// // 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. // // Implementation of the state class for mananging GLES 3 Vertex Array Objects. // #include "libANGLE/VertexArray.h" #include "common/utilities.h" #include "libANGLE/Buffer.h" #include "libANGLE/Context.h" #include "libANGLE/renderer/BufferImpl.h" #include "libANGLE/renderer/GLImplFactory.h" #include "libANGLE/renderer/VertexArrayImpl.h" namespace gl { namespace { bool IsElementArrayBufferSubjectIndex(angle::SubjectIndex subjectIndex) { return (subjectIndex == MAX_VERTEX_ATTRIBS); } constexpr angle::SubjectIndex kElementArrayBufferIndex = MAX_VERTEX_ATTRIBS; } // namespace // VertexArrayState implementation. VertexArrayState::VertexArrayState(VertexArray *vertexArray, size_t maxAttribs, size_t maxAttribBindings) : mElementArrayBuffer(vertexArray, kElementArrayBufferIndex) { ASSERT(maxAttribs <= maxAttribBindings); for (size_t i = 0; i < maxAttribs; i++) { mVertexAttributes.emplace_back(static_cast(i)); mVertexBindings.emplace_back(static_cast(i)); } // Initially all attributes start as "client" with no buffer bound. mClientMemoryAttribsMask.set(); } VertexArrayState::~VertexArrayState() {} bool VertexArrayState::hasEnabledNullPointerClientArray() const { return (mNullPointerClientMemoryAttribsMask & mEnabledAttributesMask).any(); } AttributesMask VertexArrayState::getBindingToAttributesMask(GLuint bindingIndex) const { ASSERT(bindingIndex < MAX_VERTEX_ATTRIB_BINDINGS); return mVertexBindings[bindingIndex].getBoundAttributesMask(); } // Set an attribute using a new binding. void VertexArrayState::setAttribBinding(const Context *context, size_t attribIndex, GLuint newBindingIndex) { ASSERT(attribIndex < MAX_VERTEX_ATTRIBS && newBindingIndex < MAX_VERTEX_ATTRIB_BINDINGS); VertexAttribute &attrib = mVertexAttributes[attribIndex]; // Update the binding-attribute map. const GLuint oldBindingIndex = attrib.bindingIndex; ASSERT(oldBindingIndex != newBindingIndex); VertexBinding &oldBinding = mVertexBindings[oldBindingIndex]; VertexBinding &newBinding = mVertexBindings[newBindingIndex]; ASSERT(oldBinding.getBoundAttributesMask().test(attribIndex) && !newBinding.getBoundAttributesMask().test(attribIndex)); oldBinding.resetBoundAttribute(attribIndex); newBinding.setBoundAttribute(attribIndex); // Set the attribute using the new binding. attrib.bindingIndex = newBindingIndex; if (context->isBufferAccessValidationEnabled()) { attrib.updateCachedElementLimit(newBinding); } bool isMapped = newBinding.getBuffer().get() && newBinding.getBuffer()->isMapped(); mCachedMappedArrayBuffers.set(attribIndex, isMapped); mCachedEnabledMappedArrayBuffers.set(attribIndex, isMapped && attrib.enabled); } // VertexArray implementation. VertexArray::VertexArray(rx::GLImplFactory *factory, VertexArrayID id, size_t maxAttribs, size_t maxAttribBindings) : mId(id), mState(this, maxAttribs, maxAttribBindings), mVertexArray(factory->createVertexArray(mState)), mBufferAccessValidationEnabled(false) { for (size_t attribIndex = 0; attribIndex < maxAttribBindings; ++attribIndex) { mArrayBufferObserverBindings.emplace_back(this, attribIndex); } } void VertexArray::onDestroy(const Context *context) { bool isBound = context->isCurrentVertexArray(this); for (VertexBinding &binding : mState.mVertexBindings) { if (isBound) { if (binding.getBuffer().get()) binding.getBuffer()->onNonTFBindingChanged(-1); } binding.setBuffer(context, nullptr); } if (isBound && mState.mElementArrayBuffer.get()) mState.mElementArrayBuffer->onNonTFBindingChanged(-1); mState.mElementArrayBuffer.bind(context, nullptr); mVertexArray->destroy(context); SafeDelete(mVertexArray); delete this; } VertexArray::~VertexArray() { ASSERT(!mVertexArray); } void VertexArray::setLabel(const Context *context, const std::string &label) { mState.mLabel = label; } const std::string &VertexArray::getLabel() const { return mState.mLabel; } bool VertexArray::detachBuffer(const Context *context, BufferID bufferID) { bool isBound = context->isCurrentVertexArray(this); bool anyBufferDetached = false; for (uint32_t bindingIndex = 0; bindingIndex < gl::MAX_VERTEX_ATTRIB_BINDINGS; ++bindingIndex) { VertexBinding &binding = mState.mVertexBindings[bindingIndex]; if (binding.getBuffer().id() == bufferID) { if (isBound) { if (binding.getBuffer().get()) binding.getBuffer()->onNonTFBindingChanged(-1); } binding.setBuffer(context, nullptr); mArrayBufferObserverBindings[bindingIndex].reset(); if (context->getClientVersion() >= ES_3_1) { setDirtyBindingBit(bindingIndex, DIRTY_BINDING_BUFFER); } else { static_assert(gl::MAX_VERTEX_ATTRIB_BINDINGS < 8 * sizeof(uint32_t), "Not enough bits in bindingIndex"); // The redundant uint32_t cast here is required to avoid a warning on MSVC. ASSERT(binding.getBoundAttributesMask() == AttributesMask(static_cast(1 << bindingIndex))); setDirtyAttribBit(bindingIndex, DIRTY_ATTRIB_POINTER); } anyBufferDetached = true; mState.mClientMemoryAttribsMask |= binding.getBoundAttributesMask(); } } if (mState.mElementArrayBuffer.get() && mState.mElementArrayBuffer->id() == bufferID) { if (isBound && mState.mElementArrayBuffer.get()) mState.mElementArrayBuffer->onNonTFBindingChanged(-1); mState.mElementArrayBuffer.bind(context, nullptr); mDirtyBits.set(DIRTY_BIT_ELEMENT_ARRAY_BUFFER); anyBufferDetached = true; } return anyBufferDetached; } const VertexAttribute &VertexArray::getVertexAttribute(size_t attribIndex) const { ASSERT(attribIndex < getMaxAttribs()); return mState.mVertexAttributes[attribIndex]; } const VertexBinding &VertexArray::getVertexBinding(size_t bindingIndex) const { ASSERT(bindingIndex < getMaxBindings()); return mState.mVertexBindings[bindingIndex]; } size_t VertexArray::GetVertexIndexFromDirtyBit(size_t dirtyBit) { static_assert(gl::MAX_VERTEX_ATTRIBS == gl::MAX_VERTEX_ATTRIB_BINDINGS, "The stride of vertex attributes should equal to that of vertex bindings."); ASSERT(dirtyBit > DIRTY_BIT_ELEMENT_ARRAY_BUFFER); return (dirtyBit - DIRTY_BIT_ATTRIB_0) % gl::MAX_VERTEX_ATTRIBS; } ANGLE_INLINE void VertexArray::setDirtyAttribBit(size_t attribIndex, DirtyAttribBitType dirtyAttribBit) { mDirtyBits.set(DIRTY_BIT_ATTRIB_0 + attribIndex); mDirtyAttribBits[attribIndex].set(dirtyAttribBit); } ANGLE_INLINE void VertexArray::setDirtyBindingBit(size_t bindingIndex, DirtyBindingBitType dirtyBindingBit) { mDirtyBits.set(DIRTY_BIT_BINDING_0 + bindingIndex); mDirtyBindingBits[bindingIndex].set(dirtyBindingBit); } ANGLE_INLINE void VertexArray::updateCachedBufferBindingSize(VertexBinding *binding) { if (!mBufferAccessValidationEnabled) return; for (size_t boundAttribute : binding->getBoundAttributesMask()) { mState.mVertexAttributes[boundAttribute].updateCachedElementLimit(*binding); } } ANGLE_INLINE void VertexArray::updateCachedMappedArrayBuffers( bool isMapped, const AttributesMask &boundAttributesMask) { if (isMapped) { mState.mCachedMappedArrayBuffers |= boundAttributesMask; } else { mState.mCachedMappedArrayBuffers &= ~boundAttributesMask; } mState.mCachedEnabledMappedArrayBuffers = mState.mCachedMappedArrayBuffers & mState.mEnabledAttributesMask; } ANGLE_INLINE void VertexArray::updateCachedMappedArrayBuffersBinding(const VertexBinding &binding) { const Buffer *buffer = binding.getBuffer().get(); return updateCachedMappedArrayBuffers(buffer && buffer->isMapped(), binding.getBoundAttributesMask()); } ANGLE_INLINE void VertexArray::updateCachedTransformFeedbackBindingValidation(size_t bindingIndex, const Buffer *buffer) { const bool hasConflict = buffer && buffer->isBoundForTransformFeedbackAndOtherUse(); mCachedTransformFeedbackConflictedBindingsMask.set(bindingIndex, hasConflict); } bool VertexArray::bindVertexBufferImpl(const Context *context, size_t bindingIndex, Buffer *boundBuffer, GLintptr offset, GLsizei stride) { ASSERT(bindingIndex < getMaxBindings()); ASSERT(context->isCurrentVertexArray(this)); VertexBinding *binding = &mState.mVertexBindings[bindingIndex]; Buffer *oldBuffer = binding->getBuffer().get(); const bool sameBuffer = oldBuffer == boundBuffer; const bool sameStride = static_cast(stride) == binding->getStride(); const bool sameOffset = offset == binding->getOffset(); if (sameBuffer && sameStride && sameOffset) { return false; } angle::ObserverBinding *observer = &mArrayBufferObserverBindings[bindingIndex]; observer->assignSubject(boundBuffer); // Several nullptr checks are combined here for optimization purposes. if (oldBuffer) { oldBuffer->onNonTFBindingChanged(-1); oldBuffer->removeObserver(observer); oldBuffer->release(context); } binding->assignBuffer(boundBuffer); binding->setOffset(offset); binding->setStride(stride); updateCachedBufferBindingSize(binding); // Update client memory attribute pointers. Affects all bound attributes. if (boundBuffer) { boundBuffer->addRef(); boundBuffer->onNonTFBindingChanged(1); boundBuffer->addObserver(observer); mCachedTransformFeedbackConflictedBindingsMask.set( bindingIndex, boundBuffer->isBoundForTransformFeedbackAndOtherUse()); mState.mClientMemoryAttribsMask &= ~binding->getBoundAttributesMask(); updateCachedMappedArrayBuffers((boundBuffer->isMapped() == GL_TRUE), binding->getBoundAttributesMask()); } else { mCachedTransformFeedbackConflictedBindingsMask.set(bindingIndex, false); mState.mClientMemoryAttribsMask |= binding->getBoundAttributesMask(); updateCachedMappedArrayBuffers(false, binding->getBoundAttributesMask()); } return true; } void VertexArray::bindVertexBuffer(const Context *context, size_t bindingIndex, Buffer *boundBuffer, GLintptr offset, GLsizei stride) { if (bindVertexBufferImpl(context, bindingIndex, boundBuffer, offset, stride)) { setDirtyBindingBit(bindingIndex, DIRTY_BINDING_BUFFER); } } void VertexArray::setVertexAttribBinding(const Context *context, size_t attribIndex, GLuint bindingIndex) { ASSERT(attribIndex < getMaxAttribs() && bindingIndex < getMaxBindings()); if (mState.mVertexAttributes[attribIndex].bindingIndex != bindingIndex) { // In ES 3.0 contexts, the binding cannot change, hence the code below is unreachable. ASSERT(context->getClientVersion() >= ES_3_1); mState.setAttribBinding(context, attribIndex, bindingIndex); setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_BINDING); // Update client attribs mask. bool hasBuffer = mState.mVertexBindings[bindingIndex].getBuffer().get() != nullptr; mState.mClientMemoryAttribsMask.set(attribIndex, !hasBuffer); } } void VertexArray::setVertexBindingDivisor(size_t bindingIndex, GLuint divisor) { ASSERT(bindingIndex < getMaxBindings()); VertexBinding &binding = mState.mVertexBindings[bindingIndex]; binding.setDivisor(divisor); setDirtyBindingBit(bindingIndex, DIRTY_BINDING_DIVISOR); // Trigger updates in all bound attributes. for (size_t attribIndex : binding.getBoundAttributesMask()) { mState.mVertexAttributes[attribIndex].updateCachedElementLimit(binding); } } ANGLE_INLINE bool VertexArray::setVertexAttribFormatImpl(VertexAttribute *attrib, GLint size, VertexAttribType type, bool normalized, bool pureInteger, GLuint relativeOffset) { angle::FormatID formatID = gl::GetVertexFormatID(type, normalized, size, pureInteger); if (formatID != attrib->format->id || attrib->relativeOffset != relativeOffset) { attrib->relativeOffset = relativeOffset; attrib->format = &angle::Format::Get(formatID); return true; } return false; } void VertexArray::setVertexAttribFormat(size_t attribIndex, GLint size, VertexAttribType type, bool normalized, bool pureInteger, GLuint relativeOffset) { VertexAttribute &attrib = mState.mVertexAttributes[attribIndex]; ComponentType componentType = GetVertexAttributeComponentType(pureInteger, type); SetComponentTypeMask(componentType, attribIndex, &mState.mVertexAttributesTypeMask); if (setVertexAttribFormatImpl(&attrib, size, type, normalized, pureInteger, relativeOffset)) { setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_FORMAT); } attrib.updateCachedElementLimit(mState.mVertexBindings[attrib.bindingIndex]); } void VertexArray::setVertexAttribDivisor(const Context *context, size_t attribIndex, GLuint divisor) { ASSERT(attribIndex < getMaxAttribs()); setVertexAttribBinding(context, attribIndex, static_cast(attribIndex)); setVertexBindingDivisor(attribIndex, divisor); } void VertexArray::enableAttribute(size_t attribIndex, bool enabledState) { ASSERT(attribIndex < getMaxAttribs()); VertexAttribute &attrib = mState.mVertexAttributes[attribIndex]; if (mState.mEnabledAttributesMask.test(attribIndex) == enabledState) { return; } attrib.enabled = enabledState; setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_ENABLED); // Update state cache mState.mEnabledAttributesMask.set(attribIndex, enabledState); mState.mCachedEnabledMappedArrayBuffers = mState.mCachedMappedArrayBuffers & mState.mEnabledAttributesMask; } ANGLE_INLINE void VertexArray::setVertexAttribPointerImpl(const Context *context, ComponentType componentType, bool pureInteger, size_t attribIndex, Buffer *boundBuffer, GLint size, VertexAttribType type, bool normalized, GLsizei stride, const void *pointer) { ASSERT(attribIndex < getMaxAttribs()); VertexAttribute &attrib = mState.mVertexAttributes[attribIndex]; SetComponentTypeMask(componentType, attribIndex, &mState.mVertexAttributesTypeMask); bool attribDirty = setVertexAttribFormatImpl(&attrib, size, type, normalized, pureInteger, 0); if (attrib.bindingIndex != attribIndex) { setVertexAttribBinding(context, attribIndex, static_cast(attribIndex)); } GLsizei effectiveStride = stride != 0 ? stride : static_cast(ComputeVertexAttributeTypeSize(attrib)); if (attrib.vertexAttribArrayStride != static_cast(stride)) { attribDirty = true; } attrib.vertexAttribArrayStride = stride; // If we switch from an array buffer to a client pointer(or vice-versa), we set the whole // attribute dirty. This notifies the Vulkan back-end to update all its caches. const VertexBinding &binding = mState.mVertexBindings[attribIndex]; if ((boundBuffer == nullptr) != (binding.getBuffer().get() == nullptr)) { attribDirty = true; } // Change of attrib.pointer is not part of attribDirty. Pointer is actually the buffer offset // which is handled within bindVertexBufferImpl and reflected in bufferDirty. attrib.pointer = pointer; GLintptr offset = boundBuffer ? reinterpret_cast(pointer) : 0; const bool bufferDirty = bindVertexBufferImpl(context, attribIndex, boundBuffer, offset, effectiveStride); if (attribDirty) { setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_POINTER); } else if (bufferDirty) { setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_POINTER_BUFFER); } mState.mNullPointerClientMemoryAttribsMask.set(attribIndex, boundBuffer == nullptr && pointer == nullptr); } void VertexArray::setVertexAttribPointer(const Context *context, size_t attribIndex, gl::Buffer *boundBuffer, GLint size, VertexAttribType type, bool normalized, GLsizei stride, const void *pointer) { setVertexAttribPointerImpl(context, ComponentType::Float, false, attribIndex, boundBuffer, size, type, normalized, stride, pointer); } void VertexArray::setVertexAttribIPointer(const Context *context, size_t attribIndex, gl::Buffer *boundBuffer, GLint size, VertexAttribType type, GLsizei stride, const void *pointer) { ComponentType componentType = GetVertexAttributeComponentType(true, type); setVertexAttribPointerImpl(context, componentType, true, attribIndex, boundBuffer, size, type, false, stride, pointer); } angle::Result VertexArray::syncState(const Context *context) { if (mDirtyBits.any()) { mDirtyBitsGuard = mDirtyBits; ANGLE_TRY( mVertexArray->syncState(context, mDirtyBits, &mDirtyAttribBits, &mDirtyBindingBits)); mDirtyBits.reset(); mDirtyBitsGuard.reset(); // The dirty bits should be reset in the back-end. To simplify ASSERTs only check attrib 0. ASSERT(mDirtyAttribBits[0].none()); ASSERT(mDirtyBindingBits[0].none()); } return angle::Result::Continue; } void VertexArray::onBindingChanged(const Context *context, int incr) { if (mState.mElementArrayBuffer.get()) mState.mElementArrayBuffer->onNonTFBindingChanged(incr); for (auto &binding : mState.mVertexBindings) { binding.onContainerBindingChanged(context, incr); } } VertexArray::DirtyBitType VertexArray::getDirtyBitFromIndex(bool contentsChanged, angle::SubjectIndex index) const { if (IsElementArrayBufferSubjectIndex(index)) { mIndexRangeCache.invalidate(); return contentsChanged ? DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA : DIRTY_BIT_ELEMENT_ARRAY_BUFFER; } else { // Note: this currently just gets the top-level dirty bit. ASSERT(index < mArrayBufferObserverBindings.size()); return static_cast( (contentsChanged ? DIRTY_BIT_BUFFER_DATA_0 : DIRTY_BIT_BINDING_0) + index); } } void VertexArray::onSubjectStateChange(angle::SubjectIndex index, angle::SubjectMessage message) { switch (message) { case angle::SubjectMessage::ContentsChanged: setDependentDirtyBit(true, index); break; case angle::SubjectMessage::SubjectChanged: if (!IsElementArrayBufferSubjectIndex(index)) { updateCachedBufferBindingSize(&mState.mVertexBindings[index]); } setDependentDirtyBit(false, index); break; case angle::SubjectMessage::BindingChanged: if (!IsElementArrayBufferSubjectIndex(index)) { const Buffer *buffer = mState.mVertexBindings[index].getBuffer().get(); updateCachedTransformFeedbackBindingValidation(index, buffer); } break; case angle::SubjectMessage::SubjectMapped: if (!IsElementArrayBufferSubjectIndex(index)) { updateCachedMappedArrayBuffersBinding(mState.mVertexBindings[index]); } onStateChange(angle::SubjectMessage::SubjectMapped); break; case angle::SubjectMessage::SubjectUnmapped: setDependentDirtyBit(true, index); if (!IsElementArrayBufferSubjectIndex(index)) { updateCachedMappedArrayBuffersBinding(mState.mVertexBindings[index]); } onStateChange(angle::SubjectMessage::SubjectUnmapped); break; default: UNREACHABLE(); break; } } void VertexArray::setDependentDirtyBit(bool contentsChanged, angle::SubjectIndex index) { DirtyBitType dirtyBit = getDirtyBitFromIndex(contentsChanged, index); ASSERT(!mDirtyBitsGuard.valid() || mDirtyBitsGuard.value().test(dirtyBit)); mDirtyBits.set(dirtyBit); onStateChange(angle::SubjectMessage::ContentsChanged); } bool VertexArray::hasTransformFeedbackBindingConflict(const gl::Context *context) const { // Fast check first. if (!mCachedTransformFeedbackConflictedBindingsMask.any()) { return false; } const AttributesMask &activeAttribues = context->getStateCache().getActiveBufferedAttribsMask(); // Slow check. We must ensure that the conflicting attributes are enabled/active. for (size_t attribIndex : activeAttribues) { const VertexAttribute &attrib = mState.mVertexAttributes[attribIndex]; if (mCachedTransformFeedbackConflictedBindingsMask[attrib.bindingIndex]) { return true; } } return false; } angle::Result VertexArray::getIndexRangeImpl(const Context *context, DrawElementsType type, GLsizei indexCount, const void *indices, IndexRange *indexRangeOut) const { Buffer *elementArrayBuffer = mState.mElementArrayBuffer.get(); if (!elementArrayBuffer) { *indexRangeOut = ComputeIndexRange(type, indices, indexCount, context->getState().isPrimitiveRestartEnabled()); return angle::Result::Continue; } size_t offset = reinterpret_cast(indices); ANGLE_TRY(elementArrayBuffer->getIndexRange(context, type, offset, indexCount, context->getState().isPrimitiveRestartEnabled(), indexRangeOut)); mIndexRangeCache.put(type, indexCount, offset, *indexRangeOut); return angle::Result::Continue; } VertexArray::IndexRangeCache::IndexRangeCache() = default; void VertexArray::IndexRangeCache::put(DrawElementsType type, GLsizei indexCount, size_t offset, const IndexRange &indexRange) { ASSERT(type != DrawElementsType::InvalidEnum); mTypeKey = type; mIndexCountKey = indexCount; mOffsetKey = offset; mPayload = indexRange; } } // namespace gl