &forcedStreamingAttributesNeedRecoverMask));
mForcedStreamingAttributesForDrawArraysInstancedMask = candidateAttributesMask;
}
if (updatedStreamingAttribsMask.any())
{
ANGLE_TRY(streamAttributes(context, updatedStreamingAttribsMask, instanceCount,
indexRange, true));
}
return angle::Result::Continue;
}
}
if (needsStreamingAttribs.any())
{
ANGLE_TRY(
streamAttributes(context, needsStreamingAttribs, instanceCount, indexRange, false));
}
return angle::Result::Continue;
}
angle::Result VertexArrayGL::syncIndexData(const gl::Context *context,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
bool primitiveRestartEnabled,
bool attributesNeedStreaming,
IndexRange *outIndexRange,
const void **outIndices) const
{
ASSERT(outIndices);
const FunctionsGL *functions = GetFunctionsGL(context);
gl::Buffer *elementArrayBuffer = mState.getElementArrayBuffer();
// Need to check the range of indices if attributes need to be streamed
if (elementArrayBuffer)
{
ASSERT(SameIndexBuffer(mNativeState, elementArrayBuffer));
// Only compute the index range if the attributes also need to be streamed
if (attributesNeedStreaming)
{
ptrdiff_t elementArrayBufferOffset = reinterpret_cast<ptrdiff_t>(indices);
ANGLE_TRY(mState.getElementArrayBuffer()->getIndexRange(
context, type, elementArrayBufferOffset, count, primitiveRestartEnabled,
outIndexRange));
}
// Indices serves as an offset into the index buffer in this case, use the same value for
// the draw call
*outIndices = indices;
}
else if (nativegl::CanUseClientSideArrays(functions, mVertexArrayID))
{
ASSERT(SameIndexBuffer(mNativeState, nullptr));
// Use the client index data directly
*outIndices = indices;
}
else
{
StateManagerGL *stateManager = GetStateManagerGL(context);
// Need to stream the index buffer
// Only compute the index range if the attributes also need to be streamed
if (attributesNeedStreaming)
{
*outIndexRange = ComputeIndexRange(type, indices, count, primitiveRestartEnabled);
}
// Allocate the streaming element array buffer
if (mStreamingElementArrayBuffer == 0)
{
ANGLE_GL_TRY(context, functions->genBuffers(1, &mStreamingElementArrayBuffer));
mStreamingElementArrayBufferSize = 0;
}
stateManager->bindVertexArray(mVertexArrayID, mNativeState);
stateManager->bindBuffer(gl::BufferBinding::ElementArray, mStreamingElementArrayBuffer);
mElementArrayBuffer.set(context, nullptr);
mNativeState->elementArrayBuffer = mStreamingElementArrayBuffer;
// Make sure the element array buffer is large enough
const GLuint indexTypeBytes = gl::GetDrawElementsTypeSize(type);
size_t requiredStreamingBufferSize = indexTypeBytes * count;
if (requiredStreamingBufferSize > mStreamingElementArrayBufferSize)
{
// Copy the indices in while resizing the buffer
ANGLE_GL_TRY(context,
functions->bufferData(GL_ELEMENT_ARRAY_BUFFER, requiredStreamingBufferSize,
indices, GL_DYNAMIC_DRAW));
mStreamingElementArrayBufferSize = requiredStreamingBufferSize;
}
else
{
// Put the indices at the beginning of the buffer
ANGLE_GL_TRY(context, functions->bufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0,
requiredStreamingBufferSize, indices));
}
// Set the index offset for the draw call to zero since the supplied index pointer is to
// client data
*outIndices = nullptr;
}
return angle::Result::Continue;
}
void VertexArrayGL::computeStreamingAttributeSizes(const gl::AttributesMask &attribsToStream,
GLsizei instanceCount,
const gl::IndexRange &indexRange,
size_t *outStreamingDataSize,
size_t *outMaxAttributeDataSize) const
{
*outStreamingDataSize = 0;
*outMaxAttributeDataSize = 0;
ASSERT(attribsToStream.any());
const auto &attribs = mState.getVertexAttributes();
const auto &bindings = mState.getVertexBindings();
for (auto idx : attribsToStream)
{
const auto &attrib = attribs[idx];
const auto &binding = bindings[attrib.bindingIndex];
// If streaming is going to be required, compute the size of the required buffer
// and how much slack space at the beginning of the buffer will be required by determining
// the attribute with the largest data size.
size_t typeSize = ComputeVertexAttributeTypeSize(attrib);
GLuint adjustedDivisor = GetAdjustedDivisor(mAppliedNumViews, binding.getDivisor());
*outStreamingDataSize +=
typeSize * ComputeVertexBindingElementCount(adjustedDivisor, indexRange.vertexCount(),
instanceCount);
*outMaxAttributeDataSize = std::max(*outMaxAttributeDataSize, typeSize);
}
}
angle::Result VertexArrayGL::streamAttributes(
const gl::Context *context,
const gl::AttributesMask &attribsToStream,
GLsizei instanceCount,
const gl::IndexRange &indexRange,
bool applyExtraOffsetWorkaroundForInstancedAttributes) const
{
const FunctionsGL *functions = GetFunctionsGL(context);
StateManagerGL *stateManager = GetStateManagerGL(context);
// Sync the vertex attribute state and track what data needs to be streamed
size_t streamingDataSize = 0;
size_t maxAttributeDataSize = 0;
computeStreamingAttributeSizes(attribsToStream, instanceCount, indexRange, &streamingDataSize,
&maxAttributeDataSize);
if (streamingDataSize == 0)
{
return angle::Result::Continue;
}
if (mStreamingArrayBuffer == 0)
{
ANGLE_GL_TRY(context, functions->genBuffers(1, &mStreamingArrayBuffer));
mStreamingArrayBufferSize = 0;
}
// If first is greater than zero, a slack space needs to be left at the beginning of the buffer
// for each attribute so that the same 'first' argument can be passed into the draw call.
const size_t bufferEmptySpace =
attribsToStream.count() * maxAttributeDataSize * indexRange.start;
const size_t requiredBufferSize = streamingDataSize + bufferEmptySpace;
stateManager->bindBuffer(gl::BufferBinding::Array, mStreamingArrayBuffer);
if (requiredBufferSize > mStreamingArrayBufferSize)
{
ANGLE_GL_TRY(context, functions->bufferData(GL_ARRAY_BUFFER, requiredBufferSize, nullptr,
GL_DYNAMIC_DRAW));
mStreamingArrayBufferSize = requiredBufferSize;
}
stateManager->bindVertexArray(mVertexArrayID, mNativeState);
// Unmapping a buffer can return GL_FALSE to indicate that the system has corrupted the data
// somehow (such as by a screen change), retry writing the data a few times and return
// OUT_OF_MEMORY if that fails.
GLboolean unmapResult = GL_FALSE;
size_t unmapRetryAttempts = 5;
while (unmapResult != GL_TRUE && --unmapRetryAttempts > 0)
{
uint8_t *bufferPointer = MapBufferRangeWithFallback(functions, GL_ARRAY_BUFFER, 0,
requiredBufferSize, GL_MAP_WRITE_BIT);
size_t curBufferOffset = maxAttributeDataSize * indexRange.start;
const auto &attribs = mState.getVertexAttributes();
const auto &bindings = mState.getVertexBindings();
for (auto idx : attribsToStream)
{
const auto &attrib = attribs[idx];
ASSERT(IsVertexAttribPointerSupported(idx, attrib));
const auto &binding = bindings[attrib.bindingIndex];
GLuint adjustedDivisor = GetAdjustedDivisor(mAppliedNumViews, binding.getDivisor());
// streamedVertexCount is only going to be modified by
// shiftInstancedArrayDataWithOffset workaround, otherwise it's const
size_t streamedVertexCount = ComputeVertexBindingElementCount(
adjustedDivisor, indexRange.vertexCount(), instanceCount);
const size_t sourceStride = ComputeVertexAttributeStride(attrib, binding);
const size_t destStride = ComputeVertexAttributeTypeSize(attrib);
// Vertices do not apply the 'start' offset when the divisor is non-zero even when doing
// a non-instanced draw call
const size_t firstIndex =
(adjustedDivisor == 0 || applyExtraOffsetWorkaroundForInstancedAttributes)
? indexRange.start
: 0;
// Attributes using client memory ignore the VERTEX_ATTRIB_BINDING state.
// https://www.opengl.org/registry/specs/ARB/vertex_attrib_binding.txt
const uint8_t *inputPointer = static_cast<const uint8_t *>(attrib.pointer);
// store batchMemcpySize since streamedVertexCount could be changed by workaround
const size_t batchMemcpySize = destStride * streamedVertexCount;
size_t batchMemcpyInputOffset = sourceStride * firstIndex;
bool needsUnmapAndRebindStreamingAttributeBuffer = false;
size_t firstIndexForSeparateCopy = firstIndex;
if (applyExtraOffsetWorkaroundForInstancedAttributes && adjustedDivisor > 0)
{
const size_t originalStreamedVertexCount = streamedVertexCount;
streamedVertexCount =
(instanceCount + indexRange.start + adjustedDivisor - 1u) / adjustedDivisor;
const size_t copySize =
sourceStride *
originalStreamedVertexCount; // the real data in the buffer we are streaming
const gl::Buffer *bindingBufferPointer = binding.getBuffer().get();
if (!bindingBufferPointer)
{
if (!inputPointer)
{
continue;
}
inputPointer = static_cast<const uint8_t *>(attrib.pointer);
}
else
{
needsUnmapAndRebindStreamingAttributeBuffer = true;
const auto buffer = GetImplAs<BufferGL>(bindingBufferPointer);
stateManager->bindBuffer(gl::BufferBinding::Array, buffer->getBufferID());
// The workaround is only for latest Mac Intel so glMapBufferRange should be
// supported
ASSERT(CanMapBufferForRead(functions));
// Validate if there is OOB access of the input buffer.
angle::CheckedNumeric<GLint64> inputRequiredSize;
inputRequiredSize = copySize;
inputRequiredSize += static_cast<unsigned int>(binding.getOffset());
ANGLE_CHECK(GetImplAs<ContextGL>(context),
inputRequiredSize.IsValid() && inputRequiredSize.ValueOrDie() <=
bindingBufferPointer->getSize(),
"Failed to map buffer range of the attribute buffer.",
GL_OUT_OF_MEMORY);
uint8_t *inputBufferPointer = MapBufferRangeWithFallback(
functions, GL_ARRAY_BUFFER, binding.getOffset(), copySize, GL_MAP_READ_BIT);
ASSERT(inputBufferPointer);
inputPointer = inputBufferPointer;
}
batchMemcpyInputOffset = 0;
firstIndexForSeparateCopy = 0;
}
// Pack the data when copying it, user could have supplied a very large stride that
// would cause the buffer to be much larger than needed.
if (destStride == sourceStride)
{
// Can copy in one go, the data is packed
memcpy(bufferPointer + curBufferOffset, inputPointer + batchMemcpyInputOffset,
batchMemcpySize);
}
else
{
for (size_t vertexIdx = 0; vertexIdx < streamedVertexCount; vertexIdx++)
{
uint8_t *out = bufferPointer + curBufferOffset + (destStride * vertexIdx);
const uint8_t *in =
inputPointer + sourceStride * (vertexIdx + firstIndexForSeparateCopy);
memcpy(out, in, destStride);
}
}
if (needsUnmapAndRebindStreamingAttributeBuffer)
{
ANGLE_GL_TRY(context, functions->unmapBuffer(GL_ARRAY_BUFFER));
stateManager->bindBuffer(gl::BufferBinding::Array, mStreamingArrayBuffer);
}
// Compute where the 0-index vertex would be.
const size_t vertexStartOffset = curBufferOffset - (firstIndex * destStride);
ANGLE_TRY(callVertexAttribPointer(context, static_cast<GLuint>(idx), attrib,
static_cast<GLsizei>(destStride),
static_cast<GLintptr>(vertexStartOffset)));
// Update the state to track the streamed attribute
mNativeState->attributes[idx].format = attrib.format;
mNativeState->attributes[idx].relativeOffset = 0;
mNativeState->attributes[idx].bindingIndex = static_cast<GLuint>(idx);
mNativeState->bindings[idx].stride = static_cast<GLsizei>(destStride);
mNativeState->bindings[idx].offset = static_cast<GLintptr>(vertexStartOffset);
mArrayBuffers[idx].set(context, nullptr);
mNativeState->bindings[idx].buffer = mStreamingArrayBuffer;
// There's maxAttributeDataSize * indexRange.start of empty space allocated for each
// streaming attributes
curBufferOffset +=
destStride * streamedVertexCount + maxAttributeDataSize * indexRange.start;
}
unmapResult = ANGLE_GL_TRY(context, functions->unmapBuffer(GL_ARRAY_BUFFER));
}
ANGLE_CHECK(GetImplAs<ContextGL>(context), unmapResult == GL_TRUE,
"Failed to unmap the client data streaming buffer.", GL_OUT_OF_MEMORY);
return angle::Result::Continue;
}
angle::Result VertexArrayGL::recoverForcedStreamingAttributesForDrawArraysInstanced(
const gl::Context *context) const
{
return recoverForcedStreamingAttributesForDrawArraysInstanced(
context, &mForcedStreamingAttributesForDrawArraysInstancedMask);
}
angle::Result VertexArrayGL::recoverForcedStreamingAttributesForDrawArraysInstanced(
const gl::Context *context,
gl::AttributesMask *attributeMask) const
{
if (attributeMask->none())
{
return angle::Result::Continue;
}
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->bindVertexArray(mVertexArrayID, mNativeState);
const auto &attribs = mState.getVertexAttributes();
const auto &bindings = mState.getVertexBindings();
for (auto idx : *attributeMask)
{
const auto &attrib = attribs[idx];
ASSERT(IsVertexAttribPointerSupported(idx, attrib));
const auto &binding = bindings[attrib.bindingIndex];
const auto buffer = GetImplAs<BufferGL>(binding.getBuffer().get());
stateManager->bindBuffer(gl::BufferBinding::Array, buffer->getBufferID());
ANGLE_TRY(callVertexAttribPointer(context, static_cast<GLuint>(idx), attrib,
static_cast<GLsizei>(binding.getStride()),
static_cast<GLintptr>(binding.getOffset())));
// Restore the state to track their original buffers
mNativeState->attributes[idx].format = attrib.format;
mNativeState->attributes[idx].relativeOffset = 0;
mNativeState->attributes[idx].bindingIndex = static_cast<GLuint>(attrib.bindingIndex);
mNativeState->bindings[idx].stride = binding.getStride();
mNativeState->bindings[idx].offset = binding.getOffset();
mArrayBuffers[idx].set(context, binding.getBuffer().get());
mNativeState->bindings[idx].buffer = buffer->getBufferID();
}
attributeMask->reset();
mForcedStreamingAttributesFirstOffsets.fill(0);
return angle::Result::Continue;
}
GLuint VertexArrayGL::getVertexArrayID() const
{
return mVertexArrayID;
}
rx::VertexArrayStateGL *VertexArrayGL::getNativeState() const
{
return mNativeState;
}
angle::Result VertexArrayGL::updateAttribEnabled(const gl::Context *context, size_t attribIndex)
{
const bool enabled = mState.getVertexAttribute(attribIndex).enabled &&
mProgramActiveAttribLocationsMask.test(attribIndex);
if (mNativeState->attributes[attribIndex].enabled == enabled)
{
return angle::Result::Continue;
}
const FunctionsGL *functions = GetFunctionsGL(context);
if (enabled)
{
ANGLE_GL_TRY(context, functions->enableVertexAttribArray(static_cast<GLuint>(attribIndex)));
}
else
{
ANGLE_GL_TRY(context,
functions->disableVertexAttribArray(static_cast<GLuint>(attribIndex)));
}
mNativeState->attributes[attribIndex].enabled = enabled;
return angle::Result::Continue;
}
angle::Result VertexArrayGL::updateAttribPointer(const gl::Context *context, size_t attribIndex)
{
const angle::FeaturesGL &features = GetFeaturesGL(context);
const FunctionsGL *functions = GetFunctionsGL(context);
const VertexAttribute &attrib = mState.getVertexAttribute(attribIndex);
// According to SPEC, VertexAttribPointer should update the binding indexed attribIndex instead
// of the binding indexed attrib.bindingIndex (unless attribIndex == attrib.bindingIndex).
const VertexBinding &binding = mState.getVertexBinding(attribIndex);
const bool canUseClientArrays = nativegl::CanUseClientSideArrays(functions, mVertexArrayID);
// Early return when the vertex attribute isn't using a buffer object:
// - If we need to stream, defer the attribPointer to the draw call.
// - Skip the attribute that is disabled and uses a client memory pointer.
// - Skip the attribute whose buffer is detached by BindVertexBuffer. Since it cannot have a
// client memory pointer either, it must be disabled and shouldn't affect the draw.
const auto &bindingBuffer = binding.getBuffer();
gl::Buffer *arrayBuffer = bindingBuffer.get();
if (arrayBuffer == nullptr && !canUseClientArrays)
{
// Mark the applied binding isn't using a buffer by setting its buffer to nullptr so that if
// it starts to use a buffer later, there is no chance that the caching will skip it.
mArrayBuffers[attribIndex].set(context, nullptr);
mNativeState->bindings[attribIndex].buffer = 0;
return angle::Result::Continue;
}
// We do not need to compare attrib.pointer because when we use a different client memory
// pointer, we don't need to update mAttributesNeedStreaming by binding.buffer and we won't
// update attribPointer in this function.
if (SameVertexAttribFormat(mNativeState->attributes[attribIndex], attrib) &&
(mNativeState->attributes[attribIndex].bindingIndex == attrib.bindingIndex) &&
SameVertexBuffer(mNativeState->bindings[attribIndex], binding) &&
(!canUseClientArrays || SameAttribPointer(mNativeState->attributes[attribIndex], attrib)))
{
return angle::Result::Continue;
}
StateManagerGL *stateManager = GetStateManagerGL(context);
GLuint bufferId = 0;
if (arrayBuffer != nullptr)
{
// When ANGLE uses non-zero VAO, we cannot use a client memory pointer on it:
// [OpenGL ES 3.0.2] Section 2.8 page 24:
// An INVALID_OPERATION error is generated when a non-zero vertex array object is bound,
// zero is bound to the ARRAY_BUFFER buffer object binding point, and the pointer argument
// is not NULL.
BufferGL *bufferGL = GetImplAs<BufferGL>(arrayBuffer);
bufferId = bufferGL->getBufferID();
stateManager->bindBuffer(gl::BufferBinding::Array, bufferId);
if (features.ensureNonEmptyBufferIsBoundForDraw.enabled && bufferGL->getBufferSize() == 0)
{
constexpr uint32_t data = 0;
ANGLE_TRY(bufferGL->setData(context, gl::BufferBinding::Array, &data, sizeof(data),
gl::BufferUsage::StaticDraw));
ASSERT(bufferGL->getBufferSize() > 0);
}
ANGLE_TRY(callVertexAttribPointer(context, static_cast<GLuint>(attribIndex), attrib,
binding.getStride(), binding.getOffset()));
}
else
{
ASSERT(canUseClientArrays);
stateManager->bindBuffer(gl::BufferBinding::Array, 0);
ANGLE_TRY(callVertexAttribPointer(context, static_cast<GLuint>(attribIndex), attrib,
binding.getStride(),
reinterpret_cast<GLintptr>(attrib.pointer)));
}
mNativeState->attributes[attribIndex].format = attrib.format;
// After VertexAttribPointer, attrib.relativeOffset is set to 0 and attrib.bindingIndex is set
// to attribIndex in driver. If attrib.relativeOffset != 0 or attrib.bindingIndex !=
// attribIndex, they should be set in updateAttribFormat and updateAttribBinding. The cache
// should be consistent with driver so that we won't miss anything.
mNativeState->attributes[attribIndex].pointer = attrib.pointer;
mNativeState->attributes[attribIndex].relativeOffset = 0;
mNativeState->attributes[attribIndex].bindingIndex = static_cast<GLuint>(attribIndex);
mNativeState->bindings[attribIndex].stride = binding.getStride();
mNativeState->bindings[attribIndex].offset = binding.getOffset();
mArrayBuffers[attribIndex].set(context, arrayBuffer);
mNativeState->bindings[attribIndex].buffer = bufferId;
return angle::Result::Continue;
}
angle::Result VertexArrayGL::callVertexAttribPointer(const gl::Context *context,
GLuint attribIndex,
const VertexAttribute &attrib,
GLsizei stride,
GLintptr offset) const
{
const FunctionsGL *functions = GetFunctionsGL(context);
const GLvoid *pointer = reinterpret_cast<const GLvoid *>(offset);
const angle::Format &format = *attrib.format;
if (format.isPureInt())
{
ASSERT(!format.isNorm());
ANGLE_GL_TRY(context, functions->vertexAttribIPointer(attribIndex, format.channelCount,
gl::ToGLenum(format.vertexAttribType),
stride, pointer));
}
else
{
ANGLE_GL_TRY(context, functions->vertexAttribPointer(attribIndex, format.channelCount,
gl::ToGLenum(format.vertexAttribType),
format.isNorm(), stride, pointer));
}
return angle::Result::Continue;
}
bool VertexArrayGL::supportVertexAttribBinding(const gl::Context *context) const
{
const FunctionsGL *functions = GetFunctionsGL(context);
ASSERT(functions);
// Vertex attrib bindings are not supported on the default VAO so if we're syncing to the
// default VAO due to the feature, disable bindings.
return (functions->vertexAttribBinding != nullptr) && mVertexArrayID != 0;
}
angle::Result VertexArrayGL::updateAttribFormat(const gl::Context *context, size_t attribIndex)
{
ASSERT(supportVertexAttribBinding(context));
const VertexAttribute &attrib = mState.getVertexAttribute(attribIndex);
if (SameVertexAttribFormat(mNativeState->attributes[attribIndex], attrib))
{
return angle::Result::Continue;
}
const FunctionsGL *functions = GetFunctionsGL(context);
const angle::Format &format = *attrib.format;
if (format.isPureInt())
{
ASSERT(!format.isNorm());
ANGLE_GL_TRY(context, functions->vertexAttribIFormat(
static_cast<GLuint>(attribIndex), format.channelCount,
gl::ToGLenum(format.vertexAttribType), attrib.relativeOffset));
}
else
{
ANGLE_GL_TRY(context, functions->vertexAttribFormat(
static_cast<GLuint>(attribIndex), format.channelCount,
gl::ToGLenum(format.vertexAttribType), format.isNorm(),
attrib.relativeOffset));
}
mNativeState->attributes[attribIndex].format = attrib.format;
mNativeState->attributes[attribIndex].relativeOffset = attrib.relativeOffset;
return angle::Result::Continue;
}
angle::Result VertexArrayGL::updateAttribBinding(const gl::Context *context, size_t attribIndex)
{
ASSERT(supportVertexAttribBinding(context));
GLuint bindingIndex = mState.getVertexAttribute(attribIndex).bindingIndex;
if (mNativeState->attributes[attribIndex].bindingIndex == bindingIndex)
{
return angle::Result::Continue;
}
const FunctionsGL *functions = GetFunctionsGL(context);
ANGLE_GL_TRY(context,
functions->vertexAttribBinding(static_cast<GLuint>(attribIndex), bindingIndex));
mNativeState->attributes[attribIndex].bindingIndex = bindingIndex;
return angle::Result::Continue;
}
angle::Result VertexArrayGL::updateBindingBuffer(const gl::Context *context, size_t bindingIndex)
{
ASSERT(supportVertexAttribBinding(context));
const VertexBinding &binding = mState.getVertexBinding(bindingIndex);
if (SameVertexBuffer(mNativeState->bindings[bindingIndex], binding))
{
return angle::Result::Continue;
}
gl::Buffer *arrayBuffer = binding.getBuffer().get();
GLuint bufferId = GetNativeBufferID(arrayBuffer);
const FunctionsGL *functions = GetFunctionsGL(context);
ANGLE_GL_TRY(context, functions->bindVertexBuffer(static_cast<GLuint>(bindingIndex), bufferId,
binding.getOffset(), binding.getStride()));
mNativeState->bindings[bindingIndex].stride = binding.getStride();
mNativeState->bindings[bindingIndex].offset = binding.getOffset();
mArrayBuffers[bindingIndex].set(context, arrayBuffer);
mNativeState->bindings[bindingIndex].buffer = bufferId;
return angle::Result::Continue;
}
angle::Result VertexArrayGL::updateBindingDivisor(const gl::Context *context, size_t bindingIndex)
{
GLuint adjustedDivisor =
GetAdjustedDivisor(mAppliedNumViews, mState.getVertexBinding(bindingIndex).getDivisor());
if (mNativeState->bindings[bindingIndex].divisor == adjustedDivisor)
{
return angle::Result::Continue;
}
const FunctionsGL *functions = GetFunctionsGL(context);
if (supportVertexAttribBinding(context))
{
ANGLE_GL_TRY(context, functions->vertexBindingDivisor(static_cast<GLuint>(bindingIndex),
adjustedDivisor));
}
else
{
// We can only use VertexAttribDivisor on platforms that don't support Vertex Attrib
// Binding.
ANGLE_GL_TRY(context, functions->vertexAttribDivisor(static_cast<GLuint>(bindingIndex),
adjustedDivisor));
}
if (adjustedDivisor > 0)
{
mInstancedAttributesMask.set(bindingIndex);
}
else if (mInstancedAttributesMask.test(bindingIndex))
{
// divisor is reset to 0
mInstancedAttributesMask.reset(bindingIndex);
}
mNativeState->bindings[bindingIndex].divisor = adjustedDivisor;
return angle::Result::Continue;
}
angle::Result VertexArrayGL::syncDirtyAttrib(
const gl::Context *context,
size_t attribIndex,
const gl::VertexArray::DirtyAttribBits &dirtyAttribBits)
{
ASSERT(dirtyAttribBits.any());
for (size_t dirtyBit : dirtyAttribBits)
{
switch (dirtyBit)
{
case VertexArray::DIRTY_ATTRIB_ENABLED:
ANGLE_TRY(updateAttribEnabled(context, attribIndex));
break;
case VertexArray::DIRTY_ATTRIB_POINTER_BUFFER:
case VertexArray::DIRTY_ATTRIB_POINTER:
ANGLE_TRY(updateAttribPointer(context, attribIndex));
break;
case VertexArray::DIRTY_ATTRIB_FORMAT:
ASSERT(supportVertexAttribBinding(context));
ANGLE_TRY(updateAttribFormat(context, attribIndex));
break;
case VertexArray::DIRTY_ATTRIB_BINDING:
ASSERT(supportVertexAttribBinding(context));
ANGLE_TRY(updateAttribBinding(context, attribIndex));
break;
default:
UNREACHABLE();
break;
}
}
return angle::Result::Continue;
}
angle::Result VertexArrayGL::syncDirtyBinding(
const gl::Context *context,
size_t bindingIndex,
const gl::VertexArray::DirtyBindingBits &dirtyBindingBits)
{
// Dependent state changes in buffers can trigger updates with no dirty bits set.
for (auto iter = dirtyBindingBits.begin(), endIter = dirtyBindingBits.end(); iter != endIter;
++iter)
{
size_t dirtyBit = *iter;
switch (dirtyBit)
{
case VertexArray::DIRTY_BINDING_BUFFER:
case VertexArray::DIRTY_BINDING_STRIDE:
case VertexArray::DIRTY_BINDING_OFFSET:
ASSERT(supportVertexAttribBinding(context));
ANGLE_TRY(updateBindingBuffer(context, bindingIndex));
// Clear these bits to avoid repeated processing
iter.resetLaterBits(gl::VertexArray::DirtyBindingBits{
VertexArray::DIRTY_BINDING_BUFFER, VertexArray::DIRTY_BINDING_STRIDE,
VertexArray::DIRTY_BINDING_OFFSET});
break;
case VertexArray::DIRTY_BINDING_DIVISOR:
ANGLE_TRY(updateBindingDivisor(context, bindingIndex));
break;
default:
UNREACHABLE();
break;
}
}
return angle::Result::Continue;
}
#define ANGLE_DIRTY_ATTRIB_FUNC(INDEX) \
case VertexArray::DIRTY_BIT_ATTRIB_0 + INDEX: \
ANGLE_TRY(syncDirtyAttrib(context, INDEX, (*attribBits)[INDEX])); \
(*attribBits)[INDEX].reset(); \
break;
#define ANGLE_DIRTY_BINDING_FUNC(INDEX) \
case VertexArray::DIRTY_BIT_BINDING_0 + INDEX: \
ANGLE_TRY(syncDirtyBinding(context, INDEX, (*bindingBits)[INDEX])); \
(*bindingBits)[INDEX].reset(); \
break;
#define ANGLE_DIRTY_BUFFER_DATA_FUNC(INDEX) \
case VertexArray::DIRTY_BIT_BUFFER_DATA_0 + INDEX: \
break;
angle::Result VertexArrayGL::syncState(const gl::Context *context,
const gl::VertexArray::DirtyBits &dirtyBits,
gl::VertexArray::DirtyAttribBitsArray *attribBits,
gl::VertexArray::DirtyBindingBitsArray *bindingBits)
{
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->bindVertexArray(mVertexArrayID, mNativeState);
for (auto iter = dirtyBits.begin(), endIter = dirtyBits.end(); iter != endIter; ++iter)
{
size_t dirtyBit = *iter;
switch (dirtyBit)
{
case gl::VertexArray::DIRTY_BIT_LOST_OBSERVATION:
{
// If vertex array was not observing while unbound, we need to check buffer's
// internal storage and take action if buffer has changed while not observing.
// For now we just simply assume buffer storage has changed and always dirty all
// binding points.
iter.setLaterBits(
gl::VertexArray::DirtyBits(mState.getBufferBindingMask().to_ulong()
<< gl::VertexArray::DIRTY_BIT_BINDING_0));
break;
}
case VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER:
ANGLE_TRY(updateElementArrayBufferBinding(context));
break;
case VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA:
break;
ANGLE_VERTEX_INDEX_CASES(ANGLE_DIRTY_ATTRIB_FUNC)
ANGLE_VERTEX_INDEX_CASES(ANGLE_DIRTY_BINDING_FUNC)
ANGLE_VERTEX_INDEX_CASES(ANGLE_DIRTY_BUFFER_DATA_FUNC)
default:
UNREACHABLE();
break;
}
}
return angle::Result::Continue;
}
angle::Result VertexArrayGL::applyNumViewsToDivisor(const gl::Context *context, int numViews)
{
if (numViews != mAppliedNumViews)
{
StateManagerGL *stateManager = GetStateManagerGL(context);
stateManager->bindVertexArray(mVertexArrayID, mNativeState);
mAppliedNumViews = numViews;
for (size_t index = 0u; index < mNativeState->bindings.size(); ++index)
{
ANGLE_TRY(updateBindingDivisor(context, index));
}
}
return angle::Result::Continue;
}
angle::Result VertexArrayGL::applyActiveAttribLocationsMask(const gl::Context *context,
const gl::AttributesMask &activeMask)
{
gl::AttributesMask updateMask = mProgramActiveAttribLocationsMask ^ activeMask;
if (!updateMask.any())
{
return angle::Result::Continue;
}
ASSERT(mVertexArrayID == GetStateManagerGL(context)->getVertexArrayID());
mProgramActiveAttribLocationsMask = activeMask;
for (size_t attribIndex : updateMask)
{
ANGLE_TRY(updateAttribEnabled(context, attribIndex));
}
return angle::Result::Continue;
}
angle::Result VertexArrayGL::validateState(const gl::Context *context) const
{
const FunctionsGL *functions = GetFunctionsGL(context);
// Ensure this vao is currently bound
ANGLE_TRY(ValidateStateHelperGetIntegerv(context, mVertexArrayID, GL_VERTEX_ARRAY_BINDING,
"mVertexArrayID", "GL_VERTEX_ARRAY_BINDING"));
// Element array buffer
ANGLE_TRY(ValidateStateHelperGetIntegerv(
context, mNativeState->elementArrayBuffer, GL_ELEMENT_ARRAY_BUFFER_BINDING,
"mNativeState->elementArrayBuffer", "GL_ELEMENT_ARRAY_BUFFER_BINDING"));
// ValidateStateHelperGetIntegerv but with > comparison instead of !=
GLint queryValue;
ANGLE_GL_TRY(context, functions->getIntegerv(GL_MAX_VERTEX_ATTRIBS, &queryValue));
if (mNativeState->attributes.size() > static_cast<GLuint>(queryValue))
{
WARN() << "mNativeState->attributes.size() (" << mNativeState->attributes.size()
<< ") > GL_MAX_VERTEX_ATTRIBS (" << queryValue << ")";
// Re-add ASSERT: http://anglebug.com/42262547
// ASSERT(false);
}
// Check each applied attribute/binding
for (GLuint index = 0; index < mNativeState->attributes.size(); index++)
{
VertexAttributeGL &attribute = mNativeState->attributes[index];
ASSERT(attribute.bindingIndex < mNativeState->bindings.size());
VertexBindingGL &binding = mNativeState->bindings[attribute.bindingIndex];
ANGLE_TRY(ValidateStateHelperGetVertexAttribiv(
context, index, attribute.enabled, GL_VERTEX_ATTRIB_ARRAY_ENABLED,
"mNativeState->attributes.enabled", "GL_VERTEX_ATTRIB_ARRAY_ENABLED"));
if (attribute.enabled)
{
// Applied attributes
ASSERT(attribute.format);
ANGLE_TRY(ValidateStateHelperGetVertexAttribiv(
context, index, ToGLenum(attribute.format->vertexAttribType),
GL_VERTEX_ATTRIB_ARRAY_TYPE, "mNativeState->attributes.format->vertexAttribType",
"GL_VERTEX_ATTRIB_ARRAY_TYPE"));
ANGLE_TRY(ValidateStateHelperGetVertexAttribiv(
context, index, attribute.format->channelCount, GL_VERTEX_ATTRIB_ARRAY_SIZE,
"attribute.format->channelCount", "GL_VERTEX_ATTRIB_ARRAY_SIZE"));
ANGLE_TRY(ValidateStateHelperGetVertexAttribiv(
context, index, attribute.format->isNorm(), GL_VERTEX_ATTRIB_ARRAY_NORMALIZED,
"attribute.format->isNorm()", "GL_VERTEX_ATTRIB_ARRAY_NORMALIZED"));
ANGLE_TRY(ValidateStateHelperGetVertexAttribiv(
context, index, attribute.format->isPureInt(), GL_VERTEX_ATTRIB_ARRAY_INTEGER,
"attribute.format->isPureInt()", "GL_VERTEX_ATTRIB_ARRAY_INTEGER"));
if (supportVertexAttribBinding(context))
{
ANGLE_TRY(ValidateStateHelperGetVertexAttribiv(
context, index, attribute.relativeOffset, GL_VERTEX_ATTRIB_RELATIVE_OFFSET,
"attribute.relativeOffset", "GL_VERTEX_ATTRIB_RELATIVE_OFFSET"));
ANGLE_TRY(ValidateStateHelperGetVertexAttribiv(
context, index, attribute.bindingIndex, GL_VERTEX_ATTRIB_BINDING,
"attribute.bindingIndex", "GL_VERTEX_ATTRIB_BINDING"));
}
// Applied bindings
ANGLE_TRY(ValidateStateHelperGetVertexAttribiv(
context, index, binding.buffer, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
"binding.buffer", "GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING"));
if (binding.buffer != 0)
{
ANGLE_TRY(ValidateStateHelperGetVertexAttribiv(
context, index, binding.stride, GL_VERTEX_ATTRIB_ARRAY_STRIDE, "binding.stride",
"GL_VERTEX_ATTRIB_ARRAY_STRIDE"));
ANGLE_TRY(ValidateStateHelperGetVertexAttribiv(
context, index, binding.divisor, GL_VERTEX_ATTRIB_ARRAY_DIVISOR,
"binding.divisor", "GL_VERTEX_ATTRIB_ARRAY_DIVISOR"));
}
}
}
return angle::Result::Continue;
}
} // namespace rx