blob: 0da7375d3f494d855f28db0d1000b6048ba552c0 [file] [log] [blame]
//
// Copyright 2015 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.
//
// VertexArrayGL.cpp: Implements the class methods for VertexArrayGL.
#include "libANGLE/renderer/gl/VertexArrayGL.h"
#include "common/BitSetIterator.h"
#include "common/debug.h"
#include "common/mathutil.h"
#include "common/utilities.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/gl/BufferGL.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
using namespace gl;
namespace rx
{
namespace
{
bool AttributeNeedsStreaming(const VertexAttribute &attribute)
{
return (attribute.enabled && attribute.buffer.get() == nullptr);
}
} // anonymous namespace
VertexArrayGL::VertexArrayGL(const VertexArray::Data &data,
const FunctionsGL *functions,
StateManagerGL *stateManager)
: VertexArrayImpl(data),
mFunctions(functions),
mStateManager(stateManager),
mVertexArrayID(0),
mAppliedElementArrayBuffer(),
mStreamingElementArrayBufferSize(0),
mStreamingElementArrayBuffer(0),
mStreamingArrayBufferSize(0),
mStreamingArrayBuffer(0)
{
ASSERT(mFunctions);
ASSERT(mStateManager);
mFunctions->genVertexArrays(1, &mVertexArrayID);
// Set the cached vertex attribute array size
GLint maxVertexAttribs;
mFunctions->getIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxVertexAttribs);
mAppliedAttributes.resize(maxVertexAttribs);
}
VertexArrayGL::~VertexArrayGL()
{
mStateManager->deleteVertexArray(mVertexArrayID);
mVertexArrayID = 0;
mStateManager->deleteBuffer(mStreamingElementArrayBuffer);
mStreamingElementArrayBufferSize = 0;
mStreamingElementArrayBuffer = 0;
mStateManager->deleteBuffer(mStreamingArrayBuffer);
mStreamingArrayBufferSize = 0;
mStreamingArrayBuffer = 0;
mAppliedElementArrayBuffer.set(nullptr);
for (size_t idx = 0; idx < mAppliedAttributes.size(); idx++)
{
mAppliedAttributes[idx].buffer.set(nullptr);
}
}
gl::Error VertexArrayGL::syncDrawArraysState(const gl::AttributesMask &activeAttributesMask,
GLint first,
GLsizei count) const
{
return syncDrawState(activeAttributesMask, first, count, GL_NONE, nullptr, nullptr);
}
gl::Error VertexArrayGL::syncDrawElementsState(const gl::AttributesMask &activeAttributesMask,
GLsizei count,
GLenum type,
const GLvoid *indices,
const GLvoid **outIndices) const
{
return syncDrawState(activeAttributesMask, 0, count, type, indices, outIndices);
}
gl::Error VertexArrayGL::syncDrawState(const gl::AttributesMask &activeAttributesMask,
GLint first,
GLsizei count,
GLenum type,
const GLvoid *indices,
const GLvoid **outIndices) const
{
mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID());
// Check if any attributes need to be streamed, determines if the index range needs to be computed
bool attributesNeedStreaming = mAttributesNeedStreaming.any();
// Determine if an index buffer needs to be streamed and the range of vertices that need to be copied
RangeUI indexRange(0, 0);
if (type != GL_NONE)
{
Error error =
syncIndexData(count, type, indices, attributesNeedStreaming, &indexRange, outIndices);
if (error.isError())
{
return error;
}
}
else
{
// Not an indexed call, set the range to [first, first + count)
indexRange.start = first;
indexRange.end = first + count;
}
if (attributesNeedStreaming)
{
Error error = streamAttributes(activeAttributesMask, indexRange);
if (error.isError())
{
return error;
}
}
return Error(GL_NO_ERROR);
}
Error VertexArrayGL::syncIndexData(GLsizei count,
GLenum type,
const GLvoid *indices,
bool attributesNeedStreaming,
RangeUI *outIndexRange,
const GLvoid **outIndices) const
{
ASSERT(outIndices);
gl::Buffer *elementArrayBuffer = mData.getElementArrayBuffer().get();
// Need to check the range of indices if attributes need to be streamed
if (elementArrayBuffer != nullptr)
{
if (elementArrayBuffer != mAppliedElementArrayBuffer.get())
{
const BufferGL *bufferGL = GetImplAs<BufferGL>(elementArrayBuffer);
mStateManager->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferGL->getBufferID());
mAppliedElementArrayBuffer.set(elementArrayBuffer);
}
// Only compute the index range if the attributes also need to be streamed
if (attributesNeedStreaming)
{
ptrdiff_t elementArrayBufferOffset = reinterpret_cast<ptrdiff_t>(indices);
Error error = mData.getElementArrayBuffer()->getIndexRange(
type, static_cast<size_t>(elementArrayBufferOffset), count, outIndexRange);
if (error.isError())
{
return error;
}
}
// Indices serves as an offset into the index buffer in this case, use the same value for the draw call
*outIndices = indices;
}
else
{
// Need to stream the index buffer
// TODO: if GLES, nothing needs to be streamed
// Only compute the index range if the attributes also need to be streamed
if (attributesNeedStreaming)
{
*outIndexRange = ComputeIndexRange(type, indices, count);
}
// Allocate the streaming element array buffer
if (mStreamingElementArrayBuffer == 0)
{
mFunctions->genBuffers(1, &mStreamingElementArrayBuffer);
mStreamingElementArrayBufferSize = 0;
}
mStateManager->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, mStreamingElementArrayBuffer);
mAppliedElementArrayBuffer.set(nullptr);
// Make sure the element array buffer is large enough
const Type &indexTypeInfo = GetTypeInfo(type);
size_t requiredStreamingBufferSize = indexTypeInfo.bytes * count;
if (requiredStreamingBufferSize > mStreamingElementArrayBufferSize)
{
// Copy the indices in while resizing the buffer
mFunctions->bufferData(GL_ELEMENT_ARRAY_BUFFER, requiredStreamingBufferSize, indices, GL_DYNAMIC_DRAW);
mStreamingElementArrayBufferSize = requiredStreamingBufferSize;
}
else
{
// Put the indices at the beginning of the buffer
mFunctions->bufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, requiredStreamingBufferSize, indices);
}
// Set the index offset for the draw call to zero since the supplied index pointer is to client data
*outIndices = nullptr;
}
return Error(GL_NO_ERROR);
}
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);
}
}
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);
}
GLuint VertexArrayGL::getVertexArrayID() const
{
return mVertexArrayID;
}
GLuint VertexArrayGL::getAppliedElementArrayBufferID() const
{
if (mAppliedElementArrayBuffer.get() == nullptr)
{
return mStreamingElementArrayBuffer;
}
return GetImplAs<BufferGL>(mAppliedElementArrayBuffer.get())->getBufferID();
}
void VertexArrayGL::updateNeedsStreaming(size_t attribIndex)
{
const VertexAttribute &attrib = mData.getVertexAttribute(attribIndex);
mAttributesNeedStreaming.set(attribIndex, AttributeNeedsStreaming(attrib));
}
void VertexArrayGL::updateAttribEnabled(size_t attribIndex)
{
const VertexAttribute &attrib = mData.getVertexAttribute(attribIndex);
if (mAppliedAttributes[attribIndex].enabled == attrib.enabled)
{
return;
}
updateNeedsStreaming(attribIndex);
mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID());
if (attrib.enabled)
{
mFunctions->enableVertexAttribArray(static_cast<GLuint>(attribIndex));
}
else
{
mFunctions->disableVertexAttribArray(static_cast<GLuint>(attribIndex));
}
mAppliedAttributes[attribIndex].enabled = attrib.enabled;
}
void VertexArrayGL::updateAttribPointer(size_t attribIndex)
{
const VertexAttribute &attrib = mData.getVertexAttribute(attribIndex);
if (mAppliedAttributes[attribIndex] == attrib)
{
return;
}
updateNeedsStreaming(attribIndex);
mAppliedAttributes[attribIndex] = attrib;
// If we need to stream, defer the attribPointer to the draw call.
if (mAttributesNeedStreaming[attribIndex])
{
return;
}
mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID());
const Buffer *arrayBuffer = attrib.buffer.get();
if (arrayBuffer != nullptr)
{
const BufferGL *arrayBufferGL = GetImplAs<BufferGL>(arrayBuffer);
mStateManager->bindBuffer(GL_ARRAY_BUFFER, arrayBufferGL->getBufferID());
}
else
{
mStateManager->bindBuffer(GL_ARRAY_BUFFER, 0);
}
if (attrib.pureInteger)
{
mFunctions->vertexAttribIPointer(static_cast<GLuint>(attribIndex), attrib.size, attrib.type,
attrib.stride, attrib.pointer);
}
else
{
mFunctions->vertexAttribPointer(static_cast<GLuint>(attribIndex), attrib.size, attrib.type,
attrib.normalized, attrib.stride, attrib.pointer);
}
}
void VertexArrayGL::syncState(const VertexArray::DirtyBits &dirtyBits)
{
for (unsigned long dirtyBit : angle::IterateBitSet(dirtyBits))
{
if (dirtyBit == VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER)
{
// TODO(jmadill): Element array buffer bindings
}
else if (dirtyBit >= VertexArray::DIRTY_BIT_ATTRIB_0_ENABLED &&
dirtyBit < VertexArray::DIRTY_BIT_ATTRIB_MAX_ENABLED)
{
size_t attribIndex =
static_cast<size_t>(dirtyBit) - VertexArray::DIRTY_BIT_ATTRIB_0_ENABLED;
updateAttribEnabled(attribIndex);
}
else if (dirtyBit >= VertexArray::DIRTY_BIT_ATTRIB_0_POINTER &&
dirtyBit < VertexArray::DIRTY_BIT_ATTRIB_MAX_POINTER)
{
size_t attribIndex =
static_cast<size_t>(dirtyBit) - VertexArray::DIRTY_BIT_ATTRIB_0_POINTER;
updateAttribPointer(attribIndex);
}
else if (dirtyBit >= VertexArray::DIRTY_BIT_ATTRIB_0_DIVISOR &&
dirtyBit < VertexArray::DIRTY_BIT_ATTRIB_MAX_DIVISOR)
{
size_t attribIndex =
static_cast<size_t>(dirtyBit) - VertexArray::DIRTY_BIT_ATTRIB_0_DIVISOR;
const VertexAttribute &attrib = mData.getVertexAttribute(attribIndex);
if (mAppliedAttributes[attribIndex].divisor != attrib.divisor)
{
mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID());
mFunctions->vertexAttribDivisor(static_cast<GLuint>(attribIndex), attrib.divisor);
mAppliedAttributes[attribIndex].divisor = attrib.divisor;
}
}
else
UNREACHABLE();
}
}
} // rx