// // Copyright (c) 2013 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. // // This class contains prototypes for representing GLES 3 Vertex Array Objects: // // The buffer objects that are to be used by the vertex stage of the GL are collected // together to form a vertex array object. All state related to the definition of data used // by the vertex processor is encapsulated in a vertex array object. // #ifndef LIBANGLE_VERTEXARRAY_H_ #define LIBANGLE_VERTEXARRAY_H_ #include "common/Optional.h" #include "libANGLE/Constants.h" #include "libANGLE/Debug.h" #include "libANGLE/Observer.h" #include "libANGLE/RefCountObject.h" #include "libANGLE/VertexAttribute.h" #include namespace rx { class GLImplFactory; class VertexArrayImpl; } // namespace rx namespace gl { class Buffer; class VertexArrayState final : angle::NonCopyable { public: VertexArrayState(VertexArray *vertexArray, size_t maxAttribs, size_t maxBindings); ~VertexArrayState(); const std::string &getLabel() const { return mLabel; } Buffer *getElementArrayBuffer() const { return mElementArrayBuffer.get(); } size_t getMaxAttribs() const { return mVertexAttributes.size(); } size_t getMaxBindings() const { return mVertexBindings.size(); } const AttributesMask &getEnabledAttributesMask() const { return mEnabledAttributesMask; } const std::vector &getVertexAttributes() const { return mVertexAttributes; } const VertexAttribute &getVertexAttribute(size_t attribIndex) const { return mVertexAttributes[attribIndex]; } const std::vector &getVertexBindings() const { return mVertexBindings; } const VertexBinding &getVertexBinding(size_t bindingIndex) const { return mVertexBindings[bindingIndex]; } const VertexBinding &getBindingFromAttribIndex(size_t attribIndex) const { return mVertexBindings[mVertexAttributes[attribIndex].bindingIndex]; } size_t getBindingIndexFromAttribIndex(size_t attribIndex) const { return mVertexAttributes[attribIndex].bindingIndex; } void setAttribBinding(const Context *context, size_t attribIndex, GLuint newBindingIndex); // Extra validation performed on the Vertex Array. bool hasEnabledNullPointerClientArray() const; // Get all the attributes in an AttributesMask that are using the given binding. AttributesMask getBindingToAttributesMask(GLuint bindingIndex) const; private: friend class VertexArray; std::string mLabel; std::vector mVertexAttributes; SubjectBindingPointer mElementArrayBuffer; std::vector mVertexBindings; AttributesMask mEnabledAttributesMask; ComponentTypeMask mVertexAttributesTypeMask; // This is a performance optimization for buffer binding. Allows element array buffer updates. friend class State; // From the GLES 3.1 spec: // When a generic attribute array is sourced from client memory, the vertex attribute binding // state is ignored. Thus we don't have to worry about binding state when using client memory // attribs. gl::AttributesMask mClientMemoryAttribsMask; gl::AttributesMask mNullPointerClientMemoryAttribsMask; // Used for validation cache. Indexed by attribute. AttributesMask mCachedMappedArrayBuffers; AttributesMask mCachedEnabledMappedArrayBuffers; }; class VertexArray final : public angle::ObserverInterface, public LabeledObject, public angle::Subject { public: // Dirty bits for VertexArrays use a heirarchical design. At the top level, each attribute // has a single dirty bit. Then an array of MAX_ATTRIBS dirty bits each has a dirty bit for // enabled/pointer/format/binding. Bindings are handled similarly. Note that because the // total number of dirty bits is 33, it will not be as fast on a 32-bit machine, which // can't support the advanced 64-bit scanning intrinsics. We could consider packing the // binding and attribute bits together if this becomes a problem. // // Special note on "DIRTY_ATTRIB_POINTER_BUFFER": this is a special case when the app // calls glVertexAttribPointer but only changes a VBO and/or offset binding. This allows // the Vulkan back-end to skip performing a pipeline change for performance. enum DirtyBitType { DIRTY_BIT_ELEMENT_ARRAY_BUFFER, DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA, // Dirty bits for attributes. DIRTY_BIT_ATTRIB_0, DIRTY_BIT_ATTRIB_MAX = DIRTY_BIT_ATTRIB_0 + gl::MAX_VERTEX_ATTRIBS, // Dirty bits for bindings. DIRTY_BIT_BINDING_0 = DIRTY_BIT_ATTRIB_MAX, DIRTY_BIT_BINDING_MAX = DIRTY_BIT_BINDING_0 + gl::MAX_VERTEX_ATTRIB_BINDINGS, // We keep separate dirty bits for bound buffers whose data changed since last update. DIRTY_BIT_BUFFER_DATA_0 = DIRTY_BIT_BINDING_MAX, DIRTY_BIT_BUFFER_DATA_MAX = DIRTY_BIT_BUFFER_DATA_0 + gl::MAX_VERTEX_ATTRIB_BINDINGS, DIRTY_BIT_UNKNOWN = DIRTY_BIT_BUFFER_DATA_MAX, DIRTY_BIT_MAX = DIRTY_BIT_UNKNOWN, }; // We want to keep the number of dirty bits within 64 to keep iteration times fast. static_assert(DIRTY_BIT_MAX <= 64, "Too many vertex array dirty bits."); enum DirtyAttribBitType { DIRTY_ATTRIB_ENABLED, DIRTY_ATTRIB_POINTER, DIRTY_ATTRIB_FORMAT, DIRTY_ATTRIB_BINDING, DIRTY_ATTRIB_POINTER_BUFFER, DIRTY_ATTRIB_UNKNOWN, DIRTY_ATTRIB_MAX = DIRTY_ATTRIB_UNKNOWN, }; enum DirtyBindingBitType { DIRTY_BINDING_BUFFER, DIRTY_BINDING_DIVISOR, DIRTY_BINDING_UNKNOWN, DIRTY_BINDING_MAX = DIRTY_BINDING_UNKNOWN, }; using DirtyBits = angle::BitSet; using DirtyAttribBits = angle::BitSet; using DirtyBindingBits = angle::BitSet; using DirtyAttribBitsArray = std::array; using DirtyBindingBitsArray = std::array; VertexArray(rx::GLImplFactory *factory, GLuint id, size_t maxAttribs, size_t maxAttribBindings); void onDestroy(const Context *context); GLuint id() const { return mId; } void setLabel(const Context *context, const std::string &label) override; const std::string &getLabel() const override; const VertexBinding &getVertexBinding(size_t bindingIndex) const; const VertexAttribute &getVertexAttribute(size_t attribIndex) const; const VertexBinding &getBindingFromAttribIndex(size_t attribIndex) const { return mState.getBindingFromAttribIndex(attribIndex); } // Returns true if the function finds and detaches a bound buffer. bool detachBuffer(const Context *context, GLuint bufferName); void setVertexAttribDivisor(const Context *context, size_t index, GLuint divisor); void enableAttribute(size_t attribIndex, bool enabledState); void setVertexAttribPointer(const Context *context, size_t attribIndex, Buffer *boundBuffer, GLint size, VertexAttribType type, bool normalized, GLsizei stride, const void *pointer); void setVertexAttribIPointer(const Context *context, size_t attribIndex, Buffer *boundBuffer, GLint size, VertexAttribType type, GLsizei stride, const void *pointer); void setVertexAttribFormat(size_t attribIndex, GLint size, VertexAttribType type, bool normalized, bool pureInteger, GLuint relativeOffset); void bindVertexBuffer(const Context *context, size_t bindingIndex, Buffer *boundBuffer, GLintptr offset, GLsizei stride); void setVertexAttribBinding(const Context *context, size_t attribIndex, GLuint bindingIndex); void setVertexBindingDivisor(size_t bindingIndex, GLuint divisor); Buffer *getElementArrayBuffer() const { return mState.getElementArrayBuffer(); } size_t getMaxAttribs() const { return mState.getMaxAttribs(); } size_t getMaxBindings() const { return mState.getMaxBindings(); } const std::vector &getVertexAttributes() const { return mState.getVertexAttributes(); } const std::vector &getVertexBindings() const { return mState.getVertexBindings(); } rx::VertexArrayImpl *getImplementation() const { return mVertexArray; } const AttributesMask &getEnabledAttributesMask() const { return mState.getEnabledAttributesMask(); } gl::AttributesMask getClientAttribsMask() const { return mState.mClientMemoryAttribsMask; } bool hasEnabledNullPointerClientArray() const { return mState.hasEnabledNullPointerClientArray(); } bool hasMappedEnabledArrayBuffer() const { return mState.mCachedEnabledMappedArrayBuffers.any(); } // Observer implementation void onSubjectStateChange(angle::SubjectIndex index, angle::SubjectMessage message) override; static size_t GetVertexIndexFromDirtyBit(size_t dirtyBit); angle::Result syncState(const Context *context); bool hasAnyDirtyBit() const { return mDirtyBits.any(); } ComponentTypeMask getAttributesTypeMask() const { return mState.mVertexAttributesTypeMask; } AttributesMask getAttributesMask() const { return mState.mEnabledAttributesMask; } void onBindingChanged(const Context *context, int incr); bool hasTransformFeedbackBindingConflict(const gl::Context *context) const; ANGLE_INLINE angle::Result getIndexRange(const Context *context, DrawElementsType type, GLsizei indexCount, const void *indices, IndexRange *indexRangeOut) const { Buffer *elementArrayBuffer = mState.mElementArrayBuffer.get(); if (elementArrayBuffer && mIndexRangeCache.get(type, indexCount, indices, indexRangeOut)) { return angle::Result::Continue; } return getIndexRangeImpl(context, type, indexCount, indices, indexRangeOut); } void setBufferAccessValidationEnabled(bool enabled) { mBufferAccessValidationEnabled = enabled; } private: ~VertexArray() override; // This is a performance optimization for buffer binding. Allows element array buffer updates. friend class State; void setDirtyAttribBit(size_t attribIndex, DirtyAttribBitType dirtyAttribBit); void setDirtyBindingBit(size_t bindingIndex, DirtyBindingBitType dirtyBindingBit); DirtyBitType getDirtyBitFromIndex(bool contentsChanged, angle::SubjectIndex index) const; void setDependentDirtyBit(bool contentsChanged, angle::SubjectIndex index); // These are used to optimize draw call validation. void updateCachedBufferBindingSize(VertexBinding *binding); void updateCachedTransformFeedbackBindingValidation(size_t bindingIndex, const Buffer *buffer); void updateCachedMappedArrayBuffers(bool isMapped, const AttributesMask &boundAttributesMask); void updateCachedMappedArrayBuffersBinding(const VertexBinding &binding); angle::Result getIndexRangeImpl(const Context *context, DrawElementsType type, GLsizei indexCount, const void *indices, IndexRange *indexRangeOut) const; void setVertexAttribPointerImpl(const Context *context, ComponentType componentType, bool pureInteger, size_t attribIndex, Buffer *boundBuffer, GLint size, VertexAttribType type, bool normalized, GLsizei stride, const void *pointer); // These two functions return true if the state was dirty. bool setVertexAttribFormatImpl(VertexAttribute *attrib, GLint size, VertexAttribType type, bool normalized, bool pureInteger, GLuint relativeOffset); bool bindVertexBufferImpl(const Context *context, size_t bindingIndex, Buffer *boundBuffer, GLintptr offset, GLsizei stride); GLuint mId; VertexArrayState mState; DirtyBits mDirtyBits; DirtyAttribBitsArray mDirtyAttribBits; DirtyBindingBitsArray mDirtyBindingBits; Optional mDirtyBitsGuard; rx::VertexArrayImpl *mVertexArray; std::vector mArrayBufferObserverBindings; AttributesMask mCachedTransformFeedbackConflictedBindingsMask; class IndexRangeCache final : angle::NonCopyable { public: IndexRangeCache(); void invalidate() { mTypeKey = DrawElementsType::InvalidEnum; } bool get(DrawElementsType type, GLsizei indexCount, const void *indices, IndexRange *indexRangeOut) { size_t offset = reinterpret_cast(indices); if (mTypeKey == type && mIndexCountKey == indexCount && mOffsetKey == offset) { *indexRangeOut = mPayload; return true; } return false; } void put(DrawElementsType type, GLsizei indexCount, size_t offset, const IndexRange &indexRange); private: DrawElementsType mTypeKey; GLsizei mIndexCountKey; size_t mOffsetKey; IndexRange mPayload; }; mutable IndexRangeCache mIndexRangeCache; bool mBufferAccessValidationEnabled; }; } // namespace gl #endif // LIBANGLE_VERTEXARRAY_H_