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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/renderer/gl/VertexArrayGL.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/gl/VertexArrayGL.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/gl/VertexArrayGL.cpp | 499 |
1 files changed, 499 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/gl/VertexArrayGL.cpp b/gfx/angle/src/libANGLE/renderer/gl/VertexArrayGL.cpp new file mode 100755 index 000000000..1e7fa030f --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/gl/VertexArrayGL.cpp @@ -0,0 +1,499 @@ +// +// Copyright 2015 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. +// + +// VertexArrayGL.cpp: Implements the class methods for VertexArrayGL. + +#include "libANGLE/renderer/gl/VertexArrayGL.h" + +#include "common/BitSetIterator.h" +#include "common/debug.h" +#include "common/mathutil.h" +#include "common/utilities.h" +#include "libANGLE/Buffer.h" +#include "libANGLE/angletypes.h" +#include "libANGLE/formatutils.h" +#include "libANGLE/renderer/gl/BufferGL.h" +#include "libANGLE/renderer/gl/FunctionsGL.h" +#include "libANGLE/renderer/gl/renderergl_utils.h" +#include "libANGLE/renderer/gl/StateManagerGL.h" + +using namespace gl; + +namespace rx +{ +namespace +{ +bool AttributeNeedsStreaming(const VertexAttribute &attribute) +{ + return (attribute.enabled && attribute.buffer.get() == nullptr); +} + +} // anonymous namespace + +VertexArrayGL::VertexArrayGL(const VertexArrayState &state, + const FunctionsGL *functions, + StateManagerGL *stateManager) + : VertexArrayImpl(state), + mFunctions(functions), + mStateManager(stateManager), + mVertexArrayID(0), + mAppliedElementArrayBuffer(), + mStreamingElementArrayBufferSize(0), + mStreamingElementArrayBuffer(0), + mStreamingArrayBufferSize(0), + mStreamingArrayBuffer(0) +{ + ASSERT(mFunctions); + ASSERT(mStateManager); + mFunctions->genVertexArrays(1, &mVertexArrayID); + + // Set the cached vertex attribute array size + GLint maxVertexAttribs = 0; + mFunctions->getIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxVertexAttribs); + mAppliedAttributes.resize(maxVertexAttribs); +} + +VertexArrayGL::~VertexArrayGL() +{ + mStateManager->deleteVertexArray(mVertexArrayID); + mVertexArrayID = 0; + + mStateManager->deleteBuffer(mStreamingElementArrayBuffer); + mStreamingElementArrayBufferSize = 0; + mStreamingElementArrayBuffer = 0; + + mStateManager->deleteBuffer(mStreamingArrayBuffer); + mStreamingArrayBufferSize = 0; + mStreamingArrayBuffer = 0; + + mAppliedElementArrayBuffer.set(nullptr); + for (size_t idx = 0; idx < mAppliedAttributes.size(); idx++) + { + mAppliedAttributes[idx].buffer.set(nullptr); + } +} + +gl::Error VertexArrayGL::syncDrawArraysState(const gl::AttributesMask &activeAttributesMask, + GLint first, + GLsizei count, + GLsizei instanceCount) const +{ + return syncDrawState(activeAttributesMask, first, count, GL_NONE, nullptr, instanceCount, false, + nullptr); +} + +gl::Error VertexArrayGL::syncDrawElementsState(const gl::AttributesMask &activeAttributesMask, + GLsizei count, + GLenum type, + const GLvoid *indices, + GLsizei instanceCount, + bool primitiveRestartEnabled, + const GLvoid **outIndices) const +{ + return syncDrawState(activeAttributesMask, 0, count, type, indices, instanceCount, + primitiveRestartEnabled, outIndices); +} + +gl::Error VertexArrayGL::syncDrawState(const gl::AttributesMask &activeAttributesMask, + GLint first, + GLsizei count, + GLenum type, + const GLvoid *indices, + GLsizei instanceCount, + bool primitiveRestartEnabled, + const GLvoid **outIndices) const +{ + mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID()); + + // Check if any attributes need to be streamed, determines if the index range needs to be computed + bool attributesNeedStreaming = mAttributesNeedStreaming.any(); + + // Determine if an index buffer needs to be streamed and the range of vertices that need to be copied + IndexRange indexRange; + if (type != GL_NONE) + { + Error error = syncIndexData(count, type, indices, primitiveRestartEnabled, + attributesNeedStreaming, &indexRange, outIndices); + if (error.isError()) + { + return error; + } + } + else + { + // Not an indexed call, set the range to [first, first + count - 1] + indexRange.start = first; + indexRange.end = first + count - 1; + } + + if (attributesNeedStreaming) + { + Error error = streamAttributes(activeAttributesMask, instanceCount, indexRange); + if (error.isError()) + { + return error; + } + } + + return Error(GL_NO_ERROR); +} + +Error VertexArrayGL::syncIndexData(GLsizei count, + GLenum type, + const GLvoid *indices, + bool primitiveRestartEnabled, + bool attributesNeedStreaming, + IndexRange *outIndexRange, + const GLvoid **outIndices) const +{ + ASSERT(outIndices); + + gl::Buffer *elementArrayBuffer = mData.getElementArrayBuffer().get(); + + // Need to check the range of indices if attributes need to be streamed + if (elementArrayBuffer != nullptr) + { + if (elementArrayBuffer != mAppliedElementArrayBuffer.get()) + { + const BufferGL *bufferGL = GetImplAs<BufferGL>(elementArrayBuffer); + mStateManager->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferGL->getBufferID()); + mAppliedElementArrayBuffer.set(elementArrayBuffer); + } + + // Only compute the index range if the attributes also need to be streamed + if (attributesNeedStreaming) + { + ptrdiff_t elementArrayBufferOffset = reinterpret_cast<ptrdiff_t>(indices); + Error error = mData.getElementArrayBuffer()->getIndexRange( + type, elementArrayBufferOffset, count, primitiveRestartEnabled, outIndexRange); + if (error.isError()) + { + return error; + } + } + + // Indices serves as an offset into the index buffer in this case, use the same value for the draw call + *outIndices = indices; + } + else + { + // Need to stream the index buffer + // TODO: if GLES, nothing needs to be streamed + + // Only compute the index range if the attributes also need to be streamed + if (attributesNeedStreaming) + { + *outIndexRange = ComputeIndexRange(type, indices, count, primitiveRestartEnabled); + } + + // Allocate the streaming element array buffer + if (mStreamingElementArrayBuffer == 0) + { + mFunctions->genBuffers(1, &mStreamingElementArrayBuffer); + mStreamingElementArrayBufferSize = 0; + } + + mStateManager->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, mStreamingElementArrayBuffer); + mAppliedElementArrayBuffer.set(nullptr); + + // Make sure the element array buffer is large enough + const Type &indexTypeInfo = GetTypeInfo(type); + size_t requiredStreamingBufferSize = indexTypeInfo.bytes * count; + if (requiredStreamingBufferSize > mStreamingElementArrayBufferSize) + { + // Copy the indices in while resizing the buffer + mFunctions->bufferData(GL_ELEMENT_ARRAY_BUFFER, requiredStreamingBufferSize, indices, GL_DYNAMIC_DRAW); + mStreamingElementArrayBufferSize = requiredStreamingBufferSize; + } + else + { + // Put the indices at the beginning of the buffer + mFunctions->bufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, requiredStreamingBufferSize, indices); + } + + // Set the index offset for the draw call to zero since the supplied index pointer is to client data + *outIndices = nullptr; + } + + return Error(GL_NO_ERROR); +} + +void VertexArrayGL::computeStreamingAttributeSizes(const gl::AttributesMask &activeAttributesMask, + GLsizei instanceCount, + const gl::IndexRange &indexRange, + size_t *outStreamingDataSize, + size_t *outMaxAttributeDataSize) const +{ + *outStreamingDataSize = 0; + *outMaxAttributeDataSize = 0; + + ASSERT(mAttributesNeedStreaming.any()); + + const auto &attribs = mData.getVertexAttributes(); + for (auto idx : angle::IterateBitSet(mAttributesNeedStreaming & activeAttributesMask)) + { + const auto &attrib = attribs[idx]; + ASSERT(AttributeNeedsStreaming(attrib)); + + // If streaming is going to be required, compute the size of the required buffer + // and how much slack space at the beginning of the buffer will be required by determining + // the attribute with the largest data size. + size_t typeSize = ComputeVertexAttributeTypeSize(attrib); + *outStreamingDataSize += typeSize * ComputeVertexAttributeElementCount( + attrib, indexRange.vertexCount(), instanceCount); + *outMaxAttributeDataSize = std::max(*outMaxAttributeDataSize, typeSize); + } +} + +gl::Error VertexArrayGL::streamAttributes(const gl::AttributesMask &activeAttributesMask, + GLsizei instanceCount, + const gl::IndexRange &indexRange) const +{ + // Sync the vertex attribute state and track what data needs to be streamed + size_t streamingDataSize = 0; + size_t maxAttributeDataSize = 0; + + computeStreamingAttributeSizes(activeAttributesMask, instanceCount, indexRange, + &streamingDataSize, &maxAttributeDataSize); + + if (streamingDataSize == 0) + { + return gl::Error(GL_NO_ERROR); + } + + if (mStreamingArrayBuffer == 0) + { + mFunctions->genBuffers(1, &mStreamingArrayBuffer); + mStreamingArrayBufferSize = 0; + } + + // If first is greater than zero, a slack space needs to be left at the beginning of the buffer so that + // the same 'first' argument can be passed into the draw call. + const size_t bufferEmptySpace = maxAttributeDataSize * indexRange.start; + const size_t requiredBufferSize = streamingDataSize + bufferEmptySpace; + + mStateManager->bindBuffer(GL_ARRAY_BUFFER, mStreamingArrayBuffer); + if (requiredBufferSize > mStreamingArrayBufferSize) + { + mFunctions->bufferData(GL_ARRAY_BUFFER, requiredBufferSize, nullptr, GL_DYNAMIC_DRAW); + mStreamingArrayBufferSize = requiredBufferSize; + } + + // Unmapping a buffer can return GL_FALSE to indicate that the system has corrupted the data + // somehow (such as by a screen change), retry writing the data a few times and return OUT_OF_MEMORY + // if that fails. + GLboolean unmapResult = GL_FALSE; + size_t unmapRetryAttempts = 5; + while (unmapResult != GL_TRUE && --unmapRetryAttempts > 0) + { + uint8_t *bufferPointer = MapBufferRangeWithFallback(mFunctions, GL_ARRAY_BUFFER, 0, + requiredBufferSize, GL_MAP_WRITE_BIT); + size_t curBufferOffset = bufferEmptySpace; + + const auto &attribs = mData.getVertexAttributes(); + for (auto idx : angle::IterateBitSet(mAttributesNeedStreaming & activeAttributesMask)) + { + const auto &attrib = attribs[idx]; + ASSERT(AttributeNeedsStreaming(attrib)); + + const size_t streamedVertexCount = + ComputeVertexAttributeElementCount(attrib, indexRange.vertexCount(), instanceCount); + + const size_t sourceStride = ComputeVertexAttributeStride(attrib); + const size_t destStride = ComputeVertexAttributeTypeSize(attrib); + + const uint8_t *inputPointer = reinterpret_cast<const uint8_t *>(attrib.pointer); + + // Pack the data when copying it, user could have supplied a very large stride that + // would cause the buffer to be much larger than needed. + if (destStride == sourceStride) + { + // Can copy in one go, the data is packed + memcpy(bufferPointer + curBufferOffset, + inputPointer + (sourceStride * indexRange.start), + destStride * streamedVertexCount); + } + else + { + // Copy each vertex individually + for (size_t vertexIdx = 0; vertexIdx < streamedVertexCount; vertexIdx++) + { + uint8_t *out = bufferPointer + curBufferOffset + (destStride * vertexIdx); + const uint8_t *in = + inputPointer + sourceStride * (vertexIdx + indexRange.start); + memcpy(out, in, destStride); + } + } + + // Compute where the 0-index vertex would be. + const size_t vertexStartOffset = curBufferOffset - (indexRange.start * destStride); + + if (attrib.pureInteger) + { + ASSERT(!attrib.normalized); + mFunctions->vertexAttribIPointer( + static_cast<GLuint>(idx), attrib.size, attrib.type, + static_cast<GLsizei>(destStride), + reinterpret_cast<const GLvoid *>(vertexStartOffset)); + } + else + { + mFunctions->vertexAttribPointer( + static_cast<GLuint>(idx), attrib.size, attrib.type, attrib.normalized, + static_cast<GLsizei>(destStride), + reinterpret_cast<const GLvoid *>(vertexStartOffset)); + } + + curBufferOffset += destStride * streamedVertexCount; + + // Mark the applied attribute as dirty by setting an invalid size so that if it doesn't + // need to be streamed later, there is no chance that the caching will skip it. + mAppliedAttributes[idx].size = static_cast<GLuint>(-1); + } + + unmapResult = mFunctions->unmapBuffer(GL_ARRAY_BUFFER); + } + + if (unmapResult != GL_TRUE) + { + return Error(GL_OUT_OF_MEMORY, "Failed to unmap the client data streaming buffer."); + } + + return Error(GL_NO_ERROR); +} + +GLuint VertexArrayGL::getVertexArrayID() const +{ + return mVertexArrayID; +} + +GLuint VertexArrayGL::getAppliedElementArrayBufferID() const +{ + if (mAppliedElementArrayBuffer.get() == nullptr) + { + return mStreamingElementArrayBuffer; + } + + return GetImplAs<BufferGL>(mAppliedElementArrayBuffer.get())->getBufferID(); +} + +void VertexArrayGL::updateNeedsStreaming(size_t attribIndex) +{ + const VertexAttribute &attrib = mData.getVertexAttribute(attribIndex); + mAttributesNeedStreaming.set(attribIndex, AttributeNeedsStreaming(attrib)); +} + +void VertexArrayGL::updateAttribEnabled(size_t attribIndex) +{ + const VertexAttribute &attrib = mData.getVertexAttribute(attribIndex); + if (mAppliedAttributes[attribIndex].enabled == attrib.enabled) + { + return; + } + + updateNeedsStreaming(attribIndex); + + mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID()); + if (attrib.enabled) + { + mFunctions->enableVertexAttribArray(static_cast<GLuint>(attribIndex)); + } + else + { + mFunctions->disableVertexAttribArray(static_cast<GLuint>(attribIndex)); + } + mAppliedAttributes[attribIndex].enabled = attrib.enabled; +} + +void VertexArrayGL::updateAttribPointer(size_t attribIndex) +{ + const VertexAttribute &attrib = mData.getVertexAttribute(attribIndex); + if (mAppliedAttributes[attribIndex] == attrib) + { + return; + } + + updateNeedsStreaming(attribIndex); + + // If we need to stream, defer the attribPointer to the draw call. + if (mAttributesNeedStreaming[attribIndex]) + { + return; + } + + mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID()); + const Buffer *arrayBuffer = attrib.buffer.get(); + if (arrayBuffer != nullptr) + { + const BufferGL *arrayBufferGL = GetImplAs<BufferGL>(arrayBuffer); + mStateManager->bindBuffer(GL_ARRAY_BUFFER, arrayBufferGL->getBufferID()); + } + else + { + mStateManager->bindBuffer(GL_ARRAY_BUFFER, 0); + } + mAppliedAttributes[attribIndex].buffer = attrib.buffer; + + if (attrib.pureInteger) + { + mFunctions->vertexAttribIPointer(static_cast<GLuint>(attribIndex), attrib.size, attrib.type, + attrib.stride, attrib.pointer); + } + else + { + mFunctions->vertexAttribPointer(static_cast<GLuint>(attribIndex), attrib.size, attrib.type, + attrib.normalized, attrib.stride, attrib.pointer); + } + mAppliedAttributes[attribIndex].size = attrib.size; + mAppliedAttributes[attribIndex].type = attrib.type; + mAppliedAttributes[attribIndex].normalized = attrib.normalized; + mAppliedAttributes[attribIndex].pureInteger = attrib.pureInteger; + mAppliedAttributes[attribIndex].stride = attrib.stride; + mAppliedAttributes[attribIndex].pointer = attrib.pointer; +} + +void VertexArrayGL::syncState(const VertexArray::DirtyBits &dirtyBits) +{ + for (unsigned long dirtyBit : angle::IterateBitSet(dirtyBits)) + { + if (dirtyBit == VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER) + { + // TODO(jmadill): Element array buffer bindings + } + else if (dirtyBit >= VertexArray::DIRTY_BIT_ATTRIB_0_ENABLED && + dirtyBit < VertexArray::DIRTY_BIT_ATTRIB_MAX_ENABLED) + { + size_t attribIndex = + static_cast<size_t>(dirtyBit) - VertexArray::DIRTY_BIT_ATTRIB_0_ENABLED; + updateAttribEnabled(attribIndex); + } + else if (dirtyBit >= VertexArray::DIRTY_BIT_ATTRIB_0_POINTER && + dirtyBit < VertexArray::DIRTY_BIT_ATTRIB_MAX_POINTER) + { + size_t attribIndex = + static_cast<size_t>(dirtyBit) - VertexArray::DIRTY_BIT_ATTRIB_0_POINTER; + updateAttribPointer(attribIndex); + } + else if (dirtyBit >= VertexArray::DIRTY_BIT_ATTRIB_0_DIVISOR && + dirtyBit < VertexArray::DIRTY_BIT_ATTRIB_MAX_DIVISOR) + { + size_t attribIndex = + static_cast<size_t>(dirtyBit) - VertexArray::DIRTY_BIT_ATTRIB_0_DIVISOR; + const VertexAttribute &attrib = mData.getVertexAttribute(attribIndex); + + if (mAppliedAttributes[attribIndex].divisor != attrib.divisor) + { + mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID()); + mFunctions->vertexAttribDivisor(static_cast<GLuint>(attribIndex), attrib.divisor); + mAppliedAttributes[attribIndex].divisor = attrib.divisor; + } + } + else + UNREACHABLE(); + } +} + +} // rx |