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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.
//
// VertexArray11:
// Implementation of rx::VertexArray11.
//
#include "libANGLE/renderer/d3d/d3d11/VertexArray11.h"
#include "common/BitSetIterator.h"
#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
using namespace angle;
namespace rx
{
namespace
{
size_t GetAttribIndex(unsigned long dirtyBit)
{
if (dirtyBit >= gl::VertexArray::DIRTY_BIT_ATTRIB_0_ENABLED &&
dirtyBit < gl::VertexArray::DIRTY_BIT_ATTRIB_MAX_ENABLED)
{
return dirtyBit - gl::VertexArray::DIRTY_BIT_ATTRIB_0_ENABLED;
}
if (dirtyBit >= gl::VertexArray::DIRTY_BIT_ATTRIB_0_POINTER &&
dirtyBit < gl::VertexArray::DIRTY_BIT_ATTRIB_MAX_POINTER)
{
return dirtyBit - gl::VertexArray::DIRTY_BIT_ATTRIB_0_POINTER;
}
ASSERT(dirtyBit >= gl::VertexArray::DIRTY_BIT_ATTRIB_0_DIVISOR &&
dirtyBit < gl::VertexArray::DIRTY_BIT_ATTRIB_MAX_DIVISOR);
return static_cast<size_t>(dirtyBit) - gl::VertexArray::DIRTY_BIT_ATTRIB_0_DIVISOR;
}
} // anonymous namespace
VertexArray11::VertexArray11(const gl::VertexArrayState &data)
: VertexArrayImpl(data),
mAttributeStorageTypes(data.getVertexAttributes().size(), VertexStorageType::CURRENT_VALUE),
mTranslatedAttribs(data.getVertexAttributes().size()),
mCurrentBuffers(data.getVertexAttributes().size())
{
for (size_t attribIndex = 0; attribIndex < mCurrentBuffers.size(); ++attribIndex)
{
mOnBufferDataDirty.push_back(ChannelBinding(this, static_cast<SignalToken>(attribIndex)));
}
}
VertexArray11::~VertexArray11()
{
for (size_t attribIndex = 0; attribIndex < mCurrentBuffers.size(); ++attribIndex)
{
if (mCurrentBuffers[attribIndex].get())
{
mCurrentBuffers[attribIndex].set(nullptr);
}
}
}
void VertexArray11::syncState(const gl::VertexArray::DirtyBits &dirtyBits)
{
for (auto dirtyBit : angle::IterateBitSet(dirtyBits))
{
if (dirtyBit == gl::VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER)
continue;
size_t attribIndex = GetAttribIndex(dirtyBit);
mAttribsToUpdate.set(attribIndex);
}
}
void VertexArray11::updateVertexAttribStorage(size_t attribIndex)
{
const auto &attrib = mData.getVertexAttribute(attribIndex);
// Note: having an unchanged storage type doesn't mean the attribute is clean.
auto oldStorageType = mAttributeStorageTypes[attribIndex];
auto newStorageType = ClassifyAttributeStorage(attrib);
mAttributeStorageTypes[attribIndex] = newStorageType;
if (newStorageType == VertexStorageType::DYNAMIC)
{
if (oldStorageType != VertexStorageType::DYNAMIC)
{
// Sync dynamic attribs in a different set.
mAttribsToTranslate.reset(attribIndex);
mDynamicAttribsMask.set(attribIndex);
}
}
else
{
mAttribsToTranslate.set(attribIndex);
if (oldStorageType == VertexStorageType::DYNAMIC)
{
ASSERT(mDynamicAttribsMask[attribIndex]);
mDynamicAttribsMask.reset(attribIndex);
}
}
gl::Buffer *oldBufferGL = mCurrentBuffers[attribIndex].get();
gl::Buffer *newBufferGL = attrib.buffer.get();
Buffer11 *oldBuffer11 = oldBufferGL ? GetImplAs<Buffer11>(oldBufferGL) : nullptr;
Buffer11 *newBuffer11 = newBufferGL ? GetImplAs<Buffer11>(newBufferGL) : nullptr;
if (oldBuffer11 != newBuffer11 || oldStorageType != newStorageType)
{
// Note that for static callbacks, promotion to a static buffer from a dynamic buffer means
// we need to tag dynamic buffers with static callbacks.
BroadcastChannel *newChannel = nullptr;
if (newBuffer11 != nullptr)
{
switch (newStorageType)
{
case VertexStorageType::DIRECT:
newChannel = newBuffer11->getDirectBroadcastChannel();
break;
case VertexStorageType::STATIC:
case VertexStorageType::DYNAMIC:
newChannel = newBuffer11->getStaticBroadcastChannel();
break;
default:
break;
}
}
mOnBufferDataDirty[attribIndex].bind(newChannel);
mCurrentBuffers[attribIndex] = attrib.buffer;
}
}
gl::Error VertexArray11::updateDirtyAndDynamicAttribs(VertexDataManager *vertexDataManager,
const gl::State &state,
GLint start,
GLsizei count,
GLsizei instances)
{
const gl::Program *program = state.getProgram();
const auto &activeLocations = program->getActiveAttribLocationsMask();
if (mAttribsToUpdate.any())
{
// Skip attrib locations the program doesn't use.
const auto &activeToUpdate = (mAttribsToUpdate & activeLocations);
for (auto toUpdateIndex : angle::IterateBitSet(activeToUpdate))
{
mAttribsToUpdate.reset(toUpdateIndex);
updateVertexAttribStorage(toUpdateIndex);
}
}
const auto &attribs = mData.getVertexAttributes();
if (mAttribsToTranslate.any())
{
// Skip attrib locations the program doesn't use, saving for the next frame.
const auto &dirtyActiveAttribs = (mAttribsToTranslate & activeLocations);
for (auto dirtyAttribIndex : angle::IterateBitSet(dirtyActiveAttribs))
{
mAttribsToTranslate.reset(dirtyAttribIndex);
auto *translatedAttrib = &mTranslatedAttribs[dirtyAttribIndex];
const auto ¤tValue =
state.getVertexAttribCurrentValue(static_cast<unsigned int>(dirtyAttribIndex));
// Record basic attrib info
translatedAttrib->attribute = &attribs[dirtyAttribIndex];
translatedAttrib->currentValueType = currentValue.Type;
translatedAttrib->divisor = translatedAttrib->attribute->divisor;
switch (mAttributeStorageTypes[dirtyAttribIndex])
{
case VertexStorageType::DIRECT:
VertexDataManager::StoreDirectAttrib(translatedAttrib);
break;
case VertexStorageType::STATIC:
{
ANGLE_TRY(
VertexDataManager::StoreStaticAttrib(translatedAttrib, count, instances));
break;
}
case VertexStorageType::CURRENT_VALUE:
// Current value attribs are managed by the StateManager11.
break;
default:
UNREACHABLE();
break;
}
}
}
if (mDynamicAttribsMask.any())
{
auto activeDynamicAttribs = (mDynamicAttribsMask & activeLocations);
for (auto dynamicAttribIndex : angle::IterateBitSet(activeDynamicAttribs))
{
auto *dynamicAttrib = &mTranslatedAttribs[dynamicAttribIndex];
const auto ¤tValue =
state.getVertexAttribCurrentValue(static_cast<unsigned int>(dynamicAttribIndex));
// Record basic attrib info
dynamicAttrib->attribute = &attribs[dynamicAttribIndex];
dynamicAttrib->currentValueType = currentValue.Type;
dynamicAttrib->divisor = dynamicAttrib->attribute->divisor;
}
return vertexDataManager->storeDynamicAttribs(&mTranslatedAttribs, activeDynamicAttribs,
start, count, instances);
}
return gl::Error(GL_NO_ERROR);
}
const std::vector<TranslatedAttribute> &VertexArray11::getTranslatedAttribs() const
{
return mTranslatedAttribs;
}
void VertexArray11::signal(SignalToken token)
{
ASSERT(mAttributeStorageTypes[token] != VertexStorageType::CURRENT_VALUE);
// This can change a buffer's storage, we'll need to re-check.
mAttribsToUpdate.set(token);
}
void VertexArray11::clearDirtyAndPromoteDynamicAttribs(const gl::State &state, GLsizei count)
{
const gl::Program *program = state.getProgram();
const auto &activeLocations = program->getActiveAttribLocationsMask();
mAttribsToUpdate &= ~activeLocations;
// Promote to static after we clear the dirty attributes, otherwise we can lose dirtyness.
auto activeDynamicAttribs = (mDynamicAttribsMask & activeLocations);
VertexDataManager::PromoteDynamicAttribs(mTranslatedAttribs, activeDynamicAttribs, count);
}
} // namespace rx
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