• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 //
2 // Copyright 2002 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 
7 // VertexDataManager.h: Defines the VertexDataManager, a class that
8 // runs the Buffer translation process.
9 
10 #include "libANGLE/renderer/d3d/VertexDataManager.h"
11 
12 #include "common/bitset_utils.h"
13 #include "libANGLE/Buffer.h"
14 #include "libANGLE/Context.h"
15 #include "libANGLE/Program.h"
16 #include "libANGLE/State.h"
17 #include "libANGLE/VertexArray.h"
18 #include "libANGLE/VertexAttribute.h"
19 #include "libANGLE/formatutils.h"
20 #include "libANGLE/renderer/d3d/BufferD3D.h"
21 #include "libANGLE/renderer/d3d/ContextD3D.h"
22 #include "libANGLE/renderer/d3d/VertexBuffer.h"
23 
24 using namespace angle;
25 
26 namespace rx
27 {
28 namespace
29 {
30 enum
31 {
32     INITIAL_STREAM_BUFFER_SIZE = 1024 * 1024
33 };
34 // This has to be at least 4k or else it fails on ATI cards.
35 enum
36 {
37     CONSTANT_VERTEX_BUFFER_SIZE = 4096
38 };
39 
40 // Warning: ensure the binding matches attrib.bindingIndex before using these functions.
GetMaxAttributeByteOffsetForDraw(const gl::VertexAttribute & attrib,const gl::VertexBinding & binding,int64_t elementCount)41 int64_t GetMaxAttributeByteOffsetForDraw(const gl::VertexAttribute &attrib,
42                                          const gl::VertexBinding &binding,
43                                          int64_t elementCount)
44 {
45     CheckedNumeric<int64_t> stride = ComputeVertexAttributeStride(attrib, binding);
46     CheckedNumeric<int64_t> offset = ComputeVertexAttributeOffset(attrib, binding);
47     CheckedNumeric<int64_t> size   = ComputeVertexAttributeTypeSize(attrib);
48 
49     ASSERT(elementCount > 0);
50 
51     CheckedNumeric<int64_t> result =
52         stride * (CheckedNumeric<int64_t>(elementCount) - 1) + size + offset;
53     return result.ValueOrDefault(std::numeric_limits<int64_t>::max());
54 }
55 
56 // Warning: ensure the binding matches attrib.bindingIndex before using these functions.
ElementsInBuffer(const gl::VertexAttribute & attrib,const gl::VertexBinding & binding,unsigned int size)57 int ElementsInBuffer(const gl::VertexAttribute &attrib,
58                      const gl::VertexBinding &binding,
59                      unsigned int size)
60 {
61     angle::CheckedNumeric<size_t> bufferSize(size);
62     angle::CheckedNumeric<size_t> stride      = ComputeVertexAttributeStride(attrib, binding);
63     angle::CheckedNumeric<size_t> offset      = ComputeVertexAttributeOffset(attrib, binding);
64     angle::CheckedNumeric<size_t> elementSize = ComputeVertexAttributeTypeSize(attrib);
65 
66     auto elementsInBuffer    = (bufferSize - (offset % stride) + (stride - elementSize)) / stride;
67     auto elementsInBufferInt = elementsInBuffer.Cast<int>();
68 
69     return elementsInBufferInt.ValueOrDefault(0);
70 }
71 
72 // Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
DirectStoragePossible(const gl::Context * context,const gl::VertexAttribute & attrib,const gl::VertexBinding & binding)73 bool DirectStoragePossible(const gl::Context *context,
74                            const gl::VertexAttribute &attrib,
75                            const gl::VertexBinding &binding)
76 {
77     // Current value attribs may not use direct storage.
78     if (!attrib.enabled)
79     {
80         return false;
81     }
82 
83     gl::Buffer *buffer = binding.getBuffer().get();
84     if (!buffer)
85     {
86         return false;
87     }
88 
89     BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
90     ASSERT(bufferD3D);
91     if (!bufferD3D->supportsDirectBinding())
92     {
93         return false;
94     }
95 
96     // Alignment restrictions: In D3D, vertex data must be aligned to the format stride, or to a
97     // 4-byte boundary, whichever is smaller. (Undocumented, and experimentally confirmed)
98     size_t alignment = 4;
99 
100     // TODO(jmadill): add VertexFormatCaps
101     BufferFactoryD3D *factory = bufferD3D->getFactory();
102 
103     angle::FormatID vertexFormatID = attrib.format->id;
104 
105     // CPU-converted vertex data must be converted (naturally).
106     if ((factory->getVertexConversionType(vertexFormatID) & VERTEX_CONVERT_CPU) != 0)
107     {
108         return false;
109     }
110 
111     if (attrib.format->vertexAttribType != gl::VertexAttribType::Float)
112     {
113         unsigned int elementSize = 0;
114         angle::Result error =
115             factory->getVertexSpaceRequired(context, attrib, binding, 1, 0, 0, &elementSize);
116         ASSERT(error == angle::Result::Continue);
117         alignment = std::min<size_t>(elementSize, 4);
118     }
119 
120     GLintptr offset = ComputeVertexAttributeOffset(attrib, binding);
121     // Final alignment check - unaligned data must be converted.
122     return (static_cast<size_t>(ComputeVertexAttributeStride(attrib, binding)) % alignment == 0) &&
123            (static_cast<size_t>(offset) % alignment == 0);
124 }
125 }  // anonymous namespace
126 
TranslatedAttribute()127 TranslatedAttribute::TranslatedAttribute()
128     : active(false),
129       attribute(nullptr),
130       binding(nullptr),
131       currentValueType(gl::VertexAttribType::InvalidEnum),
132       baseOffset(0),
133       usesFirstVertexOffset(false),
134       stride(0),
135       vertexBuffer(),
136       storage(nullptr),
137       serial(0),
138       divisor(0)
139 {}
140 
141 TranslatedAttribute::TranslatedAttribute(const TranslatedAttribute &other) = default;
142 
computeOffset(const gl::Context * context,GLint startVertex,unsigned int * offsetOut) const143 angle::Result TranslatedAttribute::computeOffset(const gl::Context *context,
144                                                  GLint startVertex,
145                                                  unsigned int *offsetOut) const
146 {
147     if (!usesFirstVertexOffset)
148     {
149         *offsetOut = baseOffset;
150         return angle::Result::Continue;
151     }
152 
153     CheckedNumeric<unsigned int> offset(baseOffset);
154     CheckedNumeric<unsigned int> checkedStride(stride);
155 
156     offset += checkedStride * static_cast<unsigned int>(startVertex);
157     ANGLE_CHECK_GL_MATH(GetImplAs<ContextD3D>(context), offset.IsValid());
158     *offsetOut = offset.ValueOrDie();
159     return angle::Result::Continue;
160 }
161 
162 // Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
ClassifyAttributeStorage(const gl::Context * context,const gl::VertexAttribute & attrib,const gl::VertexBinding & binding)163 VertexStorageType ClassifyAttributeStorage(const gl::Context *context,
164                                            const gl::VertexAttribute &attrib,
165                                            const gl::VertexBinding &binding)
166 {
167     // If attribute is disabled, we use the current value.
168     if (!attrib.enabled)
169     {
170         return VertexStorageType::CURRENT_VALUE;
171     }
172 
173     // If specified with immediate data, we must use dynamic storage.
174     gl::Buffer *buffer = binding.getBuffer().get();
175     if (!buffer)
176     {
177         return VertexStorageType::DYNAMIC;
178     }
179 
180     // Check if the buffer supports direct storage.
181     if (DirectStoragePossible(context, attrib, binding))
182     {
183         return VertexStorageType::DIRECT;
184     }
185 
186     // Otherwise the storage is static or dynamic.
187     BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
188     ASSERT(bufferD3D);
189     switch (bufferD3D->getUsage())
190     {
191         case D3DBufferUsage::DYNAMIC:
192             return VertexStorageType::DYNAMIC;
193         case D3DBufferUsage::STATIC:
194             return VertexStorageType::STATIC;
195         default:
196             UNREACHABLE();
197             return VertexStorageType::UNKNOWN;
198     }
199 }
200 
CurrentValueState(BufferFactoryD3D * factory)201 VertexDataManager::CurrentValueState::CurrentValueState(BufferFactoryD3D *factory)
202     : buffer(new StreamingVertexBufferInterface(factory)), offset(0)
203 {
204     data.Values.FloatValues[0] = std::numeric_limits<float>::quiet_NaN();
205     data.Values.FloatValues[1] = std::numeric_limits<float>::quiet_NaN();
206     data.Values.FloatValues[2] = std::numeric_limits<float>::quiet_NaN();
207     data.Values.FloatValues[3] = std::numeric_limits<float>::quiet_NaN();
208     data.Type                  = gl::VertexAttribType::Float;
209 }
210 
CurrentValueState(CurrentValueState && other)211 VertexDataManager::CurrentValueState::CurrentValueState(CurrentValueState &&other)
212 {
213     std::swap(buffer, other.buffer);
214     std::swap(data, other.data);
215     std::swap(offset, other.offset);
216 }
217 
~CurrentValueState()218 VertexDataManager::CurrentValueState::~CurrentValueState() {}
219 
VertexDataManager(BufferFactoryD3D * factory)220 VertexDataManager::VertexDataManager(BufferFactoryD3D *factory)
221     : mFactory(factory), mStreamingBuffer(factory)
222 {
223     for (int currentValueIndex = 0; currentValueIndex < gl::MAX_VERTEX_ATTRIBS; ++currentValueIndex)
224     {
225         mCurrentValueCache.emplace_back(factory);
226     }
227 }
228 
~VertexDataManager()229 VertexDataManager::~VertexDataManager() {}
230 
initialize(const gl::Context * context)231 angle::Result VertexDataManager::initialize(const gl::Context *context)
232 {
233     return mStreamingBuffer.initialize(context, INITIAL_STREAM_BUFFER_SIZE);
234 }
235 
deinitialize()236 void VertexDataManager::deinitialize()
237 {
238     mStreamingBuffer.reset();
239     mCurrentValueCache.clear();
240 }
241 
prepareVertexData(const gl::Context * context,GLint start,GLsizei count,std::vector<TranslatedAttribute> * translatedAttribs,GLsizei instances)242 angle::Result VertexDataManager::prepareVertexData(
243     const gl::Context *context,
244     GLint start,
245     GLsizei count,
246     std::vector<TranslatedAttribute> *translatedAttribs,
247     GLsizei instances)
248 {
249     const gl::State &state                  = context->getState();
250     const gl::ProgramExecutable *executable = state.getProgramExecutable();
251     const gl::VertexArray *vertexArray      = state.getVertexArray();
252     const auto &vertexAttributes            = vertexArray->getVertexAttributes();
253     const auto &vertexBindings              = vertexArray->getVertexBindings();
254 
255     mDynamicAttribsMaskCache.reset();
256 
257     translatedAttribs->clear();
258 
259     for (size_t attribIndex = 0; attribIndex < vertexAttributes.size(); ++attribIndex)
260     {
261         // Skip attrib locations the program doesn't use.
262         if (!executable->isAttribLocationActive(attribIndex))
263             continue;
264 
265         const auto &attrib  = vertexAttributes[attribIndex];
266         const auto &binding = vertexBindings[attrib.bindingIndex];
267 
268         // Resize automatically puts in empty attribs
269         translatedAttribs->resize(attribIndex + 1);
270 
271         TranslatedAttribute *translated = &(*translatedAttribs)[attribIndex];
272         auto currentValueData           = state.getVertexAttribCurrentValue(attribIndex);
273 
274         // Record the attribute now
275         translated->active           = true;
276         translated->attribute        = &attrib;
277         translated->binding          = &binding;
278         translated->currentValueType = currentValueData.Type;
279         translated->divisor          = binding.getDivisor();
280 
281         switch (ClassifyAttributeStorage(context, attrib, binding))
282         {
283             case VertexStorageType::STATIC:
284             {
285                 // Store static attribute.
286                 ANGLE_TRY(StoreStaticAttrib(context, translated));
287                 break;
288             }
289             case VertexStorageType::DYNAMIC:
290                 // Dynamic attributes must be handled together.
291                 mDynamicAttribsMaskCache.set(attribIndex);
292                 break;
293             case VertexStorageType::DIRECT:
294                 // Update translated data for direct attributes.
295                 StoreDirectAttrib(context, translated);
296                 break;
297             case VertexStorageType::CURRENT_VALUE:
298             {
299                 ANGLE_TRY(storeCurrentValue(context, currentValueData, translated, attribIndex));
300                 break;
301             }
302             default:
303                 UNREACHABLE();
304                 break;
305         }
306     }
307 
308     if (mDynamicAttribsMaskCache.none())
309     {
310         return angle::Result::Continue;
311     }
312 
313     // prepareVertexData is only called by Renderer9 which don't support baseInstance
314     ANGLE_TRY(storeDynamicAttribs(context, translatedAttribs, mDynamicAttribsMaskCache, start,
315                                   count, instances, 0u));
316 
317     PromoteDynamicAttribs(context, *translatedAttribs, mDynamicAttribsMaskCache, count);
318 
319     return angle::Result::Continue;
320 }
321 
322 // static
StoreDirectAttrib(const gl::Context * context,TranslatedAttribute * directAttrib)323 void VertexDataManager::StoreDirectAttrib(const gl::Context *context,
324                                           TranslatedAttribute *directAttrib)
325 {
326     ASSERT(directAttrib->attribute && directAttrib->binding);
327     const auto &attrib  = *directAttrib->attribute;
328     const auto &binding = *directAttrib->binding;
329 
330     gl::Buffer *buffer = binding.getBuffer().get();
331     ASSERT(buffer);
332     BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
333 
334     ASSERT(DirectStoragePossible(context, attrib, binding));
335     directAttrib->vertexBuffer.set(nullptr);
336     directAttrib->storage = bufferD3D;
337     directAttrib->serial  = bufferD3D->getSerial();
338     directAttrib->stride = static_cast<unsigned int>(ComputeVertexAttributeStride(attrib, binding));
339     directAttrib->baseOffset =
340         static_cast<unsigned int>(ComputeVertexAttributeOffset(attrib, binding));
341 
342     // Instanced vertices do not apply the 'start' offset
343     directAttrib->usesFirstVertexOffset = (binding.getDivisor() == 0);
344 }
345 
346 // static
StoreStaticAttrib(const gl::Context * context,TranslatedAttribute * translated)347 angle::Result VertexDataManager::StoreStaticAttrib(const gl::Context *context,
348                                                    TranslatedAttribute *translated)
349 {
350     ASSERT(translated->attribute && translated->binding);
351     const auto &attrib  = *translated->attribute;
352     const auto &binding = *translated->binding;
353 
354     gl::Buffer *buffer = binding.getBuffer().get();
355     ASSERT(buffer && attrib.enabled && !DirectStoragePossible(context, attrib, binding));
356     BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
357 
358     // Compute source data pointer
359     const uint8_t *sourceData = nullptr;
360     const int offset          = static_cast<int>(ComputeVertexAttributeOffset(attrib, binding));
361 
362     ANGLE_TRY(bufferD3D->getData(context, &sourceData));
363 
364     if (sourceData)
365     {
366         sourceData += offset;
367     }
368 
369     unsigned int streamOffset = 0;
370 
371     translated->storage = nullptr;
372     ANGLE_TRY(bufferD3D->getFactory()->getVertexSpaceRequired(context, attrib, binding, 1, 0, 0,
373                                                               &translated->stride));
374 
375     auto *staticBuffer = bufferD3D->getStaticVertexBuffer(attrib, binding);
376     ASSERT(staticBuffer);
377 
378     if (staticBuffer->empty())
379     {
380         // Convert the entire buffer
381         int totalCount =
382             ElementsInBuffer(attrib, binding, static_cast<unsigned int>(bufferD3D->getSize()));
383         int startIndex = offset / static_cast<int>(ComputeVertexAttributeStride(attrib, binding));
384 
385         if (totalCount > 0)
386         {
387             ANGLE_TRY(staticBuffer->storeStaticAttribute(context, attrib, binding, -startIndex,
388                                                          totalCount, 0, sourceData));
389         }
390     }
391 
392     unsigned int firstElementOffset =
393         (static_cast<unsigned int>(offset) /
394          static_cast<unsigned int>(ComputeVertexAttributeStride(attrib, binding))) *
395         translated->stride;
396 
397     VertexBuffer *vertexBuffer = staticBuffer->getVertexBuffer();
398 
399     CheckedNumeric<unsigned int> checkedOffset(streamOffset);
400     checkedOffset += firstElementOffset;
401 
402     ANGLE_CHECK_GL_MATH(GetImplAs<ContextD3D>(context), checkedOffset.IsValid());
403 
404     translated->vertexBuffer.set(vertexBuffer);
405     translated->serial     = vertexBuffer->getSerial();
406     translated->baseOffset = streamOffset + firstElementOffset;
407 
408     // Instanced vertices do not apply the 'start' offset
409     translated->usesFirstVertexOffset = (binding.getDivisor() == 0);
410 
411     return angle::Result::Continue;
412 }
413 
storeDynamicAttribs(const gl::Context * context,std::vector<TranslatedAttribute> * translatedAttribs,const gl::AttributesMask & dynamicAttribsMask,GLint start,size_t count,GLsizei instances,GLuint baseInstance)414 angle::Result VertexDataManager::storeDynamicAttribs(
415     const gl::Context *context,
416     std::vector<TranslatedAttribute> *translatedAttribs,
417     const gl::AttributesMask &dynamicAttribsMask,
418     GLint start,
419     size_t count,
420     GLsizei instances,
421     GLuint baseInstance)
422 {
423     // Instantiating this class will ensure the streaming buffer is never left mapped.
424     class StreamingBufferUnmapper final : NonCopyable
425     {
426       public:
427         StreamingBufferUnmapper(StreamingVertexBufferInterface *streamingBuffer)
428             : mStreamingBuffer(streamingBuffer)
429         {
430             ASSERT(mStreamingBuffer);
431         }
432         ~StreamingBufferUnmapper() { mStreamingBuffer->getVertexBuffer()->hintUnmapResource(); }
433 
434       private:
435         StreamingVertexBufferInterface *mStreamingBuffer;
436     };
437 
438     // Will trigger unmapping on return.
439     StreamingBufferUnmapper localUnmapper(&mStreamingBuffer);
440 
441     // Reserve the required space for the dynamic buffers.
442     for (auto attribIndex : dynamicAttribsMask)
443     {
444         const auto &dynamicAttrib = (*translatedAttribs)[attribIndex];
445         ANGLE_TRY(
446             reserveSpaceForAttrib(context, dynamicAttrib, start, count, instances, baseInstance));
447     }
448 
449     // Store dynamic attributes
450     for (auto attribIndex : dynamicAttribsMask)
451     {
452         auto *dynamicAttrib = &(*translatedAttribs)[attribIndex];
453         ANGLE_TRY(
454             storeDynamicAttrib(context, dynamicAttrib, start, count, instances, baseInstance));
455     }
456 
457     return angle::Result::Continue;
458 }
459 
PromoteDynamicAttribs(const gl::Context * context,const std::vector<TranslatedAttribute> & translatedAttribs,const gl::AttributesMask & dynamicAttribsMask,size_t count)460 void VertexDataManager::PromoteDynamicAttribs(
461     const gl::Context *context,
462     const std::vector<TranslatedAttribute> &translatedAttribs,
463     const gl::AttributesMask &dynamicAttribsMask,
464     size_t count)
465 {
466     for (auto attribIndex : dynamicAttribsMask)
467     {
468         const auto &dynamicAttrib = translatedAttribs[attribIndex];
469         ASSERT(dynamicAttrib.attribute && dynamicAttrib.binding);
470         const auto &binding = *dynamicAttrib.binding;
471 
472         gl::Buffer *buffer = binding.getBuffer().get();
473         if (buffer)
474         {
475             // Note: this multiplication can overflow. It should not be a security problem.
476             BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
477             size_t typeSize      = ComputeVertexAttributeTypeSize(*dynamicAttrib.attribute);
478             bufferD3D->promoteStaticUsage(context, count * typeSize);
479         }
480     }
481 }
482 
reserveSpaceForAttrib(const gl::Context * context,const TranslatedAttribute & translatedAttrib,GLint start,size_t count,GLsizei instances,GLuint baseInstance)483 angle::Result VertexDataManager::reserveSpaceForAttrib(const gl::Context *context,
484                                                        const TranslatedAttribute &translatedAttrib,
485                                                        GLint start,
486                                                        size_t count,
487                                                        GLsizei instances,
488                                                        GLuint baseInstance)
489 {
490     ASSERT(translatedAttrib.attribute && translatedAttrib.binding);
491     const auto &attrib  = *translatedAttrib.attribute;
492     const auto &binding = *translatedAttrib.binding;
493 
494     ASSERT(!DirectStoragePossible(context, attrib, binding));
495 
496     gl::Buffer *buffer   = binding.getBuffer().get();
497     BufferD3D *bufferD3D = buffer ? GetImplAs<BufferD3D>(buffer) : nullptr;
498     ASSERT(!bufferD3D || bufferD3D->getStaticVertexBuffer(attrib, binding) == nullptr);
499 
500     size_t totalCount = gl::ComputeVertexBindingElementCount(binding.getDivisor(), count,
501                                                              static_cast<size_t>(instances));
502     // TODO(jiajia.qin@intel.com): force the index buffer to clamp any out of range indices instead
503     // of invalid operation here.
504     if (bufferD3D)
505     {
506         // Vertices do not apply the 'start' offset when the divisor is non-zero even when doing
507         // a non-instanced draw call
508         GLint firstVertexIndex = binding.getDivisor() > 0
509                                      ? UnsignedCeilDivide(baseInstance, binding.getDivisor())
510                                      : start;
511         int64_t maxVertexCount =
512             static_cast<int64_t>(firstVertexIndex) + static_cast<int64_t>(totalCount);
513 
514         int64_t maxByte = GetMaxAttributeByteOffsetForDraw(attrib, binding, maxVertexCount);
515 
516         ASSERT(bufferD3D->getSize() <= static_cast<size_t>(std::numeric_limits<int64_t>::max()));
517         ANGLE_CHECK(GetImplAs<ContextD3D>(context),
518                     maxByte <= static_cast<int64_t>(bufferD3D->getSize()),
519                     "Vertex buffer is not big enough for the draw call.", GL_INVALID_OPERATION);
520     }
521     return mStreamingBuffer.reserveVertexSpace(context, attrib, binding, totalCount, instances,
522                                                baseInstance);
523 }
524 
storeDynamicAttrib(const gl::Context * context,TranslatedAttribute * translated,GLint start,size_t count,GLsizei instances,GLuint baseInstance)525 angle::Result VertexDataManager::storeDynamicAttrib(const gl::Context *context,
526                                                     TranslatedAttribute *translated,
527                                                     GLint start,
528                                                     size_t count,
529                                                     GLsizei instances,
530                                                     GLuint baseInstance)
531 {
532     ASSERT(translated->attribute && translated->binding);
533     const auto &attrib  = *translated->attribute;
534     const auto &binding = *translated->binding;
535 
536     gl::Buffer *buffer = binding.getBuffer().get();
537     ASSERT(buffer || attrib.pointer);
538     ASSERT(attrib.enabled);
539 
540     BufferD3D *storage = buffer ? GetImplAs<BufferD3D>(buffer) : nullptr;
541 
542     // Instanced vertices do not apply the 'start' offset
543     GLint firstVertexIndex =
544         (binding.getDivisor() > 0 ? UnsignedCeilDivide(baseInstance, binding.getDivisor()) : start);
545 
546     // Compute source data pointer
547     const uint8_t *sourceData = nullptr;
548 
549     if (buffer)
550     {
551         ANGLE_TRY(storage->getData(context, &sourceData));
552         sourceData += static_cast<int>(ComputeVertexAttributeOffset(attrib, binding));
553     }
554     else
555     {
556         // Attributes using client memory ignore the VERTEX_ATTRIB_BINDING state.
557         // https://www.opengl.org/registry/specs/ARB/vertex_attrib_binding.txt
558         sourceData = static_cast<const uint8_t *>(attrib.pointer);
559     }
560 
561     unsigned int streamOffset = 0;
562 
563     translated->storage = nullptr;
564     ANGLE_TRY(
565         mFactory->getVertexSpaceRequired(context, attrib, binding, 1, 0, 0, &translated->stride));
566 
567     size_t totalCount = gl::ComputeVertexBindingElementCount(binding.getDivisor(), count,
568                                                              static_cast<size_t>(instances));
569 
570     ANGLE_TRY(mStreamingBuffer.storeDynamicAttribute(
571         context, attrib, binding, translated->currentValueType, firstVertexIndex,
572         static_cast<GLsizei>(totalCount), instances, baseInstance, &streamOffset, sourceData));
573 
574     VertexBuffer *vertexBuffer = mStreamingBuffer.getVertexBuffer();
575 
576     translated->vertexBuffer.set(vertexBuffer);
577     translated->serial                = vertexBuffer->getSerial();
578     translated->baseOffset            = streamOffset;
579     translated->usesFirstVertexOffset = false;
580 
581     return angle::Result::Continue;
582 }
583 
storeCurrentValue(const gl::Context * context,const gl::VertexAttribCurrentValueData & currentValue,TranslatedAttribute * translated,size_t attribIndex)584 angle::Result VertexDataManager::storeCurrentValue(
585     const gl::Context *context,
586     const gl::VertexAttribCurrentValueData &currentValue,
587     TranslatedAttribute *translated,
588     size_t attribIndex)
589 {
590     CurrentValueState *cachedState         = &mCurrentValueCache[attribIndex];
591     StreamingVertexBufferInterface &buffer = *cachedState->buffer;
592 
593     if (buffer.getBufferSize() == 0)
594     {
595         ANGLE_TRY(buffer.initialize(context, CONSTANT_VERTEX_BUFFER_SIZE));
596     }
597 
598     if (cachedState->data != currentValue)
599     {
600         ASSERT(translated->attribute && translated->binding);
601         const auto &attrib  = *translated->attribute;
602         const auto &binding = *translated->binding;
603 
604         ANGLE_TRY(buffer.reserveVertexSpace(context, attrib, binding, 1, 0, 0));
605 
606         const uint8_t *sourceData =
607             reinterpret_cast<const uint8_t *>(currentValue.Values.FloatValues);
608         unsigned int streamOffset;
609         ANGLE_TRY(buffer.storeDynamicAttribute(context, attrib, binding, currentValue.Type, 0, 1, 0,
610                                                0, &streamOffset, sourceData));
611 
612         buffer.getVertexBuffer()->hintUnmapResource();
613 
614         cachedState->data   = currentValue;
615         cachedState->offset = streamOffset;
616     }
617 
618     translated->vertexBuffer.set(buffer.getVertexBuffer());
619 
620     translated->storage               = nullptr;
621     translated->serial                = buffer.getSerial();
622     translated->divisor               = 0;
623     translated->stride                = 0;
624     translated->baseOffset            = static_cast<unsigned int>(cachedState->offset);
625     translated->usesFirstVertexOffset = false;
626 
627     return angle::Result::Continue;
628 }
629 
630 // VertexBufferBinding implementation
VertexBufferBinding()631 VertexBufferBinding::VertexBufferBinding() : mBoundVertexBuffer(nullptr) {}
632 
VertexBufferBinding(const VertexBufferBinding & other)633 VertexBufferBinding::VertexBufferBinding(const VertexBufferBinding &other)
634     : mBoundVertexBuffer(other.mBoundVertexBuffer)
635 {
636     if (mBoundVertexBuffer)
637     {
638         mBoundVertexBuffer->addRef();
639     }
640 }
641 
~VertexBufferBinding()642 VertexBufferBinding::~VertexBufferBinding()
643 {
644     if (mBoundVertexBuffer)
645     {
646         mBoundVertexBuffer->release();
647     }
648 }
649 
operator =(const VertexBufferBinding & other)650 VertexBufferBinding &VertexBufferBinding::operator=(const VertexBufferBinding &other)
651 {
652     mBoundVertexBuffer = other.mBoundVertexBuffer;
653     if (mBoundVertexBuffer)
654     {
655         mBoundVertexBuffer->addRef();
656     }
657     return *this;
658 }
659 
set(VertexBuffer * vertexBuffer)660 void VertexBufferBinding::set(VertexBuffer *vertexBuffer)
661 {
662     if (mBoundVertexBuffer == vertexBuffer)
663         return;
664 
665     if (mBoundVertexBuffer)
666     {
667         mBoundVertexBuffer->release();
668     }
669     if (vertexBuffer)
670     {
671         vertexBuffer->addRef();
672     }
673 
674     mBoundVertexBuffer = vertexBuffer;
675 }
676 
get() const677 VertexBuffer *VertexBufferBinding::get() const
678 {
679     return mBoundVertexBuffer;
680 }
681 
682 }  // namespace rx
683