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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp
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+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp
@@ -0,0 +1,413 @@
+//
+// Copyright 2016 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.
+//
+// VertexArray11:
+// Implementation of rx::VertexArray11.
+//
+
+#include "libANGLE/renderer/d3d/d3d11/VertexArray11.h"
+
+#include "common/bitset_utils.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Context11.h"
+
+using namespace angle;
+
+namespace rx
+{
+
+namespace
+{
+OnBufferDataDirtyChannel *GetBufferBroadcastChannel(Buffer11 *buffer11,
+ IndexStorageType storageType)
+{
+ switch (storageType)
+ {
+ case IndexStorageType::Direct:
+ return buffer11->getDirectBroadcastChannel();
+ case IndexStorageType::Static:
+ return buffer11->getStaticBroadcastChannel();
+ case IndexStorageType::Dynamic:
+ return buffer11 ? buffer11->getStaticBroadcastChannel() : nullptr;
+ default:
+ UNREACHABLE();
+ return nullptr;
+ }
+}
+} // anonymous namespace
+
+VertexArray11::VertexArray11(const gl::VertexArrayState &data)
+ : VertexArrayImpl(data),
+ mAttributeStorageTypes(data.getMaxAttribs(), VertexStorageType::CURRENT_VALUE),
+ mTranslatedAttribs(data.getMaxAttribs()),
+ mCurrentArrayBuffers(data.getMaxAttribs()),
+ mCurrentElementArrayBuffer(),
+ mOnArrayBufferDataDirty(),
+ mOnElementArrayBufferDataDirty(this, mCurrentArrayBuffers.size()),
+ mAppliedNumViewsToDivisor(1),
+ mLastElementType(GL_NONE),
+ mLastDrawElementsOffset(0),
+ mCurrentElementArrayStorage(IndexStorageType::Invalid),
+ mCachedIndexInfoValid(false)
+{
+ for (size_t attribIndex = 0; attribIndex < mCurrentArrayBuffers.size(); ++attribIndex)
+ {
+ mOnArrayBufferDataDirty.emplace_back(this, attribIndex);
+ }
+}
+
+VertexArray11::~VertexArray11()
+{
+}
+
+void VertexArray11::destroy(const gl::Context *context)
+{
+ for (auto &buffer : mCurrentArrayBuffers)
+ {
+ if (buffer.get())
+ {
+ buffer.set(context, nullptr);
+ }
+ }
+
+ mCurrentElementArrayBuffer.set(context, nullptr);
+}
+
+void VertexArray11::syncState(const gl::Context *context,
+ const gl::VertexArray::DirtyBits &dirtyBits)
+{
+ ASSERT(dirtyBits.any());
+
+ // Generate a state serial. This serial is used in the program class to validate the cached
+ // input layout, and skip recomputation in the fast path.
+ Renderer11 *renderer = GetImplAs<Context11>(context)->getRenderer();
+ mCurrentStateSerial = renderer->generateSerial();
+
+ // TODO(jmadill): Individual attribute invalidation.
+ renderer->getStateManager()->invalidateVertexBuffer();
+
+ for (auto dirtyBit : dirtyBits)
+ {
+ if (dirtyBit == gl::VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER)
+ {
+ mCachedIndexInfoValid = false;
+ mLastElementType = GL_NONE;
+ }
+ else
+ {
+ size_t index = gl::VertexArray::GetVertexIndexFromDirtyBit(dirtyBit);
+ // TODO(jiawei.shao@intel.com): Vertex Attrib Bindings
+ ASSERT(index == mState.getBindingIndexFromAttribIndex(index));
+ mAttribsToUpdate.set(index);
+ }
+ }
+}
+
+bool VertexArray11::flushAttribUpdates(const gl::Context *context)
+{
+ if (mAttribsToUpdate.any())
+ {
+ const auto &activeLocations =
+ context->getGLState().getProgram()->getActiveAttribLocationsMask();
+
+ // Skip attrib locations the program doesn't use.
+ gl::AttributesMask activeToUpdate = mAttribsToUpdate & activeLocations;
+
+ for (auto toUpdateIndex : activeToUpdate)
+ {
+ mAttribsToUpdate.reset(toUpdateIndex);
+ updateVertexAttribStorage(context, toUpdateIndex);
+ }
+
+ return true;
+ }
+
+ return false;
+}
+
+bool VertexArray11::updateElementArrayStorage(const gl::Context *context,
+ GLenum elementType,
+ GLenum destElementType,
+ const void *indices)
+{
+ unsigned int offset = static_cast<unsigned int>(reinterpret_cast<uintptr_t>(indices));
+
+ if (mCachedIndexInfoValid && mLastElementType == elementType &&
+ offset == mLastDrawElementsOffset)
+ {
+ // Dynamic index buffers must be re-streamed every draw.
+ return (mCurrentElementArrayStorage == IndexStorageType::Dynamic);
+ }
+
+ gl::Buffer *newBuffer = mState.getElementArrayBuffer().get();
+ gl::Buffer *oldBuffer = mCurrentElementArrayBuffer.get();
+ bool needsTranslation = false;
+ IndexStorageType newStorageType = ClassifyIndexStorage(
+ context->getGLState(), newBuffer, elementType, destElementType, offset, &needsTranslation);
+
+ if (newBuffer != oldBuffer)
+ {
+ mCurrentElementArrayBuffer.set(context, newBuffer);
+ }
+
+ if (newStorageType != mCurrentElementArrayStorage || newBuffer != oldBuffer)
+ {
+ Buffer11 *newBuffer11 = SafeGetImplAs<Buffer11>(newBuffer);
+
+ auto *newChannel = GetBufferBroadcastChannel(newBuffer11, newStorageType);
+
+ mCurrentElementArrayStorage = newStorageType;
+ mOnElementArrayBufferDataDirty.bind(newChannel);
+ needsTranslation = true;
+ }
+
+ if (mLastDrawElementsOffset != offset)
+ {
+ needsTranslation = true;
+ mLastDrawElementsOffset = offset;
+ }
+
+ if (mLastElementType != elementType)
+ {
+ needsTranslation = true;
+ mLastElementType = elementType;
+ }
+
+ // TODO(jmadill): We should probably promote static usage immediately, because this can change
+ // the storage type for dynamic buffers.
+ return needsTranslation || !mCachedIndexInfoValid;
+}
+
+void VertexArray11::updateVertexAttribStorage(const gl::Context *context, size_t attribIndex)
+{
+ const auto &attrib = mState.getVertexAttribute(attribIndex);
+ const auto &binding = mState.getBindingFromAttribIndex(attribIndex);
+
+ // Note: having an unchanged storage type doesn't mean the attribute is clean.
+ auto oldStorageType = mAttributeStorageTypes[attribIndex];
+ auto newStorageType = ClassifyAttributeStorage(attrib, binding);
+
+ mAttributeStorageTypes[attribIndex] = newStorageType;
+
+ StateManager11 *stateManager = GetImplAs<Context11>(context)->getRenderer()->getStateManager();
+
+ if (newStorageType == VertexStorageType::DYNAMIC)
+ {
+ if (oldStorageType != VertexStorageType::DYNAMIC)
+ {
+ // Sync dynamic attribs in a different set.
+ mAttribsToTranslate.reset(attribIndex);
+ mDynamicAttribsMask.set(attribIndex);
+ }
+ }
+ else
+ {
+ mAttribsToTranslate.set(attribIndex);
+ stateManager->invalidateVertexAttributeTranslation();
+
+ if (oldStorageType == VertexStorageType::DYNAMIC)
+ {
+ ASSERT(mDynamicAttribsMask[attribIndex]);
+ mDynamicAttribsMask.reset(attribIndex);
+ }
+ }
+
+ gl::Buffer *oldBufferGL = mCurrentArrayBuffers[attribIndex].get();
+ gl::Buffer *newBufferGL = binding.getBuffer().get();
+ Buffer11 *oldBuffer11 = oldBufferGL ? GetImplAs<Buffer11>(oldBufferGL) : nullptr;
+ Buffer11 *newBuffer11 = newBufferGL ? GetImplAs<Buffer11>(newBufferGL) : nullptr;
+
+ if (oldBuffer11 != newBuffer11 || oldStorageType != newStorageType)
+ {
+ OnBufferDataDirtyChannel *newChannel = nullptr;
+
+ if (newStorageType == VertexStorageType::CURRENT_VALUE)
+ {
+ stateManager->invalidateCurrentValueAttrib(attribIndex);
+ }
+ else if (newBuffer11 != nullptr)
+ {
+ // Note that for static callbacks, promotion to a static buffer from a dynamic buffer
+ // means we need to tag dynamic buffers with static callbacks.
+ switch (newStorageType)
+ {
+ case VertexStorageType::DIRECT:
+ newChannel = newBuffer11->getDirectBroadcastChannel();
+ break;
+ case VertexStorageType::STATIC:
+ case VertexStorageType::DYNAMIC:
+ newChannel = newBuffer11->getStaticBroadcastChannel();
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+ }
+
+ mOnArrayBufferDataDirty[attribIndex].bind(newChannel);
+ mCurrentArrayBuffers[attribIndex].set(context, binding.getBuffer().get());
+ }
+}
+
+bool VertexArray11::hasActiveDynamicAttrib(const gl::Context *context)
+{
+ flushAttribUpdates(context);
+ const auto &activeLocations =
+ context->getGLState().getProgram()->getActiveAttribLocationsMask();
+ auto activeDynamicAttribs = (mDynamicAttribsMask & activeLocations);
+ return activeDynamicAttribs.any();
+}
+
+gl::Error VertexArray11::updateDirtyAndDynamicAttribs(const gl::Context *context,
+ VertexDataManager *vertexDataManager,
+ const DrawCallVertexParams &vertexParams)
+{
+ flushAttribUpdates(context);
+
+ const auto &glState = context->getGLState();
+ const gl::Program *program = glState.getProgram();
+ const auto &activeLocations = program->getActiveAttribLocationsMask();
+ const auto &attribs = mState.getVertexAttributes();
+ const auto &bindings = mState.getVertexBindings();
+ mAppliedNumViewsToDivisor =
+ (program != nullptr && program->usesMultiview()) ? program->getNumViews() : 1;
+
+ 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 &currentValue = glState.getVertexAttribCurrentValue(dirtyAttribIndex);
+
+ // Record basic attrib info
+ translatedAttrib->attribute = &attribs[dirtyAttribIndex];
+ translatedAttrib->binding = &bindings[translatedAttrib->attribute->bindingIndex];
+ translatedAttrib->currentValueType = currentValue.Type;
+ translatedAttrib->divisor =
+ translatedAttrib->binding->getDivisor() * mAppliedNumViewsToDivisor;
+
+ switch (mAttributeStorageTypes[dirtyAttribIndex])
+ {
+ case VertexStorageType::DIRECT:
+ VertexDataManager::StoreDirectAttrib(translatedAttrib);
+ break;
+ case VertexStorageType::STATIC:
+ {
+ ANGLE_TRY(VertexDataManager::StoreStaticAttrib(context, 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);
+ if (activeDynamicAttribs.none())
+ {
+ return gl::NoError();
+ }
+
+ for (auto dynamicAttribIndex : activeDynamicAttribs)
+ {
+ auto *dynamicAttrib = &mTranslatedAttribs[dynamicAttribIndex];
+ const auto &currentValue = glState.getVertexAttribCurrentValue(dynamicAttribIndex);
+
+ // Record basic attrib info
+ dynamicAttrib->attribute = &attribs[dynamicAttribIndex];
+ dynamicAttrib->binding = &bindings[dynamicAttrib->attribute->bindingIndex];
+ dynamicAttrib->currentValueType = currentValue.Type;
+ dynamicAttrib->divisor =
+ dynamicAttrib->binding->getDivisor() * mAppliedNumViewsToDivisor;
+ }
+
+ ANGLE_TRY(vertexDataManager->storeDynamicAttribs(
+ context, &mTranslatedAttribs, activeDynamicAttribs, vertexParams.firstVertex(),
+ vertexParams.vertexCount(), vertexParams.instances()));
+ }
+
+ return gl::NoError();
+}
+
+const std::vector<TranslatedAttribute> &VertexArray11::getTranslatedAttribs() const
+{
+ return mTranslatedAttribs;
+}
+
+void VertexArray11::signal(size_t channelID, const gl::Context *context)
+{
+ if (channelID == mAttributeStorageTypes.size())
+ {
+ mCachedIndexInfoValid = false;
+ mLastElementType = GL_NONE;
+ mLastDrawElementsOffset = 0;
+ }
+ else
+ {
+ ASSERT(mAttributeStorageTypes[channelID] != VertexStorageType::CURRENT_VALUE);
+
+ // This can change a buffer's storage, we'll need to re-check.
+ mAttribsToUpdate.set(channelID);
+
+ // Changing the vertex attribute state can affect the vertex shader.
+ Renderer11 *renderer = GetImplAs<Context11>(context)->getRenderer();
+ renderer->getStateManager()->invalidateShaders();
+ }
+}
+
+void VertexArray11::clearDirtyAndPromoteDynamicAttribs(const gl::Context *context,
+ const DrawCallVertexParams &vertexParams)
+{
+ const gl::State &state = context->getGLState();
+ 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);
+ if (activeDynamicAttribs.any())
+ {
+ VertexDataManager::PromoteDynamicAttribs(context, mTranslatedAttribs, activeDynamicAttribs,
+ vertexParams.vertexCount());
+ }
+}
+
+void VertexArray11::markAllAttributeDivisorsForAdjustment(int numViews)
+{
+ if (mAppliedNumViewsToDivisor != numViews)
+ {
+ mAppliedNumViewsToDivisor = numViews;
+ mAttribsToUpdate.set();
+ }
+}
+
+TranslatedIndexData *VertexArray11::getCachedIndexInfo()
+{
+ return &mCachedIndexInfo;
+}
+
+void VertexArray11::setCachedIndexInfoValid()
+{
+ mCachedIndexInfoValid = true;
+}
+
+bool VertexArray11::isCachedIndexInfoValid() const
+{
+ return mCachedIndexInfoValid;
+}
+
+} // namespace rx