Hash :
1670c6dd
Author :
Date :
2022-02-17T14:15:08
Metal: Buffer data is not correctly updated When using a dynamic draw buffer, Metal creates more buffers to avoid in-flight synchronization issues. However, without correctly rebinding the buffers from the VAO, we get missing data. This patch adds a fix and a test to reproduce the issue. Upstream of https://bugs.webkit.org/show_bug.cgi?id=236427 and https://bugs.webkit.org/show_bug.cgi?id=236733 Bug: angleproject:7122 Change-Id: I879ff688af04a8215df6134400d0aab582b92842 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3472691 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Kyle Piddington <kpiddington@apple.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_context_device.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. This typically happens when active shader
// program is changed.
// 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);
std::vector<DrawCommandRange> getDrawIndices(const gl::Context *glContext,
gl::DrawElementsType originalIndexType,
gl::DrawElementsType indexType,
gl::PrimitiveMode primitiveMode,
mtl::BufferRef idxBuffer,
uint32_t indexCount,
size_t offset);
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;
// Size to be uploaded as inline constant data. Used for client vertex attribute's data that
// is small enough that we can send directly as inline constant data instead of streaming
// through a buffer.
gl::AttribArray<size_t> mCurrentArrayInlineDataSizes;
// Array of host buffers storing converted data for client attributes that are small enough.
gl::AttribArray<angle::MemoryBuffer> mConvertedClientSmallArrays;
gl::AttribArray<const uint8_t *> mCurrentArrayInlineDataPointers;
// Max size of inline constant data that can be used for client vertex attribute.
size_t mInlineDataMaxSize;
// Stride per vertex attribute
gl::AttribArray<GLuint> mCurrentArrayBufferStrides;
// Format per vertex attribute
gl::AttribArray<const mtl::VertexFormat *> mCurrentArrayBufferFormats;
const mtl::VertexFormat &mDefaultFloatVertexFormat;
const mtl::VertexFormat &mDefaultIntVertexFormat;
const mtl::VertexFormat &mDefaultUIntVertexFormat;
mtl::BufferPool mDynamicVertexData;
mtl::BufferPool mDynamicIndexData;
std::vector<uint32_t> mEmulatedInstanceAttribs;
bool mVertexArrayDirty = true;
bool mVertexDataDirty = true;
};
} // namespace rx
#endif /* LIBANGLE_RENDERER_METAL_VERTEXARRAYMTL_H_ */