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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp
new file mode 100644
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+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp
@@ -0,0 +1,375 @@
+//
+// 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/bitset_utils.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/renderer/d3d/IndexBuffer.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Context11.h"
+
+using namespace angle;
+
+namespace rx
+{
+VertexArray11::VertexArray11(const gl::VertexArrayState &data)
+ : VertexArrayImpl(data),
+ mAttributeStorageTypes(data.getMaxAttribs(), VertexStorageType::CURRENT_VALUE),
+ mTranslatedAttribs(data.getMaxAttribs()),
+ mAppliedNumViewsToDivisor(1),
+ mCurrentElementArrayStorage(IndexStorageType::Invalid),
+ mCachedDestinationIndexType(gl::DrawElementsType::InvalidEnum)
+{}
+
+VertexArray11::~VertexArray11() {}
+
+void VertexArray11::destroy(const gl::Context *context) {}
+
+// As VertexAttribPointer can modify both attribute and binding, we should also set other attributes
+// that are also using this binding dirty.
+#define ANGLE_VERTEX_DIRTY_ATTRIB_FUNC(INDEX) \
+ case gl::VertexArray::DIRTY_BIT_ATTRIB_0 + INDEX: \
+ if ((*attribBits)[INDEX][gl::VertexArray::DirtyAttribBitType::DIRTY_ATTRIB_POINTER]) \
+ { \
+ attributesToUpdate |= mState.getBindingToAttributesMask(INDEX); \
+ } \
+ else \
+ { \
+ attributesToUpdate.set(INDEX); \
+ } \
+ invalidateVertexBuffer = true; \
+ (*attribBits)[INDEX].reset(); \
+ break;
+
+#define ANGLE_VERTEX_DIRTY_BINDING_FUNC(INDEX) \
+ case gl::VertexArray::DIRTY_BIT_BINDING_0 + INDEX: \
+ attributesToUpdate |= mState.getBindingToAttributesMask(INDEX); \
+ invalidateVertexBuffer = true; \
+ (*bindingBits)[INDEX].reset(); \
+ break;
+
+#define ANGLE_VERTEX_DIRTY_BUFFER_DATA_FUNC(INDEX) \
+ case gl::VertexArray::DIRTY_BIT_BUFFER_DATA_0 + INDEX: \
+ if (mAttributeStorageTypes[INDEX] == VertexStorageType::STATIC) \
+ { \
+ invalidateVertexBuffer = true; \
+ mAttribsToTranslate.set(INDEX); \
+ } \
+ break;
+
+angle::Result VertexArray11::syncState(const gl::Context *context,
+ const gl::VertexArray::DirtyBits &dirtyBits,
+ gl::VertexArray::DirtyAttribBitsArray *attribBits,
+ gl::VertexArray::DirtyBindingBitsArray *bindingBits)
+{
+ ASSERT(dirtyBits.any());
+
+ Renderer11 *renderer = GetImplAs<Context11>(context)->getRenderer();
+ StateManager11 *stateManager = renderer->getStateManager();
+
+ // Generate a state serial. This serial is used in the program class to validate the cached
+ // input layout, and skip recomputation in the fast path.
+ mCurrentStateSerial = renderer->generateSerial();
+
+ bool invalidateVertexBuffer = false;
+
+ gl::AttributesMask attributesToUpdate;
+
+ // Make sure we trigger re-translation for static index or vertex data.
+ for (size_t dirtyBit : dirtyBits)
+ {
+ switch (dirtyBit)
+ {
+ case gl::VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER:
+ case gl::VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA:
+ {
+ mLastDrawElementsType.reset();
+ mLastDrawElementsIndices.reset();
+ mLastPrimitiveRestartEnabled.reset();
+ mCachedIndexInfo.reset();
+ break;
+ }
+
+ ANGLE_VERTEX_INDEX_CASES(ANGLE_VERTEX_DIRTY_ATTRIB_FUNC)
+ ANGLE_VERTEX_INDEX_CASES(ANGLE_VERTEX_DIRTY_BINDING_FUNC)
+ ANGLE_VERTEX_INDEX_CASES(ANGLE_VERTEX_DIRTY_BUFFER_DATA_FUNC)
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+ }
+
+ for (size_t attribIndex : attributesToUpdate)
+ {
+ updateVertexAttribStorage(context, stateManager, attribIndex);
+ }
+
+ if (invalidateVertexBuffer)
+ {
+ // TODO(jmadill): Individual attribute invalidation.
+ stateManager->invalidateVertexBuffer();
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result VertexArray11::syncStateForDraw(const gl::Context *context,
+ GLint firstVertex,
+ GLsizei vertexOrIndexCount,
+ gl::DrawElementsType indexTypeOrInvalid,
+ const void *indices,
+ GLsizei instances,
+ GLint baseVertex,
+ GLuint baseInstance,
+ bool promoteDynamic)
+{
+ Renderer11 *renderer = GetImplAs<Context11>(context)->getRenderer();
+ StateManager11 *stateManager = renderer->getStateManager();
+
+ const gl::State &glState = context->getState();
+ const gl::Program *program = glState.getProgram();
+ ASSERT(program);
+ const gl::ProgramExecutable &executable = program->getExecutable();
+
+ mAppliedNumViewsToDivisor = (program->usesMultiview() ? program->getNumViews() : 1);
+
+ if (mAttribsToTranslate.any())
+ {
+ const gl::AttributesMask &activeLocations = executable.getActiveAttribLocationsMask();
+ gl::AttributesMask activeDirtyAttribs = (mAttribsToTranslate & activeLocations);
+ if (activeDirtyAttribs.any())
+ {
+ ANGLE_TRY(updateDirtyAttribs(context, activeDirtyAttribs));
+ stateManager->invalidateInputLayout();
+ }
+ }
+
+ if (mDynamicAttribsMask.any())
+ {
+ const gl::AttributesMask &activeLocations = executable.getActiveAttribLocationsMask();
+ gl::AttributesMask activeDynamicAttribs = (mDynamicAttribsMask & activeLocations);
+
+ if (activeDynamicAttribs.any())
+ {
+ ANGLE_TRY(updateDynamicAttribs(context, stateManager->getVertexDataManager(),
+ firstVertex, vertexOrIndexCount, indexTypeOrInvalid,
+ indices, instances, baseVertex, baseInstance,
+ promoteDynamic, activeDynamicAttribs));
+ stateManager->invalidateInputLayout();
+ }
+ }
+
+ if (indexTypeOrInvalid != gl::DrawElementsType::InvalidEnum)
+ {
+ bool restartEnabled = context->getState().isPrimitiveRestartEnabled();
+ if (!mLastDrawElementsType.valid() || mLastDrawElementsType.value() != indexTypeOrInvalid ||
+ mLastDrawElementsIndices.value() != indices ||
+ mLastPrimitiveRestartEnabled.value() != restartEnabled)
+ {
+ mLastDrawElementsType = indexTypeOrInvalid;
+ mLastDrawElementsIndices = indices;
+ mLastPrimitiveRestartEnabled = restartEnabled;
+
+ ANGLE_TRY(updateElementArrayStorage(context, vertexOrIndexCount, indexTypeOrInvalid,
+ indices, restartEnabled));
+ stateManager->invalidateIndexBuffer();
+ }
+ else if (mCurrentElementArrayStorage == IndexStorageType::Dynamic)
+ {
+ stateManager->invalidateIndexBuffer();
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result VertexArray11::updateElementArrayStorage(const gl::Context *context,
+ GLsizei indexCount,
+ gl::DrawElementsType indexType,
+ const void *indices,
+ bool restartEnabled)
+{
+ bool usePrimitiveRestartWorkaround = UsePrimitiveRestartWorkaround(restartEnabled, indexType);
+
+ ANGLE_TRY(GetIndexTranslationDestType(context, indexCount, indexType, indices,
+ usePrimitiveRestartWorkaround,
+ &mCachedDestinationIndexType));
+
+ unsigned int offset = static_cast<unsigned int>(reinterpret_cast<uintptr_t>(indices));
+
+ mCurrentElementArrayStorage =
+ ClassifyIndexStorage(context->getState(), mState.getElementArrayBuffer(), indexType,
+ mCachedDestinationIndexType, offset);
+
+ return angle::Result::Continue;
+}
+
+void VertexArray11::updateVertexAttribStorage(const gl::Context *context,
+ StateManager11 *stateManager,
+ size_t attribIndex)
+{
+ const gl::VertexAttribute &attrib = mState.getVertexAttribute(attribIndex);
+ const gl::VertexBinding &binding = mState.getBindingFromAttribIndex(attribIndex);
+
+ VertexStorageType newStorageType = ClassifyAttributeStorage(context, attrib, binding);
+
+ // Note: having an unchanged storage type doesn't mean the attribute is clean.
+ mAttribsToTranslate.set(attribIndex, newStorageType != VertexStorageType::DYNAMIC);
+
+ if (mAttributeStorageTypes[attribIndex] == newStorageType)
+ return;
+
+ mAttributeStorageTypes[attribIndex] = newStorageType;
+ mDynamicAttribsMask.set(attribIndex, newStorageType == VertexStorageType::DYNAMIC);
+
+ if (newStorageType == VertexStorageType::CURRENT_VALUE)
+ {
+ stateManager->invalidateCurrentValueAttrib(attribIndex);
+ }
+}
+
+bool VertexArray11::hasActiveDynamicAttrib(const gl::Context *context)
+{
+ const auto &activeLocations =
+ context->getState().getProgramExecutable()->getActiveAttribLocationsMask();
+ gl::AttributesMask activeDynamicAttribs = (mDynamicAttribsMask & activeLocations);
+ return activeDynamicAttribs.any();
+}
+
+angle::Result VertexArray11::updateDirtyAttribs(const gl::Context *context,
+ const gl::AttributesMask &activeDirtyAttribs)
+{
+ const auto &glState = context->getState();
+ const auto &attribs = mState.getVertexAttributes();
+ const auto &bindings = mState.getVertexBindings();
+
+ for (size_t dirtyAttribIndex : activeDirtyAttribs)
+ {
+ auto *translatedAttrib = &mTranslatedAttribs[dirtyAttribIndex];
+ const auto &currentValue = glState.getVertexAttribCurrentValue(dirtyAttribIndex);
+
+ // Record basic attrib info
+ translatedAttrib->attribute = &attribs[dirtyAttribIndex];
+ translatedAttrib->binding = &bindings[translatedAttrib->attribute->bindingIndex];
+ translatedAttrib->currentValueType = currentValue.Type;
+ translatedAttrib->divisor =
+ translatedAttrib->binding->getDivisor() * mAppliedNumViewsToDivisor;
+
+ switch (mAttributeStorageTypes[dirtyAttribIndex])
+ {
+ case VertexStorageType::DIRECT:
+ VertexDataManager::StoreDirectAttrib(context, translatedAttrib);
+ break;
+ case VertexStorageType::STATIC:
+ {
+ ANGLE_TRY(VertexDataManager::StoreStaticAttrib(context, translatedAttrib));
+ break;
+ }
+ case VertexStorageType::CURRENT_VALUE:
+ // Current value attribs are managed by the StateManager11.
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ // Make sure we reset the dirty bit after the switch because STATIC can early exit.
+ mAttribsToTranslate.reset(dirtyAttribIndex);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result VertexArray11::updateDynamicAttribs(const gl::Context *context,
+ VertexDataManager *vertexDataManager,
+ GLint firstVertex,
+ GLsizei vertexOrIndexCount,
+ gl::DrawElementsType indexTypeOrInvalid,
+ const void *indices,
+ GLsizei instances,
+ GLint baseVertex,
+ GLuint baseInstance,
+ bool promoteDynamic,
+ const gl::AttributesMask &activeDynamicAttribs)
+{
+ const auto &glState = context->getState();
+ const auto &attribs = mState.getVertexAttributes();
+ const auto &bindings = mState.getVertexBindings();
+
+ GLint startVertex;
+ size_t vertexCount;
+ ANGLE_TRY(GetVertexRangeInfo(context, firstVertex, vertexOrIndexCount, indexTypeOrInvalid,
+ indices, baseVertex, &startVertex, &vertexCount));
+
+ for (size_t dynamicAttribIndex : activeDynamicAttribs)
+ {
+ auto *dynamicAttrib = &mTranslatedAttribs[dynamicAttribIndex];
+ const auto &currentValue = glState.getVertexAttribCurrentValue(dynamicAttribIndex);
+
+ // Record basic attrib info
+ dynamicAttrib->attribute = &attribs[dynamicAttribIndex];
+ dynamicAttrib->binding = &bindings[dynamicAttrib->attribute->bindingIndex];
+ dynamicAttrib->currentValueType = currentValue.Type;
+ dynamicAttrib->divisor = dynamicAttrib->binding->getDivisor() * mAppliedNumViewsToDivisor;
+ }
+
+ ANGLE_TRY(vertexDataManager->storeDynamicAttribs(context, &mTranslatedAttribs,
+ activeDynamicAttribs, startVertex, vertexCount,
+ instances, baseInstance));
+
+ if (promoteDynamic)
+ {
+ VertexDataManager::PromoteDynamicAttribs(context, mTranslatedAttribs, activeDynamicAttribs,
+ vertexCount);
+ }
+
+ return angle::Result::Continue;
+}
+
+const std::vector<TranslatedAttribute> &VertexArray11::getTranslatedAttribs() const
+{
+ return mTranslatedAttribs;
+}
+
+void VertexArray11::markAllAttributeDivisorsForAdjustment(int numViews)
+{
+ if (mAppliedNumViewsToDivisor != numViews)
+ {
+ mAppliedNumViewsToDivisor = numViews;
+ mAttribsToTranslate.set();
+ // mDynamicAttribsMask may have already been set (updateVertexAttribStorage
+ // We don't want to override DYNAMIC attribs as they will be handled separately.
+ mAttribsToTranslate = mAttribsToTranslate ^ mDynamicAttribsMask;
+ }
+}
+
+const TranslatedIndexData &VertexArray11::getCachedIndexInfo() const
+{
+ ASSERT(mCachedIndexInfo.valid());
+ return mCachedIndexInfo.value();
+}
+
+void VertexArray11::updateCachedIndexInfo(const TranslatedIndexData &indexInfo)
+{
+ mCachedIndexInfo = indexInfo;
+}
+
+bool VertexArray11::isCachedIndexInfoValid() const
+{
+ return mCachedIndexInfo.valid();
+}
+
+gl::DrawElementsType VertexArray11::getCachedDestinationIndexType() const
+{
+ return mCachedDestinationIndexType;
+}
+
+} // namespace rx