Beispiel #1
0
void VertexArrayGL::computeStreamingAttributeSizes(const gl::AttributesMask &activeAttributesMask,
                                                   const gl::RangeUI &indexRange,
                                                   size_t *outStreamingDataSize,
                                                   size_t *outMaxAttributeDataSize) const
{
    *outStreamingDataSize    = 0;
    *outMaxAttributeDataSize = 0;

    ASSERT(mAttributesNeedStreaming.any());

    const auto &attribs = mData.getVertexAttributes();
    for (unsigned int idx : angle::IterateBitSet(mAttributesNeedStreaming & activeAttributesMask))
    {
        const auto &attrib = attribs[idx];
        ASSERT(AttributeNeedsStreaming(attrib));

        const size_t streamedVertexCount = indexRange.end - indexRange.start + 1;

        // If streaming is going to be required, compute the size of the required buffer
        // and how much slack space at the beginning of the buffer will be required by determining
        // the attribute with the largest data size.
        size_t typeSize = ComputeVertexAttributeTypeSize(attrib);
        *outStreamingDataSize += typeSize * streamedVertexCount;
        *outMaxAttributeDataSize = std::max(*outMaxAttributeDataSize, typeSize);
    }
}
void VertexArrayGL::computeStreamingAttributeSizes(const gl::AttributesMask &activeAttributesMask,
                                                   GLsizei instanceCount,
                                                   const gl::IndexRange &indexRange,
                                                   size_t *outStreamingDataSize,
                                                   size_t *outMaxAttributeDataSize) const
{
    *outStreamingDataSize    = 0;
    *outMaxAttributeDataSize = 0;

    ASSERT(mAttributesNeedStreaming.any());

    const auto &attribs  = mState.getVertexAttributes();
    const auto &bindings = mState.getVertexBindings();

    gl::AttributesMask attribsToStream = (mAttributesNeedStreaming & activeAttributesMask);

    for (auto idx : attribsToStream)
    {
        const auto &attrib  = attribs[idx];
        const auto &binding = bindings[attrib.bindingIndex];
        ASSERT(AttributeNeedsStreaming(attrib, binding));

        // If streaming is going to be required, compute the size of the required buffer
        // and how much slack space at the beginning of the buffer will be required by determining
        // the attribute with the largest data size.
        size_t typeSize = ComputeVertexAttributeTypeSize(attrib);
        GLuint adjustedDivisor = GetAdjustedDivisor(mAppliedNumViews, binding.getDivisor());
        *outStreamingDataSize +=
            typeSize * ComputeVertexBindingElementCount(adjustedDivisor, indexRange.vertexCount(),
                                                        instanceCount);
        *outMaxAttributeDataSize = std::max(*outMaxAttributeDataSize, typeSize);
    }
}
Beispiel #3
0
void VertexArrayGL::updateNeedsStreaming(size_t attribIndex)
{
    const VertexAttribute &attrib = mData.getVertexAttribute(attribIndex);
    mAttributesNeedStreaming.set(attribIndex, AttributeNeedsStreaming(attrib));
}
Beispiel #4
0
gl::Error VertexArrayGL::streamAttributes(const gl::AttributesMask &activeAttributesMask,
                                          const gl::RangeUI &indexRange) const
{
    // Sync the vertex attribute state and track what data needs to be streamed
    size_t streamingDataSize    = 0;
    size_t maxAttributeDataSize = 0;

    computeStreamingAttributeSizes(activeAttributesMask, indexRange, &streamingDataSize,
                                   &maxAttributeDataSize);

    if (streamingDataSize == 0)
    {
        return gl::Error(GL_NO_ERROR);
    }

    if (mStreamingArrayBuffer == 0)
    {
        mFunctions->genBuffers(1, &mStreamingArrayBuffer);
        mStreamingArrayBufferSize = 0;
    }

    // If first is greater than zero, a slack space needs to be left at the beginning of the buffer so that
    // the same 'first' argument can be passed into the draw call.
    const size_t bufferEmptySpace = maxAttributeDataSize * indexRange.start;
    const size_t requiredBufferSize = streamingDataSize + bufferEmptySpace;

    mStateManager->bindBuffer(GL_ARRAY_BUFFER, mStreamingArrayBuffer);
    if (requiredBufferSize > mStreamingArrayBufferSize)
    {
        mFunctions->bufferData(GL_ARRAY_BUFFER, requiredBufferSize, nullptr, GL_DYNAMIC_DRAW);
        mStreamingArrayBufferSize = requiredBufferSize;
    }

    // Unmapping a buffer can return GL_FALSE to indicate that the system has corrupted the data
    // somehow (such as by a screen change), retry writing the data a few times and return OUT_OF_MEMORY
    // if that fails.
    GLboolean unmapResult = GL_FALSE;
    size_t unmapRetryAttempts = 5;
    while (unmapResult != GL_TRUE && --unmapRetryAttempts > 0)
    {
        uint8_t *bufferPointer = reinterpret_cast<uint8_t*>(mFunctions->mapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY));
        size_t curBufferOffset = bufferEmptySpace;

        const size_t streamedVertexCount = indexRange.end - indexRange.start + 1;

        const auto &attribs = mData.getVertexAttributes();
        for (unsigned int idx :
             angle::IterateBitSet(mAttributesNeedStreaming & activeAttributesMask))
        {
            const auto &attrib = attribs[idx];
            ASSERT(AttributeNeedsStreaming(attrib));

            const size_t sourceStride = ComputeVertexAttributeStride(attrib);
            const size_t destStride   = ComputeVertexAttributeTypeSize(attrib);

            const uint8_t *inputPointer = reinterpret_cast<const uint8_t *>(attrib.pointer);

            // Pack the data when copying it, user could have supplied a very large stride that
            // would cause the buffer to be much larger than needed.
            if (destStride == sourceStride)
            {
                // Can copy in one go, the data is packed
                memcpy(bufferPointer + curBufferOffset,
                       inputPointer + (sourceStride * indexRange.start),
                       destStride * streamedVertexCount);
            }
            else
            {
                // Copy each vertex individually
                for (size_t vertexIdx = indexRange.start; vertexIdx <= indexRange.end; vertexIdx++)
                {
                    memcpy(bufferPointer + curBufferOffset + (destStride * vertexIdx),
                           inputPointer + (sourceStride * vertexIdx), destStride);
                }
            }

            // Compute where the 0-index vertex would be.
            const size_t vertexStartOffset = curBufferOffset - (indexRange.start * destStride);

            mFunctions->vertexAttribPointer(idx, attrib.size, attrib.type, attrib.normalized,
                                            static_cast<GLsizei>(destStride),
                                            reinterpret_cast<const GLvoid *>(vertexStartOffset));

            curBufferOffset += destStride * streamedVertexCount;

            // Mark the applied attribute as dirty by setting an invalid size so that if it doesn't
            // need to be streamed later, there is no chance that the caching will skip it.
            mAppliedAttributes[idx].size = static_cast<GLuint>(-1);
        }

        unmapResult = mFunctions->unmapBuffer(GL_ARRAY_BUFFER);
    }

    if (unmapResult != GL_TRUE)
    {
        return Error(GL_OUT_OF_MEMORY, "Failed to unmap the client data streaming buffer.");
    }

    return Error(GL_NO_ERROR);
}
void VertexArrayGL::updateNeedsStreaming(size_t attribIndex)
{
    const auto &attrib  = mState.getVertexAttribute(attribIndex);
    const auto &binding = mState.getBindingFromAttribIndex(attribIndex);
    mAttributesNeedStreaming.set(attribIndex, AttributeNeedsStreaming(attrib, binding));
}
gl::Error VertexArrayGL::streamAttributes(const gl::AttributesMask &activeAttributesMask,
                                          GLsizei instanceCount,
                                          const gl::IndexRange &indexRange) const
{
    // Sync the vertex attribute state and track what data needs to be streamed
    size_t streamingDataSize    = 0;
    size_t maxAttributeDataSize = 0;

    computeStreamingAttributeSizes(activeAttributesMask, instanceCount, indexRange,
                                   &streamingDataSize, &maxAttributeDataSize);

    if (streamingDataSize == 0)
    {
        return gl::NoError();
    }

    if (mStreamingArrayBuffer == 0)
    {
        mFunctions->genBuffers(1, &mStreamingArrayBuffer);
        mStreamingArrayBufferSize = 0;
    }

    // If first is greater than zero, a slack space needs to be left at the beginning of the buffer
    // so that the same 'first' argument can be passed into the draw call.
    const size_t bufferEmptySpace   = maxAttributeDataSize * indexRange.start;
    const size_t requiredBufferSize = streamingDataSize + bufferEmptySpace;

    mStateManager->bindBuffer(gl::BufferBinding::Array, mStreamingArrayBuffer);
    if (requiredBufferSize > mStreamingArrayBufferSize)
    {
        mFunctions->bufferData(GL_ARRAY_BUFFER, requiredBufferSize, nullptr, GL_DYNAMIC_DRAW);
        mStreamingArrayBufferSize = requiredBufferSize;
    }

    // Unmapping a buffer can return GL_FALSE to indicate that the system has corrupted the data
    // somehow (such as by a screen change), retry writing the data a few times and return
    // OUT_OF_MEMORY if that fails.
    GLboolean unmapResult     = GL_FALSE;
    size_t unmapRetryAttempts = 5;
    while (unmapResult != GL_TRUE && --unmapRetryAttempts > 0)
    {
        uint8_t *bufferPointer = MapBufferRangeWithFallback(mFunctions, GL_ARRAY_BUFFER, 0,
                                                            requiredBufferSize, GL_MAP_WRITE_BIT);
        size_t curBufferOffset = bufferEmptySpace;

        const auto &attribs  = mState.getVertexAttributes();
        const auto &bindings = mState.getVertexBindings();

        gl::AttributesMask attribsToStream = (mAttributesNeedStreaming & activeAttributesMask);

        for (auto idx : attribsToStream)
        {
            const auto &attrib  = attribs[idx];
            ASSERT(IsVertexAttribPointerSupported(idx, attrib));

            const auto &binding = bindings[attrib.bindingIndex];
            ASSERT(AttributeNeedsStreaming(attrib, binding));

            GLuint adjustedDivisor = GetAdjustedDivisor(mAppliedNumViews, binding.getDivisor());
            const size_t streamedVertexCount = ComputeVertexBindingElementCount(
                adjustedDivisor, indexRange.vertexCount(), instanceCount);

            const size_t sourceStride = ComputeVertexAttributeStride(attrib, binding);
            const size_t destStride   = ComputeVertexAttributeTypeSize(attrib);

            // Vertices do not apply the 'start' offset when the divisor is non-zero even when doing
            // a non-instanced draw call
            const size_t firstIndex = adjustedDivisor == 0 ? indexRange.start : 0;

            // Attributes using client memory ignore the VERTEX_ATTRIB_BINDING state.
            // https://www.opengl.org/registry/specs/ARB/vertex_attrib_binding.txt
            const uint8_t *inputPointer = reinterpret_cast<const uint8_t *>(attrib.pointer);

            // Pack the data when copying it, user could have supplied a very large stride that
            // would cause the buffer to be much larger than needed.
            if (destStride == sourceStride)
            {
                // Can copy in one go, the data is packed
                memcpy(bufferPointer + curBufferOffset, inputPointer + (sourceStride * firstIndex),
                       destStride * streamedVertexCount);
            }
            else
            {
                // Copy each vertex individually
                for (size_t vertexIdx = 0; vertexIdx < streamedVertexCount; vertexIdx++)
                {
                    uint8_t *out      = bufferPointer + curBufferOffset + (destStride * vertexIdx);
                    const uint8_t *in = inputPointer + sourceStride * (vertexIdx + firstIndex);
                    memcpy(out, in, destStride);
                }
            }

            // Compute where the 0-index vertex would be.
            const size_t vertexStartOffset = curBufferOffset - (firstIndex * destStride);

            callVertexAttribPointer(static_cast<GLuint>(idx), attrib,
                                    static_cast<GLsizei>(destStride),
                                    static_cast<GLintptr>(vertexStartOffset));

            curBufferOffset += destStride * streamedVertexCount;
        }

        unmapResult = mFunctions->unmapBuffer(GL_ARRAY_BUFFER);
    }

    if (unmapResult != GL_TRUE)
    {
        return gl::OutOfMemory() << "Failed to unmap the client data streaming buffer.";
    }

    return gl::NoError();
}