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//
// Copyright 2002 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.
//
// VertexDataManager.h: Defines the VertexDataManager, a class that
// runs the Buffer translation process.
#include "libANGLE/renderer/d3d/VertexDataManager.h"
#include "common/bitset_utils.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/Context.h"
#include "libANGLE/Program.h"
#include "libANGLE/State.h"
#include "libANGLE/VertexArray.h"
#include "libANGLE/VertexAttribute.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/BufferD3D.h"
#include "libANGLE/renderer/d3d/ContextD3D.h"
#include "libANGLE/renderer/d3d/VertexBuffer.h"
using namespace angle;
namespace rx
{
namespace
{
enum
{
INITIAL_STREAM_BUFFER_SIZE = 1024 * 1024
};
// This has to be at least 4k or else it fails on ATI cards.
enum
{
CONSTANT_VERTEX_BUFFER_SIZE = 4096
};
// Warning: ensure the binding matches attrib.bindingIndex before using these functions.
int64_t GetMaxAttributeByteOffsetForDraw(const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
int64_t elementCount)
{
CheckedNumeric<int64_t> stride = ComputeVertexAttributeStride(attrib, binding);
CheckedNumeric<int64_t> offset = ComputeVertexAttributeOffset(attrib, binding);
CheckedNumeric<int64_t> size = ComputeVertexAttributeTypeSize(attrib);
ASSERT(elementCount > 0);
CheckedNumeric<int64_t> result =
stride * (CheckedNumeric<int64_t>(elementCount) - 1) + size + offset;
return result.ValueOrDefault(std::numeric_limits<int64_t>::max());
}
// Warning: ensure the binding matches attrib.bindingIndex before using these functions.
int ElementsInBuffer(const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
unsigned int size)
{
angle::CheckedNumeric<int64_t> bufferSize(size);
angle::CheckedNumeric<int64_t> stride = ComputeVertexAttributeStride(attrib, binding);
angle::CheckedNumeric<int64_t> offset = ComputeVertexAttributeOffset(attrib, binding);
angle::CheckedNumeric<int64_t> elementSize = ComputeVertexAttributeTypeSize(attrib);
auto elementsInBuffer = (bufferSize - (offset % stride) + (stride - elementSize)) / stride;
auto elementsInBufferInt = elementsInBuffer.Cast<int>();
return elementsInBufferInt.ValueOrDefault(0);
}
// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
bool DirectStoragePossible(const gl::Context *context,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding)
{
// Current value attribs may not use direct storage.
if (!attrib.enabled)
{
return false;
}
gl::Buffer *buffer = binding.getBuffer().get();
if (!buffer)
{
return false;
}
BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
ASSERT(bufferD3D);
if (!bufferD3D->supportsDirectBinding())
{
return false;
}
// Alignment restrictions: In D3D, vertex data must be aligned to the format stride, or to a
// 4-byte boundary, whichever is smaller. (Undocumented, and experimentally confirmed)
size_t alignment = 4;
// TODO(jmadill): add VertexFormatCaps
BufferFactoryD3D *factory = bufferD3D->getFactory();
angle::FormatID vertexFormatID = attrib.format->id;
// CPU-converted vertex data must be converted (naturally).
if ((factory->getVertexConversionType(vertexFormatID) & VERTEX_CONVERT_CPU) != 0)
{
return false;
}
if (attrib.format->vertexAttribType != gl::VertexAttribType::Float)
{
unsigned int elementSize = 0;
angle::Result error =
factory->getVertexSpaceRequired(context, attrib, binding, 1, 0, 0, &elementSize);
ASSERT(error == angle::Result::Continue);
alignment = std::min<size_t>(elementSize, 4);
}
GLintptr offset = ComputeVertexAttributeOffset(attrib, binding);
// Final alignment check - unaligned data must be converted.
return (static_cast<size_t>(ComputeVertexAttributeStride(attrib, binding)) % alignment == 0) &&
(static_cast<size_t>(offset) % alignment == 0);
}
} // anonymous namespace
TranslatedAttribute::TranslatedAttribute()
: active(false),
attribute(nullptr),
binding(nullptr),
currentValueType(gl::VertexAttribType::InvalidEnum),
baseOffset(0),
usesFirstVertexOffset(false),
stride(0),
vertexBuffer(),
storage(nullptr),
serial(0),
divisor(0)
{}
TranslatedAttribute::TranslatedAttribute(const TranslatedAttribute &other) = default;
angle::Result TranslatedAttribute::computeOffset(const gl::Context *context,
GLint startVertex,
unsigned int *offsetOut) const
{
if (!usesFirstVertexOffset)
{
*offsetOut = baseOffset;
return angle::Result::Continue;
}
CheckedNumeric<unsigned int> offset(baseOffset);
CheckedNumeric<unsigned int> checkedStride(stride);
offset += checkedStride * static_cast<unsigned int>(startVertex);
ANGLE_CHECK_GL_MATH(GetImplAs<ContextD3D>(context), offset.IsValid());
*offsetOut = offset.ValueOrDie();
return angle::Result::Continue;
}
// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
VertexStorageType ClassifyAttributeStorage(const gl::Context *context,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding)
{
// If attribute is disabled, we use the current value.
if (!attrib.enabled)
{
return VertexStorageType::CURRENT_VALUE;
}
// If specified with immediate data, we must use dynamic storage.
gl::Buffer *buffer = binding.getBuffer().get();
if (!buffer)
{
return VertexStorageType::DYNAMIC;
}
// Check if the buffer supports direct storage.
if (DirectStoragePossible(context, attrib, binding))
{
return VertexStorageType::DIRECT;
}
// Otherwise the storage is static or dynamic.
BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
ASSERT(bufferD3D);
switch (bufferD3D->getUsage())
{
case D3DBufferUsage::DYNAMIC:
return VertexStorageType::DYNAMIC;
case D3DBufferUsage::STATIC:
return VertexStorageType::STATIC;
default:
UNREACHABLE();
return VertexStorageType::UNKNOWN;
}
}
VertexDataManager::CurrentValueState::CurrentValueState(BufferFactoryD3D *factory)
: buffer(new StreamingVertexBufferInterface(factory)), offset(0)
{
data.Values.FloatValues[0] = std::numeric_limits<float>::quiet_NaN();
data.Values.FloatValues[1] = std::numeric_limits<float>::quiet_NaN();
data.Values.FloatValues[2] = std::numeric_limits<float>::quiet_NaN();
data.Values.FloatValues[3] = std::numeric_limits<float>::quiet_NaN();
data.Type = gl::VertexAttribType::Float;
}
VertexDataManager::CurrentValueState::CurrentValueState(CurrentValueState &&other)
{
std::swap(buffer, other.buffer);
std::swap(data, other.data);
std::swap(offset, other.offset);
}
VertexDataManager::CurrentValueState::~CurrentValueState() {}
VertexDataManager::VertexDataManager(BufferFactoryD3D *factory)
: mFactory(factory), mStreamingBuffer(factory)
{
mCurrentValueCache.reserve(gl::MAX_VERTEX_ATTRIBS);
for (int currentValueIndex = 0; currentValueIndex < gl::MAX_VERTEX_ATTRIBS; ++currentValueIndex)
{
mCurrentValueCache.emplace_back(factory);
}
}
VertexDataManager::~VertexDataManager() {}
angle::Result VertexDataManager::initialize(const gl::Context *context)
{
return mStreamingBuffer.initialize(context, INITIAL_STREAM_BUFFER_SIZE);
}
void VertexDataManager::deinitialize()
{
mStreamingBuffer.reset();
mCurrentValueCache.clear();
}
angle::Result VertexDataManager::prepareVertexData(
const gl::Context *context,
GLint start,
GLsizei count,
std::vector<TranslatedAttribute> *translatedAttribs,
GLsizei instances)
{
const gl::State &state = context->getState();
const gl::ProgramExecutable *executable = state.getProgramExecutable();
const gl::VertexArray *vertexArray = state.getVertexArray();
const auto &vertexAttributes = vertexArray->getVertexAttributes();
const auto &vertexBindings = vertexArray->getVertexBindings();
mDynamicAttribsMaskCache.reset();
translatedAttribs->clear();
for (size_t attribIndex = 0; attribIndex < vertexAttributes.size(); ++attribIndex)
{
// Skip attrib locations the program doesn't use.
if (!executable->isAttribLocationActive(attribIndex))
continue;
const auto &attrib = vertexAttributes[attribIndex];
const auto &binding = vertexBindings[attrib.bindingIndex];
// Resize automatically puts in empty attribs
translatedAttribs->resize(attribIndex + 1);
TranslatedAttribute *translated = &(*translatedAttribs)[attribIndex];
auto currentValueData = state.getVertexAttribCurrentValue(attribIndex);
// Record the attribute now
translated->active = true;
translated->attribute = &attrib;
translated->binding = &binding;
translated->currentValueType = currentValueData.Type;
translated->divisor = binding.getDivisor();
switch (ClassifyAttributeStorage(context, attrib, binding))
{
case VertexStorageType::STATIC:
{
// Store static attribute.
ANGLE_TRY(StoreStaticAttrib(context, translated));
break;
}
case VertexStorageType::DYNAMIC:
// Dynamic attributes must be handled together.
mDynamicAttribsMaskCache.set(attribIndex);
break;
case VertexStorageType::DIRECT:
// Update translated data for direct attributes.
StoreDirectAttrib(context, translated);
break;
case VertexStorageType::CURRENT_VALUE:
{
ANGLE_TRY(storeCurrentValue(context, currentValueData, translated, attribIndex));
break;
}
default:
UNREACHABLE();
break;
}
}
if (mDynamicAttribsMaskCache.none())
{
return angle::Result::Continue;
}
// prepareVertexData is only called by Renderer9 which don't support baseInstance
ANGLE_TRY(storeDynamicAttribs(context, translatedAttribs, mDynamicAttribsMaskCache, start,
count, instances, 0u));
PromoteDynamicAttribs(context, *translatedAttribs, mDynamicAttribsMaskCache, count);
return angle::Result::Continue;
}
// static
void VertexDataManager::StoreDirectAttrib(const gl::Context *context,
TranslatedAttribute *directAttrib)
{
ASSERT(directAttrib->attribute && directAttrib->binding);
const auto &attrib = *directAttrib->attribute;
const auto &binding = *directAttrib->binding;
gl::Buffer *buffer = binding.getBuffer().get();
ASSERT(buffer);
BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
ASSERT(DirectStoragePossible(context, attrib, binding));
directAttrib->vertexBuffer.set(nullptr);
directAttrib->storage = bufferD3D;
directAttrib->serial = bufferD3D->getSerial();
directAttrib->stride = static_cast<unsigned int>(ComputeVertexAttributeStride(attrib, binding));
directAttrib->baseOffset =
static_cast<unsigned int>(ComputeVertexAttributeOffset(attrib, binding));
// Instanced vertices do not apply the 'start' offset
directAttrib->usesFirstVertexOffset = (binding.getDivisor() == 0);
}
// static
angle::Result VertexDataManager::StoreStaticAttrib(const gl::Context *context,
TranslatedAttribute *translated)
{
ASSERT(translated->attribute && translated->binding);
const auto &attrib = *translated->attribute;
const auto &binding = *translated->binding;
gl::Buffer *buffer = binding.getBuffer().get();
ASSERT(buffer && attrib.enabled && !DirectStoragePossible(context, attrib, binding));
BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
// Compute source data pointer
const uint8_t *sourceData = nullptr;
const int offset = static_cast<int>(ComputeVertexAttributeOffset(attrib, binding));
ANGLE_TRY(bufferD3D->getData(context, &sourceData));
if (sourceData)
{
sourceData += offset;
}
unsigned int streamOffset = 0;
translated->storage = nullptr;
ANGLE_TRY(bufferD3D->getFactory()->getVertexSpaceRequired(context, attrib, binding, 1, 0, 0,
&translated->stride));
auto *staticBuffer = bufferD3D->getStaticVertexBuffer(attrib, binding);
ASSERT(staticBuffer);
if (staticBuffer->empty())
{
// Convert the entire buffer
int totalCount =
ElementsInBuffer(attrib, binding, static_cast<unsigned int>(bufferD3D->getSize()));
int startIndex = offset / static_cast<int>(ComputeVertexAttributeStride(attrib, binding));
if (totalCount > 0)
{
ANGLE_TRY(staticBuffer->storeStaticAttribute(context, attrib, binding, -startIndex,
totalCount, 0, sourceData));
}
}
unsigned int firstElementOffset =
(static_cast<unsigned int>(offset) /
static_cast<unsigned int>(ComputeVertexAttributeStride(attrib, binding))) *
translated->stride;
VertexBuffer *vertexBuffer = staticBuffer->getVertexBuffer();
CheckedNumeric<unsigned int> checkedOffset(streamOffset);
checkedOffset += firstElementOffset;
ANGLE_CHECK_GL_MATH(GetImplAs<ContextD3D>(context), checkedOffset.IsValid());
translated->vertexBuffer.set(vertexBuffer);
translated->serial = vertexBuffer->getSerial();
translated->baseOffset = streamOffset + firstElementOffset;
// Instanced vertices do not apply the 'start' offset
translated->usesFirstVertexOffset = (binding.getDivisor() == 0);
return angle::Result::Continue;
}
angle::Result VertexDataManager::storeDynamicAttribs(
const gl::Context *context,
std::vector<TranslatedAttribute> *translatedAttribs,
const gl::AttributesMask &dynamicAttribsMask,
GLint start,
size_t count,
GLsizei instances,
GLuint baseInstance)
{
// Instantiating this class will ensure the streaming buffer is never left mapped.
class StreamingBufferUnmapper final : NonCopyable
{
public:
StreamingBufferUnmapper(StreamingVertexBufferInterface *streamingBuffer)
: mStreamingBuffer(streamingBuffer)
{
ASSERT(mStreamingBuffer);
}
~StreamingBufferUnmapper() { mStreamingBuffer->getVertexBuffer()->hintUnmapResource(); }
private:
StreamingVertexBufferInterface *mStreamingBuffer;
};
// Will trigger unmapping on return.
StreamingBufferUnmapper localUnmapper(&mStreamingBuffer);
// Reserve the required space for the dynamic buffers.
for (auto attribIndex : dynamicAttribsMask)
{
const auto &dynamicAttrib = (*translatedAttribs)[attribIndex];
ANGLE_TRY(
reserveSpaceForAttrib(context, dynamicAttrib, start, count, instances, baseInstance));
}
// Store dynamic attributes
for (auto attribIndex : dynamicAttribsMask)
{
auto *dynamicAttrib = &(*translatedAttribs)[attribIndex];
ANGLE_TRY(
storeDynamicAttrib(context, dynamicAttrib, start, count, instances, baseInstance));
}
return angle::Result::Continue;
}
void VertexDataManager::PromoteDynamicAttribs(
const gl::Context *context,
const std::vector<TranslatedAttribute> &translatedAttribs,
const gl::AttributesMask &dynamicAttribsMask,
size_t count)
{
for (auto attribIndex : dynamicAttribsMask)
{
const auto &dynamicAttrib = translatedAttribs[attribIndex];
ASSERT(dynamicAttrib.attribute && dynamicAttrib.binding);
const auto &binding = *dynamicAttrib.binding;
gl::Buffer *buffer = binding.getBuffer().get();
if (buffer)
{
// Note: this multiplication can overflow. It should not be a security problem.
BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
size_t typeSize = ComputeVertexAttributeTypeSize(*dynamicAttrib.attribute);
bufferD3D->promoteStaticUsage(context, count * typeSize);
}
}
}
angle::Result VertexDataManager::reserveSpaceForAttrib(const gl::Context *context,
const TranslatedAttribute &translatedAttrib,
GLint start,
size_t count,
GLsizei instances,
GLuint baseInstance)
{
ASSERT(translatedAttrib.attribute && translatedAttrib.binding);
const auto &attrib = *translatedAttrib.attribute;
const auto &binding = *translatedAttrib.binding;
ASSERT(!DirectStoragePossible(context, attrib, binding));
gl::Buffer *buffer = binding.getBuffer().get();
BufferD3D *bufferD3D = buffer ? GetImplAs<BufferD3D>(buffer) : nullptr;
ASSERT(!bufferD3D || bufferD3D->getStaticVertexBuffer(attrib, binding) == nullptr);
size_t totalCount = gl::ComputeVertexBindingElementCount(binding.getDivisor(), count,
static_cast<size_t>(instances));
// TODO(jiajia.qin@intel.com): force the index buffer to clamp any out of range indices instead
// of invalid operation here.
if (bufferD3D)
{
// Vertices do not apply the 'start' offset when the divisor is non-zero even when doing
// a non-instanced draw call
GLint firstVertexIndex = binding.getDivisor() > 0
? UnsignedCeilDivide(baseInstance, binding.getDivisor())
: start;
int64_t maxVertexCount =
static_cast<int64_t>(firstVertexIndex) + static_cast<int64_t>(totalCount);
int64_t maxByte = GetMaxAttributeByteOffsetForDraw(attrib, binding, maxVertexCount);
ASSERT(bufferD3D->getSize() <= static_cast<size_t>(std::numeric_limits<int64_t>::max()));
ANGLE_CHECK(GetImplAs<ContextD3D>(context),
maxByte <= static_cast<int64_t>(bufferD3D->getSize()),
"Vertex buffer is not big enough for the draw call.", GL_INVALID_OPERATION);
}
return mStreamingBuffer.reserveVertexSpace(context, attrib, binding, totalCount, instances,
baseInstance);
}
angle::Result VertexDataManager::storeDynamicAttrib(const gl::Context *context,
TranslatedAttribute *translated,
GLint start,
size_t count,
GLsizei instances,
GLuint baseInstance)
{
ASSERT(translated->attribute && translated->binding);
const auto &attrib = *translated->attribute;
const auto &binding = *translated->binding;
gl::Buffer *buffer = binding.getBuffer().get();
ASSERT(buffer || attrib.pointer);
ASSERT(attrib.enabled);
BufferD3D *storage = buffer ? GetImplAs<BufferD3D>(buffer) : nullptr;
// Instanced vertices do not apply the 'start' offset
GLint firstVertexIndex =
(binding.getDivisor() > 0 ? UnsignedCeilDivide(baseInstance, binding.getDivisor()) : start);
// Compute source data pointer
const uint8_t *sourceData = nullptr;
if (buffer)
{
ANGLE_TRY(storage->getData(context, &sourceData));
sourceData += static_cast<int>(ComputeVertexAttributeOffset(attrib, binding));
}
else
{
// Attributes using client memory ignore the VERTEX_ATTRIB_BINDING state.
sourceData = static_cast<const uint8_t *>(attrib.pointer);
}
unsigned int streamOffset = 0;
translated->storage = nullptr;
ANGLE_TRY(
mFactory->getVertexSpaceRequired(context, attrib, binding, 1, 0, 0, &translated->stride));
size_t totalCount = gl::ComputeVertexBindingElementCount(binding.getDivisor(), count,
static_cast<size_t>(instances));
ANGLE_TRY(mStreamingBuffer.storeDynamicAttribute(
context, attrib, binding, translated->currentValueType, firstVertexIndex,
static_cast<GLsizei>(totalCount), instances, baseInstance, &streamOffset, sourceData));
VertexBuffer *vertexBuffer = mStreamingBuffer.getVertexBuffer();
translated->vertexBuffer.set(vertexBuffer);
translated->serial = vertexBuffer->getSerial();
translated->baseOffset = streamOffset;
translated->usesFirstVertexOffset = false;
return angle::Result::Continue;
}
angle::Result VertexDataManager::storeCurrentValue(
const gl::Context *context,
const gl::VertexAttribCurrentValueData ¤tValue,
TranslatedAttribute *translated,
size_t attribIndex)
{
CurrentValueState *cachedState = &mCurrentValueCache[attribIndex];
StreamingVertexBufferInterface &buffer = *cachedState->buffer;
if (buffer.getBufferSize() == 0)
{
ANGLE_TRY(buffer.initialize(context, CONSTANT_VERTEX_BUFFER_SIZE));
}
if (cachedState->data != currentValue)
{
ASSERT(translated->attribute && translated->binding);
const auto &attrib = *translated->attribute;
const auto &binding = *translated->binding;
ANGLE_TRY(buffer.reserveVertexSpace(context, attrib, binding, 1, 0, 0));
const uint8_t *sourceData =
reinterpret_cast<const uint8_t *>(currentValue.Values.FloatValues);
unsigned int streamOffset;
ANGLE_TRY(buffer.storeDynamicAttribute(context, attrib, binding, currentValue.Type, 0, 1, 0,
0, &streamOffset, sourceData));
buffer.getVertexBuffer()->hintUnmapResource();
cachedState->data = currentValue;
cachedState->offset = streamOffset;
}
translated->vertexBuffer.set(buffer.getVertexBuffer());
translated->storage = nullptr;
translated->serial = buffer.getSerial();
translated->divisor = 0;
translated->stride = 0;
translated->baseOffset = static_cast<unsigned int>(cachedState->offset);
translated->usesFirstVertexOffset = false;
return angle::Result::Continue;
}
// VertexBufferBinding implementation
VertexBufferBinding::VertexBufferBinding() : mBoundVertexBuffer(nullptr) {}
VertexBufferBinding::VertexBufferBinding(const VertexBufferBinding &other)
: mBoundVertexBuffer(other.mBoundVertexBuffer)
{
if (mBoundVertexBuffer)
{
mBoundVertexBuffer->addRef();
}
}
VertexBufferBinding::~VertexBufferBinding()
{
if (mBoundVertexBuffer)
{
mBoundVertexBuffer->release();
}
}
VertexBufferBinding &VertexBufferBinding::operator=(const VertexBufferBinding &other)
{
mBoundVertexBuffer = other.mBoundVertexBuffer;
if (mBoundVertexBuffer)
{
mBoundVertexBuffer->addRef();
}
return *this;
}
void VertexBufferBinding::set(VertexBuffer *vertexBuffer)
{
if (mBoundVertexBuffer == vertexBuffer)
return;
if (mBoundVertexBuffer)
{
mBoundVertexBuffer->release();
}
if (vertexBuffer)
{
vertexBuffer->addRef();
}
mBoundVertexBuffer = vertexBuffer;
}
VertexBuffer *VertexBufferBinding::get() const
{
return mBoundVertexBuffer;
}
} // namespace rx