Hash :
76fa3806
Author :
Date :
2023-05-04T10:19:35
Vulkan: Expand BufferOnly path for VertexArray binding change VertexArrayVk has a fast code path for attribute change where the only change is buffer (i.e, no format or relativeOffset change). It will pass in bufferOnly to syncDirtyAttrib() call and will avoid invalidate graphics pipeline. This CL expands DIRTY_BIT_BINDING_n change and will also try to detect the bufferOnly case. This CL and crrev.com/c/4507978 together seeing Gfxbench driver overhead score improves 1.48% (from average 6804 before CLs to 6905 after CLs) on pixel 7 pro. Bug: b/277644512 Change-Id: I71da1b886bb26ba2629b83af3aeaba4d45c3d3c2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4504919 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: Charlie Lao <cclao@google.com> Auto-Submit: Charlie Lao <cclao@google.com>
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//
// 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.h:
// Defines the class interface for VertexArrayVk, implementing VertexArrayImpl.
//
#ifndef LIBANGLE_RENDERER_VULKAN_VERTEXARRAYVK_H_
#define LIBANGLE_RENDERER_VULKAN_VERTEXARRAYVK_H_
#include "libANGLE/renderer/VertexArrayImpl.h"
#include "libANGLE/renderer/vulkan/vk_cache_utils.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
namespace rx
{
class BufferVk;
struct ConversionBuffer;
enum class BufferBindingDirty
{
No,
Yes,
};
class VertexArrayVk : public VertexArrayImpl
{
public:
VertexArrayVk(ContextVk *contextVk, const gl::VertexArrayState &state);
~VertexArrayVk() 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;
angle::Result updateActiveAttribInfo(ContextVk *contextVk);
angle::Result updateDefaultAttrib(ContextVk *contextVk, size_t attribIndex);
angle::Result updateStreamedAttribs(const gl::Context *context,
GLint firstVertex,
GLsizei vertexOrIndexCount,
GLsizei instanceCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices);
angle::Result handleLineLoop(ContextVk *contextVk,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
uint32_t *indexCountOut);
angle::Result handleLineLoopIndexIndirect(ContextVk *contextVk,
gl::DrawElementsType glIndexType,
vk::BufferHelper *srcIndirectBuf,
VkDeviceSize indirectBufferOffset,
vk::BufferHelper **indirectBufferOut);
angle::Result handleLineLoopIndirectDraw(const gl::Context *context,
vk::BufferHelper *indirectBufferVk,
VkDeviceSize indirectBufferOffset,
vk::BufferHelper **indirectBufferOut);
const gl::AttribArray<VkBuffer> &getCurrentArrayBufferHandles() const
{
return mCurrentArrayBufferHandles;
}
const gl::AttribArray<VkDeviceSize> &getCurrentArrayBufferOffsets() const
{
return mCurrentArrayBufferOffsets;
}
const gl::AttribArray<vk::BufferHelper *> &getCurrentArrayBuffers() const
{
return mCurrentArrayBuffers;
}
const gl::AttribArray<angle::FormatID> &getCurrentArrayBufferFormats() const
{
return mCurrentArrayBufferFormats;
}
const gl::AttribArray<GLuint> &getCurrentArrayBufferStrides() const
{
return mCurrentArrayBufferStrides;
}
// Update mCurrentElementArrayBuffer based on the vertex array state
void updateCurrentElementArrayBuffer();
vk::BufferHelper *getCurrentElementArrayBuffer() const { return mCurrentElementArrayBuffer; }
angle::Result convertIndexBufferGPU(ContextVk *contextVk,
BufferVk *bufferVk,
const void *indices);
angle::Result convertIndexBufferIndirectGPU(ContextVk *contextVk,
vk::BufferHelper *srcIndirectBuf,
VkDeviceSize srcIndirectBufOffset,
vk::BufferHelper **indirectBufferVkOut);
angle::Result convertIndexBufferCPU(ContextVk *contextVk,
gl::DrawElementsType indexType,
size_t indexCount,
const void *sourcePointer,
BufferBindingDirty *bufferBindingDirty);
const gl::AttributesMask &getStreamingVertexAttribsMask() const
{
return mStreamingVertexAttribsMask;
}
private:
angle::Result setDefaultPackedInput(ContextVk *contextVk,
size_t attribIndex,
angle::FormatID *formatOut);
angle::Result convertVertexBufferGPU(ContextVk *contextVk,
BufferVk *srcBuffer,
const gl::VertexBinding &binding,
size_t attribIndex,
const vk::Format &vertexFormat,
ConversionBuffer *conversion,
GLuint relativeOffset,
bool compressed);
angle::Result convertVertexBufferCPU(ContextVk *contextVk,
BufferVk *srcBuffer,
const gl::VertexBinding &binding,
size_t attribIndex,
const vk::Format &vertexFormat,
ConversionBuffer *conversion,
GLuint relativeOffset,
bool compress);
angle::Result syncDirtyAttrib(ContextVk *contextVk,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
size_t attribIndex,
bool bufferOnly);
gl::AttribArray<VkBuffer> mCurrentArrayBufferHandles;
gl::AttribArray<VkDeviceSize> mCurrentArrayBufferOffsets;
// The offset into the buffer to the first attrib
gl::AttribArray<GLuint> mCurrentArrayBufferRelativeOffsets;
gl::AttribArray<vk::BufferHelper *> mCurrentArrayBuffers;
// Tracks BufferSerial of mCurrentArrayBuffers since they are always valid to access.
gl::AttribArray<vk::BufferSerial> mCurrentArrayBufferSerial;
// Cache strides of attributes for a fast pipeline cache update when VAOs are changed
gl::AttribArray<angle::FormatID> mCurrentArrayBufferFormats;
gl::AttribArray<GLuint> mCurrentArrayBufferStrides;
gl::AttributesMask mCurrentArrayBufferCompressed;
vk::BufferHelper *mCurrentElementArrayBuffer;
// Cached element array buffers for improving performance.
vk::BufferHelperPointerVector mCachedStreamIndexBuffers;
vk::BufferHelper mStreamedIndexData;
vk::BufferHelper mTranslatedByteIndexData;
vk::BufferHelper mTranslatedByteIndirectData;
vk::LineLoopHelper mLineLoopHelper;
Optional<GLint> mLineLoopBufferFirstIndex;
Optional<size_t> mLineLoopBufferLastIndex;
bool mDirtyLineLoopTranslation;
// Track client and/or emulated attribs that we have to stream their buffer contents
gl::AttributesMask mStreamingVertexAttribsMask;
// The attrib/binding dirty bits that requires graphics pipeline update
gl::VertexArray::DirtyBindingBits mBindingDirtyBitsRequiresPipelineUpdate;
gl::VertexArray::DirtyAttribBits mAttribDirtyBitsRequiresPipelineUpdate;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_VERTEXARRAYVK_H_