Hash :
82e12fd6
Author :
Date :
2019-02-08T12:10:36
Use github link to SVG example image in docs. It seems like there isn't a way to reference a local SVG in gitiles. We'd need to upload the image to cloud storage. Instead we can use the image in the repo if we link to the github version. Bug: angleproject:3002 Change-Id: Ib1879d562e83ae16f531b204ca86cb73d45c5bb8 Reviewed-on: https://chromium-review.googlesource.com/c/1459600 Reviewed-by: Jamie Madill <jmadill@chromium.org>
OpenGL render loops typically involve changing some render states followed by
a draw call. For instance the app might change a few uniforms and invoke
glDrawElements:
for (const auto &obj : scene) {
for (const auto &uni : obj.uniforms) {
glUniform4fv(uni.loc, uni.data);
}
glDrawElements(GL_TRIANGLES, obj.eleCount, GL_UNSIGNED_SHORT, obj.eleOffset);
}
Another update loop may change Texture and Vertex Array state before the draw:
for (const auto &obj : scene) {
glBindBuffer(GL_ARRAY_BUFFER, obj.arrayBuffer);
glBufferSubData(GL_ARRAY_BUFFER, obj.bufferOffset, obj.bufferSize, obj.bufferData);
glVertexAttribPointer(obj.arrayIndex, obj.arraySize, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindTexture(GL_TEXTURE_2D, obj.texture);
glDrawElements(GL_TRIANGLES, obj.eleCount, GL_UNSIGNED_SHORT, obj.eleOffset);
}
Other update loops may change render states like the blending modes, the depth test, or Framebuffer attachments. In each case ANGLE needs to validate, track, and translate these state changes to the back-end as efficiently as possible.
Each OpenGL Context state value is stored in gl::State. For instance
the blending state, depth/stencil state, and current object bindings. Our problem is deciding how to
notify the back-end when app changes front-end state. We decided to bundle changed state into
bitsets. Each 1 bit indicates a specific changed state value. We call these bitsets “dirty bits“.
See gl::State::DirtyBitType.
Each back-end handles state changes in a syncState implementation function that takes a dirty
bitset. See examples in the GL back-end, D3D11 back-end and
Vulkan back-end.
Container objects such as Vertex Array Objects and Framebuffers also have their own OpenGL front-end
state. VAOs store vertex arrays and array buffer bindings. Framebuffers
store attachment state and the active read and draw buffers. These containers also have internal
dirty bits and syncState methods. See gl::Framebuffer::DirtyBitType and
rx::FramebufferVk::syncState for example.
Dirty bits allow us to efficiently process groups of state updates. We use fast instrinsic functions
to scan the bitsets for 1 bits. See bitset_utils.h for more
information.
To optimize validation we cache many checks. See gl::StateCache for examples. We
need to refresh cached values on state changes. For instance, enabling a generic vertex array
changes a cached mask of active vertex arrays. Changes to a texture’s images could change a cached
framebuffer’s completeness when the texture is bound as an attachment. And if the draw framebuffer
becomes incomplete it changes a cached draw call validation check.
See a below example of a call to glTexImage2D that can affect draw call validation:
We use the Observer pattern to implement cache
invalidation notifications. See Observer.h. In the example the
Framebuffer observes Texture attachments via angle::ObserverBinding.
Framebuffer implements angle::ObserverInterface::onSubjectStateChange to
receive a notification to update its completeness cache. The STORAGE_CHANGED message triggers a
call to gl::Context::onSubjectStateChange which in turn calls
gl::StateCache::updateBasicDrawStatesError to re-validate the draw
framebuffer’s completeness. On subsequent draw calls we skip re-validation at minimal cost.
See the Vulkan README for additional information for how we implement state change optimization on the Vulkan back-end.
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# Dirty Bits and State Changes
OpenGL render loops typically involve changing some render states followed by
a draw call. For instance the app might change a few uniforms and invoke
`glDrawElements`:
```
for (const auto &obj : scene) {
for (const auto &uni : obj.uniforms) {
glUniform4fv(uni.loc, uni.data);
}
glDrawElements(GL_TRIANGLES, obj.eleCount, GL_UNSIGNED_SHORT, obj.eleOffset);
}
```
Another update loop may change Texture and Vertex Array state before the draw:
```
for (const auto &obj : scene) {
glBindBuffer(GL_ARRAY_BUFFER, obj.arrayBuffer);
glBufferSubData(GL_ARRAY_BUFFER, obj.bufferOffset, obj.bufferSize, obj.bufferData);
glVertexAttribPointer(obj.arrayIndex, obj.arraySize, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindTexture(GL_TEXTURE_2D, obj.texture);
glDrawElements(GL_TRIANGLES, obj.eleCount, GL_UNSIGNED_SHORT, obj.eleOffset);
}
```
Other update loops may change render states like the blending modes, the depth test, or Framebuffer
attachments. In each case ANGLE needs to validate, track, and translate these state changes to the
back-end as efficiently as possible.
## Dirty Bits
Each OpenGL Context state value is stored in [`gl::State`](../src/libANGLE/State.h). For instance
the blending state, depth/stencil state, and current object bindings. Our problem is deciding how to
notify the back-end when app changes front-end state. We decided to bundle changed state into
bitsets. Each 1 bit indicates a specific changed state value. We call these bitsets "*dirty bits*".
See [`gl::State::DirtyBitType`][DirtyBitType].
Each back-end handles state changes in a `syncState` implementation function that takes a dirty
bitset. See examples in the [GL back-end][GLSyncState], [D3D11 back-end][D3D11SyncState] and
[Vulkan back-end][VulkanSyncState].
Container objects such as Vertex Array Objects and Framebuffers also have their own OpenGL front-end
state. [VAOs][VAOState] store vertex arrays and array buffer bindings. [Framebuffers][FBOState]
store attachment state and the active read and draw buffers. These containers also have internal
dirty bits and `syncState` methods. See [`gl::Framebuffer::DirtyBitType`][FBODirtyBits] and
[`rx::FramebufferVk::syncState`][FBOVkSyncState] for example.
Dirty bits allow us to efficiently process groups of state updates. We use fast instrinsic functions
to scan the bitsets for 1 bits. See [`bitset_utils.h`](../src/common/bitset_utils.h) for more
information.
## Cached Validation and State Change Notifications
To optimize validation we cache many checks. See [`gl::StateCache`][StateCache] for examples. We
need to refresh cached values on state changes. For instance, enabling a generic vertex array
changes a cached mask of active vertex arrays. Changes to a texture's images could change a cached
framebuffer's completeness when the texture is bound as an attachment. And if the draw framebuffer
becomes incomplete it changes a cached draw call validation check.
See a below example of a call to `glTexImage2D` that can affect draw call validation:
<!-- Generated from https://bramp.github.io/js-sequence-diagrams/
participant App
participant Context
participant Framebuffer
participant Texture
App->Context: glTexImage2D
Context->Texture: setImage
Texture- ->Framebuffer: onSubjectStateChange
Note over Framebuffer: cache update
Framebuffer- ->Context: onSubjectStateChange
Note over Context: cache update
-->

We use the [Observer pattern](https://en.wikipedia.org/wiki/Observer_pattern) to implement cache
invalidation notifications. See [`Observer.h`](../src/libANGLE/Observer.h). In the example the
`Framebuffer` observes `Texture` attachments via [`angle::ObserverBinding`][ObserverBinding].
`Framebuffer` implements [`angle::ObserverInterface::onSubjectStateChange`][FBOStateChange] to
receive a notification to update its completeness cache. The `STORAGE_CHANGED` message triggers a
call to [`gl::Context::onSubjectStateChange`][ContextStateChange] which in turn calls
[`gl::StateCache::updateBasicDrawStatesError`][StateCacheUpdate] to re-validate the draw
framebuffer's completeness. On subsequent draw calls we skip re-validation at minimal cost.
## Back-end specific Optimizations
See the [Vulkan README][VulkanREADME] for additional information for how we implement state change
optimization on the Vulkan back-end.
[DirtyBitType]: https://chromium.googlesource.com/angle/angle/+/5f662c0042703344eb0eef6d1c123e902e3aefbf/src/libANGLE/State.h#483
[GLSyncState]: https://chromium.googlesource.com/angle/angle/+/5f662c0042703344eb0eef6d1c123e902e3aefbf/src/libANGLE/renderer/gl/StateManagerGL.cpp#1576
[D3D11SyncState]: https://chromium.googlesource.com/angle/angle/+/5f662c0042703344eb0eef6d1c123e902e3aefbf/src/libANGLE/renderer/d3d/d3d11/StateManager11.cpp#852
[VulkanSyncState]: https://chromium.googlesource.com/angle/angle/+/5f662c0042703344eb0eef6d1c123e902e3aefbf/src/libANGLE/renderer/vulkan/ContextVk.cpp#642
[VAOState]: https://chromium.googlesource.com/angle/angle/+/5f662c0042703344eb0eef6d1c123e902e3aefbf/src/libANGLE/VertexArray.h#35
[FBOState]: https://chromium.googlesource.com/angle/angle/+/5f662c0042703344eb0eef6d1c123e902e3aefbf/src/libANGLE/Framebuffer.h#52
[FBODirtyBits]: https://chromium.googlesource.com/angle/angle/+/5f662c0042703344eb0eef6d1c123e902e3aefbf/src/libANGLE/Framebuffer.h#319
[FBOVkSyncState]: https://chromium.googlesource.com/angle/angle/+/5f662c0042703344eb0eef6d1c123e902e3aefbf/src/libANGLE/renderer/vulkan/FramebufferVk.cpp#726
[StateCache]: https://chromium.googlesource.com/angle/angle/+/5f662c0042703344eb0eef6d1c123e902e3aefbf/src/libANGLE/Context.h#98
[ObserverBinding]: https://chromium.googlesource.com/angle/angle/+/5f662c0042703344eb0eef6d1c123e902e3aefbf/src/libANGLE/Observer.h#103
[FBOStateChange]: https://chromium.googlesource.com/angle/angle/+/5f662c0042703344eb0eef6d1c123e902e3aefbf/src/libANGLE/Framebuffer.cpp#1811
[ContextStateChange]: https://chromium.googlesource.com/angle/angle/+/5f662c0042703344eb0eef6d1c123e902e3aefbf/src/libANGLE/Context.cpp#7981
[StateCacheUpdate]: https://chromium.googlesource.com/angle/angle/+/5f662c0042703344eb0eef6d1c123e902e3aefbf/src/libANGLE/Context.cpp#8190
[VulkanREADME]: ../src/libANGLE/renderer/vulkan/README.md#fast-opengl-state-transitions