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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/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 ¤tValue = 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 ¤tValue = 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