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+//
+// Copyright 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 <vector>
+
+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<VertexAttribute> &getVertexAttributes() const { return mVertexAttributes; }
+ const VertexAttribute &getVertexAttribute(size_t attribIndex) const
+ {
+ return mVertexAttributes[attribIndex];
+ }
+ const std::vector<VertexBinding> &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;
+
+ ComponentTypeMask getVertexAttributesTypeMask() const { return mVertexAttributesTypeMask; }
+
+ AttributesMask getClientMemoryAttribsMask() const { return mClientMemoryAttribsMask; }
+
+ gl::AttributesMask getNullPointerClientMemoryAttribsMask() const
+ {
+ return mNullPointerClientMemoryAttribsMask;
+ }
+
+ private:
+ void updateCachedMutableOrNonPersistentArrayBuffers(size_t index);
+
+ friend class VertexArray;
+ std::string mLabel;
+ std::vector<VertexAttribute> mVertexAttributes;
+ SubjectBindingPointer<Buffer> mElementArrayBuffer;
+ std::vector<VertexBinding> 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 mCachedMutableOrImpersistentArrayBuffers;
+ AttributesMask mCachedInvalidMappedArrayBuffer;
+};
+
+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<DIRTY_BIT_MAX>;
+ using DirtyAttribBits = angle::BitSet<DIRTY_ATTRIB_MAX>;
+ using DirtyBindingBits = angle::BitSet<DIRTY_BINDING_MAX>;
+ using DirtyAttribBitsArray = std::array<DirtyAttribBits, gl::MAX_VERTEX_ATTRIBS>;
+ using DirtyBindingBitsArray = std::array<DirtyBindingBits, gl::MAX_VERTEX_ATTRIB_BINDINGS>;
+
+ VertexArray(rx::GLImplFactory *factory,
+ VertexArrayID id,
+ size_t maxAttribs,
+ size_t maxAttribBindings);
+
+ void onDestroy(const Context *context);
+
+ VertexArrayID 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, BufferID bufferID);
+
+ 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<VertexAttribute> &getVertexAttributes() const
+ {
+ return mState.getVertexAttributes();
+ }
+ const std::vector<VertexBinding> &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 hasInvalidMappedArrayBuffer() const
+ {
+ return mState.mCachedInvalidMappedArrayBuffer.any();
+ }
+
+ const VertexArrayState &getState() const { return mState; }
+
+ bool isBufferAccessValidationEnabled() const { return mBufferAccessValidationEnabled; }
+
+ // 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 updateCachedArrayBuffersMasks(bool isMapped,
+ bool isImmutable,
+ bool isPersistent,
+ 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);
+
+ VertexArrayID mId;
+
+ VertexArrayState mState;
+ DirtyBits mDirtyBits;
+ DirtyAttribBitsArray mDirtyAttribBits;
+ DirtyBindingBitsArray mDirtyBindingBits;
+ Optional<DirtyBits> mDirtyBitsGuard;
+
+ rx::VertexArrayImpl *mVertexArray;
+
+ std::vector<angle::ObserverBinding> 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<uintptr_t>(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_