Hash :
eca5244d
        
        Author :
  
        
        Date :
2025-07-30T16:59:16
        
      
Remove buffer from VertexArrayState::setAttribBinding In later CLs we try to remove shared lock from glVertexAttribBinding(). One of the lockers for that is right now setAttribBinding() references "buffer" for size. This CL caches the per binding index bufferSize in VertexArrayPrivate (i.e, std::vector<size_t> mCachedBufferSize). setAttribBinding() moved from VertexArray to VertexArrayPrivate since it no longer needs buffer access, but uses mCachedBufferSize instead. This CL also changes std::vector to std::array for mVertexArrayBuffers Bug: b/433331119 Change-Id: Ie34aef82379af8f04099cdc20ebdf354d2787a65 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6803592 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
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//
// Copyright 2014 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.
//
// Implementation of the state classes for mananging GLES 3.1 Vertex Array Objects.
//
#include "libANGLE/VertexAttribute.h"
namespace gl
{
// [OpenGL ES 3.1] (November 3, 2016) Section 20 Page 361
// Table 20.2: Vertex Array Object State
VertexBinding::VertexBinding() : VertexBinding(0) {}
VertexBinding::VertexBinding(GLuint boundAttribute) : mStride(16u), mDivisor(0), mOffset(0)
{
    mBoundAttributesMask.set(boundAttribute);
}
VertexBinding::VertexBinding(VertexBinding &&binding)
{
    *this = std::move(binding);
}
VertexBinding::~VertexBinding() {}
VertexBinding &VertexBinding::operator=(VertexBinding &&binding)
{
    if (this != &binding)
    {
        mStride              = binding.mStride;
        mDivisor             = binding.mDivisor;
        mOffset              = binding.mOffset;
        mBoundAttributesMask = binding.mBoundAttributesMask;
    }
    return *this;
}
VertexAttribute::VertexAttribute(GLuint bindingIndex)
    : enabled(false),
      format(&angle::Format::Get(angle::FormatID::R32G32B32A32_FLOAT)),
      pointer(nullptr),
      relativeOffset(0),
      vertexAttribArrayStride(0),
      bindingIndex(bindingIndex),
      mCachedElementLimit(0)
{}
VertexAttribute::VertexAttribute(VertexAttribute &&attrib)
    : enabled(attrib.enabled),
      format(attrib.format),
      pointer(attrib.pointer),
      relativeOffset(attrib.relativeOffset),
      vertexAttribArrayStride(attrib.vertexAttribArrayStride),
      bindingIndex(attrib.bindingIndex),
      mCachedElementLimit(attrib.mCachedElementLimit)
{}
VertexAttribute &VertexAttribute::operator=(VertexAttribute &&attrib)
{
    if (this != &attrib)
    {
        enabled                 = attrib.enabled;
        format                  = attrib.format;
        pointer                 = attrib.pointer;
        relativeOffset          = attrib.relativeOffset;
        vertexAttribArrayStride = attrib.vertexAttribArrayStride;
        bindingIndex            = attrib.bindingIndex;
        mCachedElementLimit     = attrib.mCachedElementLimit;
    }
    return *this;
}
void VertexAttribute::updateCachedElementLimit(const VertexBinding &binding, GLint64 bufferSize)
{
    if (bufferSize == 0)
    {
        mCachedElementLimit = 0;
        return;
    }
    angle::CheckedNumeric<GLint64> bufferOffset(binding.getOffset());
    angle::CheckedNumeric<GLint64> checkedBufferSize(bufferSize);
    angle::CheckedNumeric<GLint64> attribOffset(relativeOffset);
    angle::CheckedNumeric<GLint64> attribSize(ComputeVertexAttributeTypeSize(*this));
    // Disallow referencing data before the start of the buffer with negative offsets
    angle::CheckedNumeric<GLint64> offset = bufferOffset + attribOffset;
    if (!offset.IsValid() || offset.ValueOrDie() < 0)
    {
        mCachedElementLimit = kIntegerOverflow;
        return;
    }
    // The element limit is (exclusive) end of the accessible range for the vertex.  For example, if
    // N attributes can be accessed, the following calculates N.
    //
    // (buffer.size - buffer.offset - attrib.relativeOffset - attrib.size) / binding.stride + 1
    angle::CheckedNumeric<GLint64> elementLimit = (checkedBufferSize - offset - attribSize);
    // Use the special integer overflow value if there was a math error.
    if (!elementLimit.IsValid())
    {
        static_assert(kIntegerOverflow < 0, "Unexpected value");
        mCachedElementLimit = kIntegerOverflow;
        return;
    }
    mCachedElementLimit = elementLimit.ValueOrDie();
    if (mCachedElementLimit < 0)
    {
        return;
    }
    if (binding.getStride() == 0)
    {
        // Special case for a zero stride. If we can fit one vertex we can fit infinite vertices.
        mCachedElementLimit = std::numeric_limits<GLint64>::max();
        return;
    }
    mCachedElementLimit /= binding.getStride();
    ++mCachedElementLimit;
}
size_t ComputeVertexAttributeStride(const VertexAttribute &attrib, const VertexBinding &binding)
{
    // In ES 3.1, VertexAttribPointer will store the type size in the binding stride.
    // Hence, rendering always uses the binding's stride.
    return attrib.enabled ? binding.getStride() : 16u;
}
// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
GLintptr ComputeVertexAttributeOffset(const VertexAttribute &attrib, const VertexBinding &binding)
{
    return attrib.relativeOffset + binding.getOffset();
}
size_t ComputeVertexBindingElementCount(GLuint divisor, size_t drawCount, size_t instanceCount)
{
    // For instanced rendering, we draw "instanceDrawCount" sets of "vertexDrawCount" vertices.
    //
    // A vertex attribute with a positive divisor loads one instanced vertex for every set of
    // non-instanced vertices, and the instanced vertex index advances once every "mDivisor"
    // instances.
    if (instanceCount > 0 && divisor > 0)
    {
        // When instanceDrawCount is not a multiple attrib.divisor, the division must round up.
        // For instance, with 5 non-instanced vertices and a divisor equal to 3, we need 2 instanced
        // vertices.
        return (instanceCount + divisor - 1u) / divisor;
    }
    return drawCount;
}
}  // namespace gl