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kc3-lang/angle/src/libANGLE/renderer/vulkan/VertexArrayVk.cpp

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  • Author : Jamie Madill
    Date : 2019-07-04 08:51:34
    Hash : ee21a187
    Message : Store angle::Format in gl::VertexAttribute. Instead of storing type/size/normalized/pureInteger we instead store a pointer to the angle::Format. This makes some code logic simpler and will let us more easily check if a vertex attribute format changes in calls to VertexAttribPointer or VertexAttribFormat. This CL adds extra information to angle::Format to represent the vertex format info needed. It also caches the channel count so that it can be queried faster. Also renames "Int" -> "Sint" in UtilsVk for consistency. Bug: angleproject:3256 Change-Id: I5ef9b983dad8a58c341113c802500b89ce081566 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1684293 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>

  • src/libANGLE/renderer/vulkan/VertexArrayVk.cpp
  • //
    // 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.cpp:
    //    Implements the class methods for VertexArrayVk.
    //
    
    #include "libANGLE/renderer/vulkan/VertexArrayVk.h"
    
    #include "common/debug.h"
    #include "common/utilities.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/renderer/vulkan/BufferVk.h"
    #include "libANGLE/renderer/vulkan/CommandGraph.h"
    #include "libANGLE/renderer/vulkan/ContextVk.h"
    #include "libANGLE/renderer/vulkan/FramebufferVk.h"
    #include "libANGLE/renderer/vulkan/RendererVk.h"
    #include "libANGLE/renderer/vulkan/vk_format_utils.h"
    #include "libANGLE/trace.h"
    
    namespace rx
    {
    namespace
    {
    constexpr size_t kDynamicVertexDataSize = 1024 * 1024;
    constexpr size_t kDynamicIndexDataSize  = 1024 * 8;
    
    ANGLE_INLINE bool BindingIsAligned(const gl::VertexBinding &binding,
                                       const angle::Format &angleFormat,
                                       unsigned int attribSize)
    {
        GLuint mask = angleFormat.componentAlignmentMask;
        if (mask != std::numeric_limits<GLuint>::max())
        {
            return ((binding.getOffset() & mask) == 0 && (binding.getStride() & mask) == 0);
        }
        else
        {
            unsigned int formatSize = angleFormat.pixelBytes;
            return ((binding.getOffset() * attribSize) % formatSize == 0) &&
                   ((binding.getStride() * attribSize) % formatSize == 0);
        }
    }
    
    angle::Result StreamVertexData(ContextVk *contextVk,
                                   vk::DynamicBuffer *dynamicBuffer,
                                   const uint8_t *sourceData,
                                   size_t bytesToAllocate,
                                   size_t destOffset,
                                   size_t vertexCount,
                                   size_t stride,
                                   VertexCopyFunction vertexLoadFunction,
                                   vk::BufferHelper **bufferOut,
                                   VkDeviceSize *bufferOffsetOut)
    {
        uint8_t *dst = nullptr;
        ANGLE_TRY(dynamicBuffer->allocate(contextVk, bytesToAllocate, &dst, nullptr, bufferOffsetOut,
                                          nullptr));
        *bufferOut = dynamicBuffer->getCurrentBuffer();
        dst += destOffset;
        vertexLoadFunction(sourceData, stride, vertexCount, dst);
    
        ANGLE_TRY(dynamicBuffer->flush(contextVk));
        return angle::Result::Continue;
    }
    
    size_t GetVertexCount(BufferVk *srcBuffer, const gl::VertexBinding &binding, uint32_t srcFormatSize)
    {
        // Bytes usable for vertex data.
        GLint64 bytes = srcBuffer->getSize() - binding.getOffset();
        if (bytes < srcFormatSize)
            return 0;
    
        // Count the last vertex.  It may occupy less than a full stride.
        size_t numVertices = 1;
        bytes -= srcFormatSize;
    
        // Count how many strides fit remaining space.
        if (bytes > 0)
            numVertices += static_cast<size_t>(bytes) / binding.getStride();
    
        return numVertices;
    }
    }  // anonymous namespace
    
    VertexArrayVk::VertexArrayVk(ContextVk *contextVk, const gl::VertexArrayState &state)
        : VertexArrayImpl(state),
          mCurrentArrayBufferHandles{},
          mCurrentArrayBufferOffsets{},
          mCurrentArrayBuffers{},
          mCurrentElementArrayBufferOffset(0),
          mCurrentElementArrayBuffer(nullptr),
          mLineLoopHelper(contextVk->getRenderer()),
          mDirtyLineLoopTranslation(true)
    {
        RendererVk *renderer = contextVk->getRenderer();
    
        VkBufferCreateInfo createInfo = {};
        createInfo.sType              = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
        createInfo.size               = 16;
        createInfo.usage              = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
        (void)mTheNullBuffer.init(contextVk, createInfo, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
    
        mCurrentArrayBufferHandles.fill(mTheNullBuffer.getBuffer().getHandle());
        mCurrentArrayBufferOffsets.fill(0);
        mCurrentArrayBuffers.fill(&mTheNullBuffer);
    
        mDynamicVertexData.init(renderer, vk::kVertexBufferUsageFlags, vk::kVertexBufferAlignment,
                                kDynamicVertexDataSize, true);
    
        // We use an alignment of four for index data. This ensures that compute shaders can read index
        // elements from "uint" aligned addresses.
        mDynamicIndexData.init(renderer, vk::kIndexBufferUsageFlags, vk::kIndexBufferAlignment,
                               kDynamicIndexDataSize, true);
        mTranslatedByteIndexData.init(renderer, vk::kIndexBufferUsageFlags, vk::kIndexBufferAlignment,
                                      kDynamicIndexDataSize, true);
    }
    
    VertexArrayVk::~VertexArrayVk() {}
    
    void VertexArrayVk::destroy(const gl::Context *context)
    {
        ContextVk *contextVk = vk::GetImpl(context);
    
        mTheNullBuffer.release(contextVk);
    
        mDynamicVertexData.release(contextVk);
        mDynamicIndexData.release(contextVk);
        mTranslatedByteIndexData.release(contextVk);
        mLineLoopHelper.release(contextVk);
    }
    
    angle::Result VertexArrayVk::convertIndexBufferGPU(ContextVk *contextVk,
                                                       BufferVk *bufferVk,
                                                       const void *indices)
    {
        intptr_t offsetIntoSrcData = reinterpret_cast<intptr_t>(indices);
        size_t srcDataSize         = static_cast<size_t>(bufferVk->getSize()) - offsetIntoSrcData;
    
        mTranslatedByteIndexData.releaseInFlightBuffers(contextVk);
    
        ANGLE_TRY(mTranslatedByteIndexData.allocate(contextVk, sizeof(GLushort) * srcDataSize, nullptr,
                                                    nullptr, &mCurrentElementArrayBufferOffset,
                                                    nullptr));
        mCurrentElementArrayBuffer = mTranslatedByteIndexData.getCurrentBuffer();
    
        vk::BufferHelper *dest = mTranslatedByteIndexData.getCurrentBuffer();
        vk::BufferHelper *src  = &bufferVk->getBuffer();
    
        // Copy relevant section of the source into destination at allocated offset.  Note that the
        // offset returned by allocate() above is in bytes. As is the indices offset pointer.
        UtilsVk::ConvertIndexParameters params = {};
        params.srcOffset                       = static_cast<uint32_t>(offsetIntoSrcData);
        params.dstOffset = static_cast<uint32_t>(mCurrentElementArrayBufferOffset);
        params.maxIndex  = static_cast<uint32_t>(bufferVk->getSize());
    
        return contextVk->getUtils().convertIndexBuffer(contextVk, dest, src, params);
    }
    
    angle::Result VertexArrayVk::convertIndexBufferCPU(ContextVk *contextVk,
                                                       gl::DrawElementsType indexType,
                                                       size_t indexCount,
                                                       const void *sourcePointer)
    {
        ASSERT(!mState.getElementArrayBuffer() || indexType == gl::DrawElementsType::UnsignedByte);
    
        mDynamicIndexData.releaseInFlightBuffers(contextVk);
    
        size_t elementSize = gl::GetDrawElementsTypeSize(indexType);
        if (indexType == gl::DrawElementsType::UnsignedByte)
        {
            // 8-bit indices are not supported by Vulkan, so they are promoted to
            // 16-bit indices below
            elementSize = sizeof(GLushort);
        }
    
        const size_t amount = elementSize * indexCount;
        GLubyte *dst        = nullptr;
    
        ANGLE_TRY(mDynamicIndexData.allocate(contextVk, amount, &dst, nullptr,
                                             &mCurrentElementArrayBufferOffset, nullptr));
        mCurrentElementArrayBuffer = mDynamicIndexData.getCurrentBuffer();
        if (indexType == gl::DrawElementsType::UnsignedByte)
        {
            // Unsigned bytes don't have direct support in Vulkan so we have to expand the
            // memory to a GLushort.
            const GLubyte *in     = static_cast<const GLubyte *>(sourcePointer);
            GLushort *expandedDst = reinterpret_cast<GLushort *>(dst);
            bool primitiveRestart = contextVk->getState().isPrimitiveRestartEnabled();
    
            constexpr GLubyte kUnsignedByteRestartValue   = 0xFF;
            constexpr GLushort kUnsignedShortRestartValue = 0xFFFF;
    
            if (primitiveRestart)
            {
                for (size_t index = 0; index < indexCount; index++)
                {
                    GLushort value = static_cast<GLushort>(in[index]);
                    if (in[index] == kUnsignedByteRestartValue)
                    {
                        // Convert from 8-bit restart value to 16-bit restart value
                        value = kUnsignedShortRestartValue;
                    }
                    expandedDst[index] = value;
                }
            }
            else
            {
                // Fast path for common case.
                for (size_t index = 0; index < indexCount; index++)
                {
                    expandedDst[index] = static_cast<GLushort>(in[index]);
                }
            }
        }
        else
        {
            // The primitive restart value is the same for OpenGL and Vulkan,
            // so there's no need to perform any conversion.
            memcpy(dst, sourcePointer, amount);
        }
        return mDynamicIndexData.flush(contextVk);
    }
    
    // We assume the buffer is completely full of the same kind of data and convert
    // and/or align it as we copy it to a DynamicBuffer. The assumption could be wrong
    // but the alternative of copying it piecemeal on each draw would have a lot more
    // overhead.
    angle::Result VertexArrayVk::convertVertexBufferGPU(ContextVk *contextVk,
                                                        BufferVk *srcBuffer,
                                                        const gl::VertexBinding &binding,
                                                        size_t attribIndex,
                                                        const vk::Format &vertexFormat,
                                                        ConversionBuffer *conversion)
    {
        const angle::Format &srcFormat  = vertexFormat.angleFormat();
        const angle::Format &destFormat = vertexFormat.bufferFormat();
    
        ASSERT(binding.getStride() % (srcFormat.pixelBytes / srcFormat.channelCount) == 0);
    
        unsigned srcFormatSize  = srcFormat.pixelBytes;
        unsigned destFormatSize = destFormat.pixelBytes;
    
        size_t numVertices = GetVertexCount(srcBuffer, binding, srcFormatSize);
        if (numVertices == 0)
        {
            return angle::Result::Continue;
        }
    
        ASSERT(GetVertexInputAlignment(vertexFormat) <= vk::kVertexBufferAlignment);
    
        // Allocate buffer for results
        conversion->data.releaseInFlightBuffers(contextVk);
        ANGLE_TRY(conversion->data.allocate(contextVk, numVertices * destFormatSize, nullptr, nullptr,
                                            &conversion->lastAllocationOffset, nullptr));
    
        ASSERT(conversion->dirty);
        conversion->dirty = false;
    
        UtilsVk::ConvertVertexParameters params;
        params.vertexCount = numVertices;
        params.srcFormat   = &srcFormat;
        params.destFormat  = &destFormat;
        params.srcStride   = binding.getStride();
        params.srcOffset   = binding.getOffset();
        params.destOffset  = static_cast<size_t>(conversion->lastAllocationOffset);
    
        ANGLE_TRY(contextVk->getUtils().convertVertexBuffer(
            contextVk, conversion->data.getCurrentBuffer(), &srcBuffer->getBuffer(), params));
    
        return angle::Result::Continue;
    }
    
    angle::Result VertexArrayVk::convertVertexBufferCPU(ContextVk *contextVk,
                                                        BufferVk *srcBuffer,
                                                        const gl::VertexBinding &binding,
                                                        size_t attribIndex,
                                                        const vk::Format &vertexFormat,
                                                        ConversionBuffer *conversion)
    {
        ANGLE_TRACE_EVENT0("gpu.angle", "VertexArrayVk::convertVertexBufferCpu");
        // Needed before reading buffer or we could get stale data.
        ANGLE_TRY(contextVk->finishImpl());
    
        unsigned srcFormatSize = vertexFormat.angleFormat().pixelBytes;
        unsigned dstFormatSize = vertexFormat.bufferFormat().pixelBytes;
    
        conversion->data.releaseInFlightBuffers(contextVk);
    
        size_t numVertices = GetVertexCount(srcBuffer, binding, srcFormatSize);
        if (numVertices == 0)
        {
            return angle::Result::Continue;
        }
    
        void *src = nullptr;
        ANGLE_TRY(srcBuffer->mapImpl(contextVk, &src));
        const uint8_t *srcBytes = reinterpret_cast<const uint8_t *>(src);
        srcBytes += binding.getOffset();
        ASSERT(GetVertexInputAlignment(vertexFormat) <= vk::kVertexBufferAlignment);
        ANGLE_TRY(StreamVertexData(contextVk, &conversion->data, srcBytes, numVertices * dstFormatSize,
                                   0, numVertices, binding.getStride(), vertexFormat.vertexLoadFunction,
                                   &mCurrentArrayBuffers[attribIndex],
                                   &conversion->lastAllocationOffset));
        ANGLE_TRY(srcBuffer->unmapImpl(contextVk));
    
        ASSERT(conversion->dirty);
        conversion->dirty = false;
    
        return angle::Result::Continue;
    }
    
    angle::Result VertexArrayVk::syncState(const gl::Context *context,
                                           const gl::VertexArray::DirtyBits &dirtyBits,
                                           gl::VertexArray::DirtyAttribBitsArray *attribBits,
                                           gl::VertexArray::DirtyBindingBitsArray *bindingBits)
    {
        ASSERT(dirtyBits.any());
    
        bool invalidateContext = false;
    
        ContextVk *contextVk = vk::GetImpl(context);
    
        // Rebuild current attribute buffers cache. This will fail horribly if the buffer changes.
        // TODO(jmadill): Handle buffer storage changes.
        const auto &attribs  = mState.getVertexAttributes();
        const auto &bindings = mState.getVertexBindings();
    
        for (size_t dirtyBit : dirtyBits)
        {
            switch (dirtyBit)
            {
                case gl::VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER:
                {
                    gl::Buffer *bufferGL = mState.getElementArrayBuffer();
                    if (bufferGL)
                    {
                        BufferVk *bufferVk         = vk::GetImpl(bufferGL);
                        mCurrentElementArrayBuffer = &bufferVk->getBuffer();
                    }
                    else
                    {
                        mCurrentElementArrayBuffer = nullptr;
                    }
    
                    mLineLoopBufferFirstIndex.reset();
                    mLineLoopBufferLastIndex.reset();
                    contextVk->setIndexBufferDirty();
                    mDirtyLineLoopTranslation = true;
                    break;
                }
    
                case gl::VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA:
                    mLineLoopBufferFirstIndex.reset();
                    mLineLoopBufferLastIndex.reset();
                    contextVk->setIndexBufferDirty();
                    mDirtyLineLoopTranslation = true;
                    break;
    
    #define ANGLE_VERTEX_DIRTY_ATTRIB_FUNC(INDEX)                                     \
        case gl::VertexArray::DIRTY_BIT_ATTRIB_0 + INDEX:                             \
            ANGLE_TRY(syncDirtyAttrib(contextVk, attribs[INDEX],                      \
                                      bindings[attribs[INDEX].bindingIndex], INDEX)); \
            invalidateContext = true;                                                 \
            (*attribBits)[INDEX].reset();                                             \
            break;
    
                    ANGLE_VERTEX_INDEX_CASES(ANGLE_VERTEX_DIRTY_ATTRIB_FUNC)
    
    #define ANGLE_VERTEX_DIRTY_BINDING_FUNC(INDEX)                                    \
        case gl::VertexArray::DIRTY_BIT_BINDING_0 + INDEX:                            \
            ANGLE_TRY(syncDirtyAttrib(contextVk, attribs[INDEX],                      \
                                      bindings[attribs[INDEX].bindingIndex], INDEX)); \
            invalidateContext = true;                                                 \
            (*bindingBits)[INDEX].reset();                                            \
            break;
    
                    ANGLE_VERTEX_INDEX_CASES(ANGLE_VERTEX_DIRTY_BINDING_FUNC)
    
    #define ANGLE_VERTEX_DIRTY_BUFFER_DATA_FUNC(INDEX)                                \
        case gl::VertexArray::DIRTY_BIT_BUFFER_DATA_0 + INDEX:                        \
            ANGLE_TRY(syncDirtyAttrib(contextVk, attribs[INDEX],                      \
                                      bindings[attribs[INDEX].bindingIndex], INDEX)); \
            break;
    
                    ANGLE_VERTEX_INDEX_CASES(ANGLE_VERTEX_DIRTY_BUFFER_DATA_FUNC)
    
                default:
                    UNREACHABLE();
                    break;
            }
        }
    
        if (invalidateContext)
        {
            contextVk->invalidateVertexAndIndexBuffers();
        }
    
        return angle::Result::Continue;
    }
    
    ANGLE_INLINE void VertexArrayVk::setDefaultPackedInput(ContextVk *contextVk, size_t attribIndex)
    {
        const gl::State &glState = contextVk->getState();
        const gl::VertexAttribCurrentValueData &defaultValue =
            glState.getVertexAttribCurrentValues()[attribIndex];
    
        switch (defaultValue.Type)
        {
            case gl::VertexAttribType::Float:
                contextVk->onVertexAttributeChange(attribIndex, 0, 0, VK_FORMAT_R32G32B32A32_SFLOAT, 0);
                break;
    
            case gl::VertexAttribType::Int:
                contextVk->onVertexAttributeChange(attribIndex, 0, 0, VK_FORMAT_R32G32B32A32_SINT, 0);
                break;
    
            case gl::VertexAttribType::UnsignedInt:
                contextVk->onVertexAttributeChange(attribIndex, 0, 0, VK_FORMAT_R32G32B32A32_UINT, 0);
                break;
    
            default:
                UNREACHABLE();
                break;
        }
    }
    
    angle::Result VertexArrayVk::syncDirtyAttrib(ContextVk *contextVk,
                                                 const gl::VertexAttribute &attrib,
                                                 const gl::VertexBinding &binding,
                                                 size_t attribIndex)
    {
        RendererVk *renderer               = contextVk->getRenderer();
        bool anyVertexBufferConvertedOnGpu = false;
    
        if (attrib.enabled)
        {
            gl::Buffer *bufferGL           = binding.getBuffer().get();
            const vk::Format &vertexFormat = renderer->getFormat(attrib.format->id);
            GLuint stride;
    
            if (bufferGL)
            {
                BufferVk *bufferVk               = vk::GetImpl(bufferGL);
                const angle::Format &angleFormat = vertexFormat.angleFormat();
                bool bindingIsAligned =
                    BindingIsAligned(binding, angleFormat, angleFormat.channelCount);
    
                if (vertexFormat.vertexLoadRequiresConversion || !bindingIsAligned)
                {
                    stride = vertexFormat.bufferFormat().pixelBytes;
    
                    // This will require supporting relativeOffset in ES 3.1.
                    ConversionBuffer *conversion = bufferVk->getVertexConversionBuffer(
                        renderer, angleFormat.id, binding.getStride(), binding.getOffset());
                    if (conversion->dirty)
                    {
                        if (bindingIsAligned)
                        {
                            ANGLE_TRY(convertVertexBufferGPU(contextVk, bufferVk, binding, attribIndex,
                                                             vertexFormat, conversion));
                            anyVertexBufferConvertedOnGpu = true;
                        }
                        else
                        {
                            ANGLE_TRY(convertVertexBufferCPU(contextVk, bufferVk, binding, attribIndex,
                                                             vertexFormat, conversion));
                        }
                    }
    
                    mCurrentArrayBuffers[attribIndex] = conversion->data.getCurrentBuffer();
                    mCurrentArrayBufferHandles[attribIndex] =
                        mCurrentArrayBuffers[attribIndex]->getBuffer().getHandle();
                    mCurrentArrayBufferOffsets[attribIndex] = conversion->lastAllocationOffset;
                }
                else
                {
                    if (bufferVk->getSize() == 0)
                    {
                        mCurrentArrayBuffers[attribIndex] = &mTheNullBuffer;
                        mCurrentArrayBufferHandles[attribIndex] =
                            mTheNullBuffer.getBuffer().getHandle();
                        mCurrentArrayBufferOffsets[attribIndex] = 0;
                        stride                                  = 0;
                    }
                    else
                    {
                        mCurrentArrayBuffers[attribIndex] = &bufferVk->getBuffer();
                        mCurrentArrayBufferHandles[attribIndex] =
                            bufferVk->getBuffer().getBuffer().getHandle();
                        mCurrentArrayBufferOffsets[attribIndex] = binding.getOffset();
                        stride                                  = binding.getStride();
                    }
                }
            }
            else
            {
                mCurrentArrayBuffers[attribIndex]       = &mTheNullBuffer;
                mCurrentArrayBufferHandles[attribIndex] = mTheNullBuffer.getBuffer().getHandle();
                mCurrentArrayBufferOffsets[attribIndex] = 0;
                stride                                  = vertexFormat.bufferFormat().pixelBytes;
            }
    
            contextVk->onVertexAttributeChange(attribIndex, stride, binding.getDivisor(),
                                               vertexFormat.vkBufferFormat, attrib.relativeOffset);
        }
        else
        {
            contextVk->invalidateDefaultAttribute(attribIndex);
    
            // These will be filled out by the ContextVk.
            mCurrentArrayBuffers[attribIndex]       = &mTheNullBuffer;
            mCurrentArrayBufferHandles[attribIndex] = mTheNullBuffer.getBuffer().getHandle();
            mCurrentArrayBufferOffsets[attribIndex] = 0;
    
            setDefaultPackedInput(contextVk, attribIndex);
        }
    
        if (anyVertexBufferConvertedOnGpu && renderer->getFeatures().flushAfterVertexConversion.enabled)
        {
            ANGLE_TRY(contextVk->flushImpl(nullptr));
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result VertexArrayVk::updateClientAttribs(const gl::Context *context,
                                                     GLint firstVertex,
                                                     GLsizei vertexOrIndexCount,
                                                     GLsizei instanceCount,
                                                     gl::DrawElementsType indexTypeOrInvalid,
                                                     const void *indices)
    {
        ContextVk *contextVk                    = vk::GetImpl(context);
        const gl::AttributesMask &clientAttribs = context->getStateCache().getActiveClientAttribsMask();
    
        ASSERT(clientAttribs.any());
    
        GLint startVertex;
        size_t vertexCount;
        ANGLE_TRY(GetVertexRangeInfo(context, firstVertex, vertexOrIndexCount, indexTypeOrInvalid,
                                     indices, 0, &startVertex, &vertexCount));
    
        RendererVk *renderer = contextVk->getRenderer();
        mDynamicVertexData.releaseInFlightBuffers(contextVk);
    
        const auto &attribs  = mState.getVertexAttributes();
        const auto &bindings = mState.getVertexBindings();
    
        // TODO(fjhenigman): When we have a bunch of interleaved attributes, they end up
        // un-interleaved, wasting space and copying time.  Consider improving on that.
        for (size_t attribIndex : clientAttribs)
        {
            const gl::VertexAttribute &attrib = attribs[attribIndex];
            const gl::VertexBinding &binding  = bindings[attrib.bindingIndex];
            ASSERT(attrib.enabled && binding.getBuffer().get() == nullptr);
    
            const vk::Format &vertexFormat = renderer->getFormat(attrib.format->id);
            GLuint stride                  = vertexFormat.bufferFormat().pixelBytes;
    
            ASSERT(GetVertexInputAlignment(vertexFormat) <= vk::kVertexBufferAlignment);
    
            const uint8_t *src = static_cast<const uint8_t *>(attrib.pointer);
            if (binding.getDivisor() > 0)
            {
                // instanced attrib
                size_t count           = UnsignedCeilDivide(instanceCount, binding.getDivisor());
                size_t bytesToAllocate = count * stride;
    
                ANGLE_TRY(StreamVertexData(contextVk, &mDynamicVertexData, src, bytesToAllocate, 0,
                                           count, binding.getStride(), vertexFormat.vertexLoadFunction,
                                           &mCurrentArrayBuffers[attribIndex],
                                           &mCurrentArrayBufferOffsets[attribIndex]));
            }
            else
            {
                // Allocate space for startVertex + vertexCount so indexing will work.  If we don't
                // start at zero all the indices will be off.
                // Only vertexCount vertices will be used by the upcoming draw so that is all we copy.
                size_t bytesToAllocate = (startVertex + vertexCount) * stride;
                src += startVertex * binding.getStride();
                size_t destOffset = startVertex * stride;
    
                ANGLE_TRY(StreamVertexData(
                    contextVk, &mDynamicVertexData, src, bytesToAllocate, destOffset, vertexCount,
                    binding.getStride(), vertexFormat.vertexLoadFunction,
                    &mCurrentArrayBuffers[attribIndex], &mCurrentArrayBufferOffsets[attribIndex]));
            }
    
            mCurrentArrayBufferHandles[attribIndex] =
                mCurrentArrayBuffers[attribIndex]->getBuffer().getHandle();
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result VertexArrayVk::handleLineLoop(ContextVk *contextVk,
                                                GLint firstVertex,
                                                GLsizei vertexOrIndexCount,
                                                gl::DrawElementsType indexTypeOrInvalid,
                                                const void *indices,
                                                size_t *indexCountOut)
    {
        if (indexTypeOrInvalid != gl::DrawElementsType::InvalidEnum)
        {
            // Handle GL_LINE_LOOP drawElements.
            if (mDirtyLineLoopTranslation)
            {
                gl::Buffer *elementArrayBuffer = mState.getElementArrayBuffer();
    
                if (!elementArrayBuffer)
                {
                    ANGLE_TRY(mLineLoopHelper.streamIndices(
                        contextVk, indexTypeOrInvalid, vertexOrIndexCount,
                        reinterpret_cast<const uint8_t *>(indices), &mCurrentElementArrayBuffer,
                        &mCurrentElementArrayBufferOffset, indexCountOut));
                }
                else
                {
                    // When using an element array buffer, 'indices' is an offset to the first element.
                    intptr_t offset                = reinterpret_cast<intptr_t>(indices);
                    BufferVk *elementArrayBufferVk = vk::GetImpl(elementArrayBuffer);
                    ANGLE_TRY(mLineLoopHelper.getIndexBufferForElementArrayBuffer(
                        contextVk, elementArrayBufferVk, indexTypeOrInvalid, vertexOrIndexCount, offset,
                        &mCurrentElementArrayBuffer, &mCurrentElementArrayBufferOffset, indexCountOut));
                }
            }
    
            // If we've had a drawArrays call with a line loop before, we want to make sure this is
            // invalidated the next time drawArrays is called since we use the same index buffer for
            // both calls.
            mLineLoopBufferFirstIndex.reset();
            mLineLoopBufferLastIndex.reset();
            return angle::Result::Continue;
        }
    
        // Note: Vertex indexes can be arbitrarily large.
        uint32_t clampedVertexCount = gl::clampCast<uint32_t>(vertexOrIndexCount);
    
        // Handle GL_LINE_LOOP drawArrays.
        size_t lastVertex = static_cast<size_t>(firstVertex + clampedVertexCount);
        if (!mLineLoopBufferFirstIndex.valid() || !mLineLoopBufferLastIndex.valid() ||
            mLineLoopBufferFirstIndex != firstVertex || mLineLoopBufferLastIndex != lastVertex)
        {
            ANGLE_TRY(mLineLoopHelper.getIndexBufferForDrawArrays(
                contextVk, clampedVertexCount, firstVertex, &mCurrentElementArrayBuffer,
                &mCurrentElementArrayBufferOffset));
    
            mLineLoopBufferFirstIndex = firstVertex;
            mLineLoopBufferLastIndex  = lastVertex;
        }
        *indexCountOut = vertexOrIndexCount + 1;
    
        return angle::Result::Continue;
    }
    
    void VertexArrayVk::updateDefaultAttrib(ContextVk *contextVk,
                                            size_t attribIndex,
                                            VkBuffer bufferHandle,
                                            uint32_t offset)
    {
        if (!mState.getEnabledAttributesMask().test(attribIndex))
        {
            mCurrentArrayBufferHandles[attribIndex] = bufferHandle;
            mCurrentArrayBufferOffsets[attribIndex] = offset;
            mCurrentArrayBuffers[attribIndex]       = nullptr;
    
            setDefaultPackedInput(contextVk, attribIndex);
        }
    }
    }  // namespace rx