Hash :
1e1c9d9d
Author :
Date :
2023-08-11T15:16:26
Pack and reduce Program::mProgramInput size Right now mProgramInput is std::vector<sh::ShaderVariable>. It really only need a subset of ShaderVariable struct. This CL adds a ProgramInput struct so that we can add data members that actually required. This CL also makes bools into bitfield and some variables to uint16_t to further compact the size. This CL also groups the data memebers other than string to basicDataTypeStruct which only contains basic data types and the entire struct is memcpied during program binary load and save. This not just reduces number of memcpy calls, but also improves reliability so that when someone adds a new member into the struct, it will automatically load/save correctly. Bug: b/275102061 Change-Id: Ic055c986453ed46e56057a0122c9926245fef4d1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4776267 Reviewed-by: Roman Lavrov <romanl@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.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 gl::ProgramInput &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_ */