gl::Error StateManager11::updateCurrentValueAttribs(const gl::State &state, VertexDataManager *vertexDataManager) { const auto &activeAttribsMask = state.getProgram()->getActiveAttribLocationsMask(); const auto &dirtyActiveAttribs = (activeAttribsMask & mDirtyCurrentValueAttribs); const auto &vertexAttributes = state.getVertexArray()->getVertexAttributes(); for (auto attribIndex : angle::IterateBitSet(dirtyActiveAttribs)) { if (vertexAttributes[attribIndex].enabled) continue; mDirtyCurrentValueAttribs.reset(attribIndex); const auto ¤tValue = state.getVertexAttribCurrentValue(static_cast<unsigned int>(attribIndex)); auto currentValueAttrib = &mCurrentValueAttribs[attribIndex]; currentValueAttrib->currentValueType = currentValue.Type; currentValueAttrib->attribute = &vertexAttributes[attribIndex]; gl::Error error = vertexDataManager->storeCurrentValue(currentValue, currentValueAttrib, static_cast<size_t>(attribIndex)); if (error.isError()) { return error; } } return gl::Error(GL_NO_ERROR); }
bool RendererD3D::skipDraw(const gl::State &glState, gl::PrimitiveMode drawMode) { if (drawMode == gl::PrimitiveMode::Points) { bool usesPointSize = GetImplAs<ProgramD3D>(glState.getProgram())->usesPointSize(); // ProgramBinary assumes non-point rendering if gl_PointSize isn't written, // which affects varying interpolation. Since the value of gl_PointSize is // undefined when not written, just skip drawing to avoid unexpected results. if (!usesPointSize && !glState.isTransformFeedbackActiveUnpaused()) { // Notify developers of risking undefined behavior. WARN() << "Point rendering without writing to gl_PointSize."; return true; } } else if (gl::IsTriangleMode(drawMode)) { if (glState.getRasterizerState().cullFace && glState.getRasterizerState().cullMode == gl::CullFaceMode::FrontAndBack) { return true; } } return false; }
void VertexArray11::clearDirtyAndPromoteDynamicAttribs(const gl::State &state, GLsizei count) { const gl::Program *program = state.getProgram(); const auto &activeLocations = program->getActiveAttribLocationsMask(); mAttribsToUpdate &= ~activeLocations; // Promote to static after we clear the dirty attributes, otherwise we can lose dirtyness. auto activeDynamicAttribs = (mDynamicAttribsMask & activeLocations); VertexDataManager::PromoteDynamicAttribs(mTranslatedAttribs, activeDynamicAttribs, count); }
void VertexArray11::flushAttribUpdates(const gl::State &state) { const gl::Program *program = state.getProgram(); const auto &activeLocations = program->getActiveAttribLocationsMask(); if (mAttribsToUpdate.any()) { // Skip attrib locations the program doesn't use. gl::AttributesMask activeToUpdate = mAttribsToUpdate & activeLocations; for (auto toUpdateIndex : activeToUpdate) { mAttribsToUpdate.reset(toUpdateIndex); updateVertexAttribStorage(toUpdateIndex); } } }
gl::Error VertexDataManager::prepareVertexData(const gl::State &state, GLint start, GLsizei count, std::vector<TranslatedAttribute> *translatedAttribs, GLsizei instances) { if (!mStreamingBuffer) { return gl::Error(GL_OUT_OF_MEMORY, "Internal streaming vertex buffer is unexpectedly NULL."); } // Compute active enabled and active disable attributes, for speed. // TODO(jmadill): don't recompute if there was no state change const gl::VertexArray *vertexArray = state.getVertexArray(); const gl::Program *program = state.getProgram(); const auto &vertexAttributes = vertexArray->getVertexAttributes(); mActiveEnabledAttributes.clear(); mActiveDisabledAttributes.clear(); translatedAttribs->clear(); for (size_t attribIndex = 0; attribIndex < vertexAttributes.size(); ++attribIndex) { if (program->isAttribLocationActive(attribIndex)) { // Resize automatically puts in empty attribs translatedAttribs->resize(attribIndex + 1); TranslatedAttribute *translated = &(*translatedAttribs)[attribIndex]; // Record the attribute now translated->active = true; translated->attribute = &vertexAttributes[attribIndex]; translated->currentValueType = state.getVertexAttribCurrentValue(static_cast<unsigned int>(attribIndex)).Type; translated->divisor = vertexAttributes[attribIndex].divisor; if (vertexAttributes[attribIndex].enabled) { mActiveEnabledAttributes.push_back(translated); } else { mActiveDisabledAttributes.push_back(attribIndex); } } } // Reserve the required space in the buffers for (const TranslatedAttribute *activeAttrib : mActiveEnabledAttributes) { gl::Error error = reserveSpaceForAttrib(*activeAttrib, count, instances); if (error.isError()) { return error; } } // Perform the vertex data translations for (TranslatedAttribute *activeAttrib : mActiveEnabledAttributes) { gl::Error error = storeAttribute(activeAttrib, start, count, instances); if (error.isError()) { hintUnmapAllResources(vertexAttributes); return error; } } for (size_t attribIndex : mActiveDisabledAttributes) { if (mCurrentValueCache[attribIndex].buffer == nullptr) { mCurrentValueCache[attribIndex].buffer = new StreamingVertexBufferInterface(mFactory, CONSTANT_VERTEX_BUFFER_SIZE); } gl::Error error = storeCurrentValue( state.getVertexAttribCurrentValue(static_cast<unsigned int>(attribIndex)), &(*translatedAttribs)[attribIndex], &mCurrentValueCache[attribIndex]); if (error.isError()) { hintUnmapAllResources(vertexAttributes); return error; } } // Commit all the static vertex buffers. This fixes them in size/contents, and forces ANGLE // to use a new static buffer (or recreate the static buffers) next time for (size_t attribIndex = 0; attribIndex < vertexAttributes.size(); ++attribIndex) { const gl::VertexAttribute &attrib = vertexAttributes[attribIndex]; gl::Buffer *buffer = attrib.buffer.get(); BufferD3D *storage = buffer ? GetImplAs<BufferD3D>(buffer) : nullptr; StaticVertexBufferInterface *staticBuffer = storage ? storage->getStaticVertexBuffer(attrib) : nullptr; if (staticBuffer) { staticBuffer->commit(); } } // Hint to unmap all the resources hintUnmapAllResources(vertexAttributes); for (const TranslatedAttribute *activeAttrib : mActiveEnabledAttributes) { gl::Buffer *buffer = activeAttrib->attribute->buffer.get(); if (buffer) { BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer); size_t typeSize = ComputeVertexAttributeTypeSize(*activeAttrib->attribute); bufferD3D->promoteStaticUsage(count * static_cast<int>(typeSize)); } } return gl::Error(GL_NO_ERROR); }
gl::Error VertexDataManager::prepareVertexData(const gl::State &state, GLint start, GLsizei count, std::vector<TranslatedAttribute> *translatedAttribs, GLsizei instances) { ASSERT(mStreamingBuffer); const gl::VertexArray *vertexArray = state.getVertexArray(); const auto &vertexAttributes = vertexArray->getVertexAttributes(); mDynamicAttribsMaskCache.reset(); const gl::Program *program = state.getProgram(); translatedAttribs->clear(); for (size_t attribIndex = 0; attribIndex < vertexAttributes.size(); ++attribIndex) { // Skip attrib locations the program doesn't use. if (!program->isAttribLocationActive(attribIndex)) continue; const auto &attrib = vertexAttributes[attribIndex]; // Resize automatically puts in empty attribs translatedAttribs->resize(attribIndex + 1); TranslatedAttribute *translated = &(*translatedAttribs)[attribIndex]; auto currentValueData = state.getVertexAttribCurrentValue(static_cast<unsigned int>(attribIndex)); // Record the attribute now translated->active = true; translated->attribute = &attrib; translated->currentValueType = currentValueData.Type; translated->divisor = attrib.divisor; switch (ClassifyAttributeStorage(attrib)) { case VertexStorageType::STATIC: { // Store static attribute. gl::Error error = StoreStaticAttrib(translated, start, count, instances); if (error.isError()) { return error; } break; } case VertexStorageType::DYNAMIC: // Dynamic attributes must be handled together. mDynamicAttribsMaskCache.set(attribIndex); break; case VertexStorageType::DIRECT: // Update translated data for direct attributes. StoreDirectAttrib(translated, start); break; case VertexStorageType::CURRENT_VALUE: { gl::Error error = storeCurrentValue(currentValueData, translated, attribIndex); if (error.isError()) { return error; } break; } default: UNREACHABLE(); break; } } if (mDynamicAttribsMaskCache.none()) { gl::Error(GL_NO_ERROR); } return storeDynamicAttribs(translatedAttribs, mDynamicAttribsMaskCache, start, count, instances); }
gl::Error VertexDataManager::prepareVertexData(const gl::State &state, GLint start, GLsizei count, TranslatedAttribute *translated, GLsizei instances) { if (!mStreamingBuffer) { return gl::Error(GL_OUT_OF_MEMORY, "Internal streaming vertex buffer is unexpectedly NULL."); } // Invalidate static buffers that don't contain matching attributes for (int attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++) { translated[attributeIndex].active = (state.getProgram()->getSemanticIndex(attributeIndex) != -1); const gl::VertexAttribute &curAttrib = state.getVertexAttribState(attributeIndex); if (translated[attributeIndex].active && curAttrib.enabled) { invalidateMatchingStaticData(curAttrib, state.getVertexAttribCurrentValue(attributeIndex)); } } // Reserve the required space in the buffers for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { const gl::VertexAttribute &curAttrib = state.getVertexAttribState(i); if (translated[i].active && curAttrib.enabled) { gl::Error error = reserveSpaceForAttrib(curAttrib, state.getVertexAttribCurrentValue(i), count, instances); if (error.isError()) { return error; } } } // Perform the vertex data translations for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { const gl::VertexAttribute &curAttrib = state.getVertexAttribState(i); if (translated[i].active) { if (curAttrib.enabled) { gl::Error error = storeAttribute(curAttrib, state.getVertexAttribCurrentValue(i), &translated[i], start, count, instances); if (error.isError()) { return error; } } else { if (!mCurrentValueBuffer[i]) { mCurrentValueBuffer[i] = new StreamingVertexBufferInterface(mRenderer, CONSTANT_VERTEX_BUFFER_SIZE); } gl::Error error = storeCurrentValue(curAttrib, state.getVertexAttribCurrentValue(i), &translated[i], &mCurrentValue[i], &mCurrentValueOffsets[i], mCurrentValueBuffer[i]); if (error.isError()) { return error; } } } } for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { const gl::VertexAttribute &curAttrib = state.getVertexAttribState(i); if (translated[i].active && curAttrib.enabled) { gl::Buffer *buffer = curAttrib.buffer.get(); if (buffer) { BufferD3D *bufferImpl = BufferD3D::makeBufferD3D(buffer->getImplementation()); bufferImpl->promoteStaticUsage(count * ComputeVertexAttributeTypeSize(curAttrib)); } } } return gl::Error(GL_NO_ERROR); }
gl::Error VertexArray11::updateDirtyAndDynamicAttribs(VertexDataManager *vertexDataManager, const gl::State &state, GLint start, GLsizei count, GLsizei instances) { flushAttribUpdates(state); const gl::Program *program = state.getProgram(); const auto &activeLocations = program->getActiveAttribLocationsMask(); const auto &attribs = mData.getVertexAttributes(); const auto &bindings = mData.getVertexBindings(); if (mAttribsToTranslate.any()) { // Skip attrib locations the program doesn't use, saving for the next frame. gl::AttributesMask dirtyActiveAttribs = (mAttribsToTranslate & activeLocations); for (auto dirtyAttribIndex : dirtyActiveAttribs) { mAttribsToTranslate.reset(dirtyAttribIndex); auto *translatedAttrib = &mTranslatedAttribs[dirtyAttribIndex]; const auto ¤tValue = state.getVertexAttribCurrentValue(dirtyAttribIndex); // Record basic attrib info translatedAttrib->attribute = &attribs[dirtyAttribIndex]; translatedAttrib->binding = &bindings[translatedAttrib->attribute->bindingIndex]; translatedAttrib->currentValueType = currentValue.Type; translatedAttrib->divisor = translatedAttrib->binding->divisor; switch (mAttributeStorageTypes[dirtyAttribIndex]) { case VertexStorageType::DIRECT: VertexDataManager::StoreDirectAttrib(translatedAttrib); break; case VertexStorageType::STATIC: { ANGLE_TRY(VertexDataManager::StoreStaticAttrib(translatedAttrib)); break; } case VertexStorageType::CURRENT_VALUE: // Current value attribs are managed by the StateManager11. break; default: UNREACHABLE(); break; } } } if (mDynamicAttribsMask.any()) { auto activeDynamicAttribs = (mDynamicAttribsMask & activeLocations); for (auto dynamicAttribIndex : activeDynamicAttribs) { auto *dynamicAttrib = &mTranslatedAttribs[dynamicAttribIndex]; const auto ¤tValue = state.getVertexAttribCurrentValue(dynamicAttribIndex); // Record basic attrib info dynamicAttrib->attribute = &attribs[dynamicAttribIndex]; dynamicAttrib->binding = &bindings[dynamicAttrib->attribute->bindingIndex]; dynamicAttrib->currentValueType = currentValue.Type; dynamicAttrib->divisor = dynamicAttrib->binding->divisor; } return vertexDataManager->storeDynamicAttribs(&mTranslatedAttribs, activeDynamicAttribs, start, count, instances); } return gl::NoError(); }