1 //
2 // Copyright 2016 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 // VertexArray11:
7 // Implementation of rx::VertexArray11.
8 //
9
10 #include "libANGLE/renderer/d3d/d3d11/VertexArray11.h"
11
12 #include "common/bitset_utils.h"
13 #include "libANGLE/Context.h"
14 #include "libANGLE/renderer/d3d/IndexBuffer.h"
15 #include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
16 #include "libANGLE/renderer/d3d/d3d11/Context11.h"
17
18 using namespace angle;
19
20 namespace rx
21 {
VertexArray11(const gl::VertexArrayState & data)22 VertexArray11::VertexArray11(const gl::VertexArrayState &data)
23 : VertexArrayImpl(data),
24 mAttributeStorageTypes(data.getMaxAttribs(), VertexStorageType::CURRENT_VALUE),
25 mTranslatedAttribs(data.getMaxAttribs()),
26 mAppliedNumViewsToDivisor(1),
27 mCurrentElementArrayStorage(IndexStorageType::Invalid),
28 mCachedDestinationIndexType(gl::DrawElementsType::InvalidEnum)
29 {}
30
~VertexArray11()31 VertexArray11::~VertexArray11() {}
32
destroy(const gl::Context * context)33 void VertexArray11::destroy(const gl::Context *context) {}
34
35 // As VertexAttribPointer can modify both attribute and binding, we should also set other attributes
36 // that are also using this binding dirty.
37 #define ANGLE_VERTEX_DIRTY_ATTRIB_FUNC(INDEX) \
38 case gl::VertexArray::DIRTY_BIT_ATTRIB_0 + INDEX: \
39 if ((*attribBits)[INDEX][gl::VertexArray::DirtyAttribBitType::DIRTY_ATTRIB_POINTER]) \
40 { \
41 attributesToUpdate |= mState.getBindingToAttributesMask(INDEX); \
42 } \
43 else \
44 { \
45 attributesToUpdate.set(INDEX); \
46 } \
47 invalidateVertexBuffer = true; \
48 (*attribBits)[INDEX].reset(); \
49 break;
50
51 #define ANGLE_VERTEX_DIRTY_BINDING_FUNC(INDEX) \
52 case gl::VertexArray::DIRTY_BIT_BINDING_0 + INDEX: \
53 attributesToUpdate |= mState.getBindingToAttributesMask(INDEX); \
54 invalidateVertexBuffer = true; \
55 (*bindingBits)[INDEX].reset(); \
56 break;
57
58 #define ANGLE_VERTEX_DIRTY_BUFFER_DATA_FUNC(INDEX) \
59 case gl::VertexArray::DIRTY_BIT_BUFFER_DATA_0 + INDEX: \
60 if (mAttributeStorageTypes[INDEX] == VertexStorageType::STATIC) \
61 { \
62 invalidateVertexBuffer = true; \
63 mAttribsToTranslate.set(INDEX); \
64 } \
65 break;
66
syncState(const gl::Context * context,const gl::VertexArray::DirtyBits & dirtyBits,gl::VertexArray::DirtyAttribBitsArray * attribBits,gl::VertexArray::DirtyBindingBitsArray * bindingBits)67 angle::Result VertexArray11::syncState(const gl::Context *context,
68 const gl::VertexArray::DirtyBits &dirtyBits,
69 gl::VertexArray::DirtyAttribBitsArray *attribBits,
70 gl::VertexArray::DirtyBindingBitsArray *bindingBits)
71 {
72 ASSERT(dirtyBits.any());
73
74 Renderer11 *renderer = GetImplAs<Context11>(context)->getRenderer();
75 StateManager11 *stateManager = renderer->getStateManager();
76
77 // Generate a state serial. This serial is used in the program class to validate the cached
78 // input layout, and skip recomputation in the fast path.
79 mCurrentStateSerial = renderer->generateSerial();
80
81 bool invalidateVertexBuffer = false;
82
83 gl::AttributesMask attributesToUpdate;
84
85 // Make sure we trigger re-translation for static index or vertex data.
86 for (size_t dirtyBit : dirtyBits)
87 {
88 switch (dirtyBit)
89 {
90 case gl::VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER:
91 case gl::VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA:
92 {
93 mLastDrawElementsType.reset();
94 mLastDrawElementsIndices.reset();
95 mLastPrimitiveRestartEnabled.reset();
96 mCachedIndexInfo.reset();
97 break;
98 }
99
100 ANGLE_VERTEX_INDEX_CASES(ANGLE_VERTEX_DIRTY_ATTRIB_FUNC)
101 ANGLE_VERTEX_INDEX_CASES(ANGLE_VERTEX_DIRTY_BINDING_FUNC)
102 ANGLE_VERTEX_INDEX_CASES(ANGLE_VERTEX_DIRTY_BUFFER_DATA_FUNC)
103
104 default:
105 UNREACHABLE();
106 break;
107 }
108 }
109
110 for (size_t attribIndex : attributesToUpdate)
111 {
112 updateVertexAttribStorage(context, stateManager, attribIndex);
113 }
114
115 if (invalidateVertexBuffer)
116 {
117 // TODO(jmadill): Individual attribute invalidation.
118 stateManager->invalidateVertexBuffer();
119 }
120
121 return angle::Result::Continue;
122 }
123
syncStateForDraw(const gl::Context * context,GLint firstVertex,GLsizei vertexOrIndexCount,gl::DrawElementsType indexTypeOrInvalid,const void * indices,GLsizei instances,GLint baseVertex)124 angle::Result VertexArray11::syncStateForDraw(const gl::Context *context,
125 GLint firstVertex,
126 GLsizei vertexOrIndexCount,
127 gl::DrawElementsType indexTypeOrInvalid,
128 const void *indices,
129 GLsizei instances,
130 GLint baseVertex)
131 {
132 Renderer11 *renderer = GetImplAs<Context11>(context)->getRenderer();
133 StateManager11 *stateManager = renderer->getStateManager();
134
135 const gl::State &glState = context->getState();
136 const gl::Program *program = glState.getProgram();
137 ASSERT(program);
138 const gl::ProgramExecutable &executable = program->getExecutable();
139
140 mAppliedNumViewsToDivisor = (program->usesMultiview() ? program->getNumViews() : 1);
141
142 if (mAttribsToTranslate.any())
143 {
144 const gl::AttributesMask &activeLocations = executable.getActiveAttribLocationsMask();
145 gl::AttributesMask activeDirtyAttribs = (mAttribsToTranslate & activeLocations);
146 if (activeDirtyAttribs.any())
147 {
148 ANGLE_TRY(updateDirtyAttribs(context, activeDirtyAttribs));
149 stateManager->invalidateInputLayout();
150 }
151 }
152
153 if (mDynamicAttribsMask.any())
154 {
155 const gl::AttributesMask &activeLocations = executable.getActiveAttribLocationsMask();
156 gl::AttributesMask activeDynamicAttribs = (mDynamicAttribsMask & activeLocations);
157
158 if (activeDynamicAttribs.any())
159 {
160 ANGLE_TRY(updateDynamicAttribs(context, stateManager->getVertexDataManager(),
161 firstVertex, vertexOrIndexCount, indexTypeOrInvalid,
162 indices, instances, baseVertex, activeDynamicAttribs));
163 stateManager->invalidateInputLayout();
164 }
165 }
166
167 if (indexTypeOrInvalid != gl::DrawElementsType::InvalidEnum)
168 {
169 bool restartEnabled = context->getState().isPrimitiveRestartEnabled();
170 if (!mLastDrawElementsType.valid() || mLastDrawElementsType.value() != indexTypeOrInvalid ||
171 mLastDrawElementsIndices.value() != indices ||
172 mLastPrimitiveRestartEnabled.value() != restartEnabled)
173 {
174 mLastDrawElementsType = indexTypeOrInvalid;
175 mLastDrawElementsIndices = indices;
176 mLastPrimitiveRestartEnabled = restartEnabled;
177
178 ANGLE_TRY(updateElementArrayStorage(context, vertexOrIndexCount, indexTypeOrInvalid,
179 indices, restartEnabled));
180 stateManager->invalidateIndexBuffer();
181 }
182 else if (mCurrentElementArrayStorage == IndexStorageType::Dynamic)
183 {
184 stateManager->invalidateIndexBuffer();
185 }
186 }
187
188 return angle::Result::Continue;
189 }
190
updateElementArrayStorage(const gl::Context * context,GLsizei indexCount,gl::DrawElementsType indexType,const void * indices,bool restartEnabled)191 angle::Result VertexArray11::updateElementArrayStorage(const gl::Context *context,
192 GLsizei indexCount,
193 gl::DrawElementsType indexType,
194 const void *indices,
195 bool restartEnabled)
196 {
197 bool usePrimitiveRestartWorkaround = UsePrimitiveRestartWorkaround(restartEnabled, indexType);
198
199 ANGLE_TRY(GetIndexTranslationDestType(context, indexCount, indexType, indices,
200 usePrimitiveRestartWorkaround,
201 &mCachedDestinationIndexType));
202
203 unsigned int offset = static_cast<unsigned int>(reinterpret_cast<uintptr_t>(indices));
204
205 mCurrentElementArrayStorage =
206 ClassifyIndexStorage(context->getState(), mState.getElementArrayBuffer(), indexType,
207 mCachedDestinationIndexType, offset);
208
209 return angle::Result::Continue;
210 }
211
updateVertexAttribStorage(const gl::Context * context,StateManager11 * stateManager,size_t attribIndex)212 void VertexArray11::updateVertexAttribStorage(const gl::Context *context,
213 StateManager11 *stateManager,
214 size_t attribIndex)
215 {
216 const gl::VertexAttribute &attrib = mState.getVertexAttribute(attribIndex);
217 const gl::VertexBinding &binding = mState.getBindingFromAttribIndex(attribIndex);
218
219 VertexStorageType newStorageType = ClassifyAttributeStorage(context, attrib, binding);
220
221 // Note: having an unchanged storage type doesn't mean the attribute is clean.
222 mAttribsToTranslate.set(attribIndex, newStorageType != VertexStorageType::DYNAMIC);
223
224 if (mAttributeStorageTypes[attribIndex] == newStorageType)
225 return;
226
227 mAttributeStorageTypes[attribIndex] = newStorageType;
228 mDynamicAttribsMask.set(attribIndex, newStorageType == VertexStorageType::DYNAMIC);
229
230 if (newStorageType == VertexStorageType::CURRENT_VALUE)
231 {
232 stateManager->invalidateCurrentValueAttrib(attribIndex);
233 }
234 }
235
hasActiveDynamicAttrib(const gl::Context * context)236 bool VertexArray11::hasActiveDynamicAttrib(const gl::Context *context)
237 {
238 const auto &activeLocations =
239 context->getState().getProgramExecutable()->getActiveAttribLocationsMask();
240 gl::AttributesMask activeDynamicAttribs = (mDynamicAttribsMask & activeLocations);
241 return activeDynamicAttribs.any();
242 }
243
updateDirtyAttribs(const gl::Context * context,const gl::AttributesMask & activeDirtyAttribs)244 angle::Result VertexArray11::updateDirtyAttribs(const gl::Context *context,
245 const gl::AttributesMask &activeDirtyAttribs)
246 {
247 const auto &glState = context->getState();
248 const auto &attribs = mState.getVertexAttributes();
249 const auto &bindings = mState.getVertexBindings();
250
251 for (size_t dirtyAttribIndex : activeDirtyAttribs)
252 {
253 mAttribsToTranslate.reset(dirtyAttribIndex);
254
255 auto *translatedAttrib = &mTranslatedAttribs[dirtyAttribIndex];
256 const auto ¤tValue = glState.getVertexAttribCurrentValue(dirtyAttribIndex);
257
258 // Record basic attrib info
259 translatedAttrib->attribute = &attribs[dirtyAttribIndex];
260 translatedAttrib->binding = &bindings[translatedAttrib->attribute->bindingIndex];
261 translatedAttrib->currentValueType = currentValue.Type;
262 translatedAttrib->divisor =
263 translatedAttrib->binding->getDivisor() * mAppliedNumViewsToDivisor;
264
265 switch (mAttributeStorageTypes[dirtyAttribIndex])
266 {
267 case VertexStorageType::DIRECT:
268 VertexDataManager::StoreDirectAttrib(context, translatedAttrib);
269 break;
270 case VertexStorageType::STATIC:
271 {
272 ANGLE_TRY(VertexDataManager::StoreStaticAttrib(context, translatedAttrib));
273 break;
274 }
275 case VertexStorageType::CURRENT_VALUE:
276 // Current value attribs are managed by the StateManager11.
277 break;
278 default:
279 UNREACHABLE();
280 break;
281 }
282 }
283
284 return angle::Result::Continue;
285 }
286
updateDynamicAttribs(const gl::Context * context,VertexDataManager * vertexDataManager,GLint firstVertex,GLsizei vertexOrIndexCount,gl::DrawElementsType indexTypeOrInvalid,const void * indices,GLsizei instances,GLint baseVertex,const gl::AttributesMask & activeDynamicAttribs)287 angle::Result VertexArray11::updateDynamicAttribs(const gl::Context *context,
288 VertexDataManager *vertexDataManager,
289 GLint firstVertex,
290 GLsizei vertexOrIndexCount,
291 gl::DrawElementsType indexTypeOrInvalid,
292 const void *indices,
293 GLsizei instances,
294 GLint baseVertex,
295 const gl::AttributesMask &activeDynamicAttribs)
296 {
297 const auto &glState = context->getState();
298 const auto &attribs = mState.getVertexAttributes();
299 const auto &bindings = mState.getVertexBindings();
300
301 GLint startVertex;
302 size_t vertexCount;
303 ANGLE_TRY(GetVertexRangeInfo(context, firstVertex, vertexOrIndexCount, indexTypeOrInvalid,
304 indices, baseVertex, &startVertex, &vertexCount));
305
306 for (size_t dynamicAttribIndex : activeDynamicAttribs)
307 {
308 auto *dynamicAttrib = &mTranslatedAttribs[dynamicAttribIndex];
309 const auto ¤tValue = glState.getVertexAttribCurrentValue(dynamicAttribIndex);
310
311 // Record basic attrib info
312 dynamicAttrib->attribute = &attribs[dynamicAttribIndex];
313 dynamicAttrib->binding = &bindings[dynamicAttrib->attribute->bindingIndex];
314 dynamicAttrib->currentValueType = currentValue.Type;
315 dynamicAttrib->divisor = dynamicAttrib->binding->getDivisor() * mAppliedNumViewsToDivisor;
316 }
317
318 ANGLE_TRY(vertexDataManager->storeDynamicAttribs(
319 context, &mTranslatedAttribs, activeDynamicAttribs, startVertex, vertexCount, instances));
320
321 VertexDataManager::PromoteDynamicAttribs(context, mTranslatedAttribs, activeDynamicAttribs,
322 vertexCount);
323
324 return angle::Result::Continue;
325 }
326
getTranslatedAttribs() const327 const std::vector<TranslatedAttribute> &VertexArray11::getTranslatedAttribs() const
328 {
329 return mTranslatedAttribs;
330 }
331
markAllAttributeDivisorsForAdjustment(int numViews)332 void VertexArray11::markAllAttributeDivisorsForAdjustment(int numViews)
333 {
334 if (mAppliedNumViewsToDivisor != numViews)
335 {
336 mAppliedNumViewsToDivisor = numViews;
337 mAttribsToTranslate.set();
338 // mDynamicAttribsMask may have already been set (updateVertexAttribStorage
339 // We don't want to override DYNAMIC attribs as they will be handled separately.
340 mAttribsToTranslate = mAttribsToTranslate ^ mDynamicAttribsMask;
341 }
342 }
343
getCachedIndexInfo() const344 const TranslatedIndexData &VertexArray11::getCachedIndexInfo() const
345 {
346 ASSERT(mCachedIndexInfo.valid());
347 return mCachedIndexInfo.value();
348 }
349
updateCachedIndexInfo(const TranslatedIndexData & indexInfo)350 void VertexArray11::updateCachedIndexInfo(const TranslatedIndexData &indexInfo)
351 {
352 mCachedIndexInfo = indexInfo;
353 }
354
isCachedIndexInfoValid() const355 bool VertexArray11::isCachedIndexInfoValid() const
356 {
357 return mCachedIndexInfo.valid();
358 }
359
getCachedDestinationIndexType() const360 gl::DrawElementsType VertexArray11::getCachedDestinationIndexType() const
361 {
362 return mCachedDestinationIndexType;
363 }
364
365 } // namespace rx
366