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authorMathias Fröhlich <[email protected]>2018-04-01 20:18:36 +0200
committerMathias Fröhlich <[email protected]>2018-05-10 07:06:15 +0200
commitd1698d4311a63e1054e458ae1a27d7684595faee (patch)
tree6d73b27e4d4963a36db96f20472bc725c265309b /src/mesa/main/arrayobj.c
parentfb4011ace9022e674639f2743272b7eba650cde3 (diff)
mesa: Compute effective buffer bindings in the vao.
Compute VAO buffer binding information past the position/generic0 mapping. Scan for duplicate buffer bindings and collapse them into derived effective buffer binding index and effective attribute mask variables. Provide a set of helper functions to access the distilled information in the VAO. All of them prefixed with _mesa_draw_... to indicate that they are meant to query draw information. v2: Also group user space arrays containing interleaved arrays. Add _Eff*Offset to be copied on attribute and binding copy. Update comments. Reviewed-by: Brian Paul <[email protected]> Signed-off-by: Mathias Fröhlich <[email protected]>
Diffstat (limited to 'src/mesa/main/arrayobj.c')
-rw-r--r--src/mesa/main/arrayobj.c390
1 files changed, 384 insertions, 6 deletions
diff --git a/src/mesa/main/arrayobj.c b/src/mesa/main/arrayobj.c
index 899d4dec01c..05af50ef400 100644
--- a/src/mesa/main/arrayobj.c
+++ b/src/mesa/main/arrayobj.c
@@ -451,8 +451,116 @@ _mesa_initialize_vao(struct gl_context *ctx,
/**
- * Updates the derived gl_vertex_arrays when a gl_array_attributes
- * or a gl_vertex_buffer_binding has changed.
+ * Compute the offset range for the provided binding.
+ *
+ * This is a helper function for the below.
+ */
+static void
+compute_vbo_offset_range(const struct gl_vertex_array_object *vao,
+ const struct gl_vertex_buffer_binding *binding,
+ GLsizeiptr* min, GLsizeiptr* max)
+{
+ /* The function is meant to work on VBO bindings */
+ assert(_mesa_is_bufferobj(binding->BufferObj));
+
+ /* Start with an inverted range of relative offsets. */
+ GLuint min_offset = ~(GLuint)0;
+ GLuint max_offset = 0;
+
+ /* We work on the unmapped originaly VAO array entries. */
+ GLbitfield mask = vao->_Enabled & binding->_BoundArrays;
+ /* The binding should be active somehow, not to return inverted ranges */
+ assert(mask);
+ while (mask) {
+ const int i = u_bit_scan(&mask);
+ const GLuint off = vao->VertexAttrib[i].RelativeOffset;
+ min_offset = MIN2(off, min_offset);
+ max_offset = MAX2(off, max_offset);
+ }
+
+ *min = binding->Offset + (GLsizeiptr)min_offset;
+ *max = binding->Offset + (GLsizeiptr)max_offset;
+}
+
+
+/**
+ * Update the unique binding and pos/generic0 map tracking in the vao.
+ *
+ * The idea is to build up information in the vao so that a consuming
+ * backend can execute the following to set up buffer and vertex element
+ * information:
+ *
+ * const GLbitfield inputs_read = VERT_BIT_ALL; // backend vp inputs
+ *
+ * // Attribute data is in a VBO.
+ * GLbitfield vbomask = inputs_read & _mesa_draw_vbo_array_bits(ctx);
+ * while (vbomask) {
+ * // The attribute index to start pulling a binding
+ * const gl_vert_attrib i = ffs(vbomask) - 1;
+ * const struct gl_vertex_buffer_binding *const binding
+ * = _mesa_draw_buffer_binding(vao, i);
+ *
+ * <insert code to handle the vertex buffer object at binding>
+ *
+ * const GLbitfield boundmask = _mesa_draw_bound_attrib_bits(binding);
+ * GLbitfield attrmask = vbomask & boundmask;
+ * assert(attrmask);
+ * // Walk attributes belonging to the binding
+ * while (attrmask) {
+ * const gl_vert_attrib attr = u_bit_scan(&attrmask);
+ * const struct gl_array_attributes *const attrib
+ * = _mesa_draw_array_attrib(vao, attr);
+ *
+ * <insert code to handle the vertex element refering to the binding>
+ * }
+ * vbomask &= ~boundmask;
+ * }
+ *
+ * // Process user space buffers
+ * GLbitfield usermask = inputs_read & _mesa_draw_user_array_bits(ctx);
+ * while (usermask) {
+ * // The attribute index to start pulling a binding
+ * const gl_vert_attrib i = ffs(usermask) - 1;
+ * const struct gl_vertex_buffer_binding *const binding
+ * = _mesa_draw_buffer_binding(vao, i);
+ *
+ * <insert code to handle a set of interleaved user space arrays at binding>
+ *
+ * const GLbitfield boundmask = _mesa_draw_bound_attrib_bits(binding);
+ * GLbitfield attrmask = usermask & boundmask;
+ * assert(attrmask);
+ * // Walk interleaved attributes with a common stride and instance divisor
+ * while (attrmask) {
+ * const gl_vert_attrib attr = u_bit_scan(&attrmask);
+ * const struct gl_array_attributes *const attrib
+ * = _mesa_draw_array_attrib(vao, attr);
+ *
+ * <insert code to handle non vbo vertex arrays>
+ * }
+ * usermask &= ~boundmask;
+ * }
+ *
+ * // Process values that should have better been uniforms in the application
+ * GLbitfield curmask = inputs_read & _mesa_draw_current_bits(ctx);
+ * while (curmask) {
+ * const gl_vert_attrib attr = u_bit_scan(&curmask);
+ * const struct gl_array_attributes *const attrib
+ * = _mesa_draw_current_attrib(ctx, attr);
+ *
+ * <insert code to handle current values>
+ * }
+ *
+ *
+ * Note that the scan below must not incoporate any context state.
+ * The rationale is that once a VAO is finalized it should not
+ * be touched anymore. That means, do not incorporate the
+ * gl_context::Array._DrawVAOEnabledAttribs bitmask into this scan.
+ * A backend driver may further reduce the handled vertex processing
+ * inputs based on their vertex shader inputs. But scanning for
+ * collapsable binding points to reduce relocs is done based on the
+ * enabled arrays.
+ * Also VAOs may be shared between contexts due to their use in dlists
+ * thus no context state should bleed into the VAO.
*/
void
_mesa_update_vao_derived_arrays(struct gl_context *ctx,
@@ -461,11 +569,281 @@ _mesa_update_vao_derived_arrays(struct gl_context *ctx,
/* Make sure we do not run into problems with shared objects */
assert(!vao->SharedAndImmutable || vao->NewArrays == 0);
- /*
- * Stay tuned, the next series scans for duplicate bindings in this
- * function. So that drivers can easily know the minimum unique set
- * of bindings.
+ /* Limit used for common binding scanning below. */
+ const GLsizeiptr MaxRelativeOffset =
+ ctx->Const.MaxVertexAttribRelativeOffset;
+
+ /* The gl_vertex_array_object::_AttributeMapMode denotes the way
+ * VERT_ATTRIB_{POS,GENERIC0} mapping is done.
+ *
+ * This mapping is used to map between the OpenGL api visible
+ * VERT_ATTRIB_* arrays to mesa driver arrayinputs or shader inputs.
+ * The mapping only depends on the enabled bits of the
+ * VERT_ATTRIB_{POS,GENERIC0} arrays and is tracked in the VAO.
+ *
+ * This map needs to be applied when finally translating to the bitmasks
+ * as consumed by the driver backends. The duplicate scanning is here
+ * can as well be done in the OpenGL API numbering without this map.
*/
+ const gl_attribute_map_mode mode = vao->_AttributeMapMode;
+ /* Enabled array bits. */
+ const GLbitfield enabled = vao->_Enabled;
+ /* VBO array bits. */
+ const GLbitfield vbos = vao->VertexAttribBufferMask;
+
+ /* Compute and store effectively enabled and mapped vbo arrays */
+ vao->_EffEnabledVBO = _mesa_vao_enable_to_vp_inputs(mode, enabled & vbos);
+ /* Walk those enabled arrays that have a real vbo attached */
+ GLbitfield mask = enabled;
+ while (mask) {
+ /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */
+ const int i = ffs(mask) - 1;
+ /* The binding from the first to be processed attribute. */
+ const GLuint bindex = vao->VertexAttrib[i].BufferBindingIndex;
+ struct gl_vertex_buffer_binding *binding = &vao->BufferBinding[bindex];
+
+ /* The scan goes different for user space arrays than vbos */
+ if (_mesa_is_bufferobj(binding->BufferObj)) {
+ /* The bound arrays. */
+ const GLbitfield bound = enabled & binding->_BoundArrays;
+
+ /* Start this current effective binding with the actual bound arrays */
+ GLbitfield eff_bound_arrays = bound;
+
+ /*
+ * If there is nothing left to scan just update the effective binding
+ * information. If the VAO is already only using a single binding point
+ * we end up here. So the overhead of this scan for an application
+ * carefully preparing the VAO for draw is low.
+ */
+
+ GLbitfield scanmask = mask & vbos & ~bound;
+ /* Is there something left to scan? */
+ if (scanmask == 0) {
+ /* Just update the back reference from the attrib to the binding and
+ * the effective offset.
+ */
+ GLbitfield attrmask = eff_bound_arrays;
+ while (attrmask) {
+ const int j = u_bit_scan(&attrmask);
+ struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j];
+
+ /* Update the index into the common binding point and offset */
+ attrib2->_EffBufferBindingIndex = bindex;
+ attrib2->_EffRelativeOffset = attrib2->RelativeOffset;
+ assert(attrib2->_EffRelativeOffset <= MaxRelativeOffset);
+
+ /* Only enabled arrays shall appear in the unique bindings */
+ assert(attrib2->Enabled);
+ }
+ /* Finally this is the set of effectively bound arrays with the
+ * original binding offset.
+ */
+ binding->_EffOffset = binding->Offset;
+ /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */
+ binding->_EffBoundArrays =
+ _mesa_vao_enable_to_vp_inputs(mode, eff_bound_arrays);
+
+ } else {
+ /* In the VBO case, scan for attribute/binding
+ * combinations with relative bindings in the range of
+ * [0, ctx->Const.MaxVertexAttribRelativeOffset].
+ * Note that this does also go beyond just interleaved arrays
+ * as long as they use the same VBO, binding parameters and the
+ * offsets stay within bounds that the backend still can handle.
+ */
+
+ GLsizeiptr min_offset, max_offset;
+ compute_vbo_offset_range(vao, binding, &min_offset, &max_offset);
+ assert(max_offset <= min_offset + MaxRelativeOffset);
+
+ /* Now scan. */
+ while (scanmask) {
+ /* Do not use u_bit_scan as we can walk multiple
+ * attrib arrays at once
+ */
+ const int j = ffs(scanmask) - 1;
+ const struct gl_array_attributes *attrib2 =
+ &vao->VertexAttrib[j];
+ const struct gl_vertex_buffer_binding *binding2 =
+ &vao->BufferBinding[attrib2->BufferBindingIndex];
+
+ /* Remove those attrib bits from the mask that are bound to the
+ * same effective binding point.
+ */
+ const GLbitfield bound2 = enabled & binding2->_BoundArrays;
+ scanmask &= ~bound2;
+
+ /* Check if we have an identical binding */
+ if (binding->Stride != binding2->Stride)
+ continue;
+ if (binding->InstanceDivisor != binding2->InstanceDivisor)
+ continue;
+ if (binding->BufferObj != binding2->BufferObj)
+ continue;
+ /* Check if we can fold both bindings into a common binding */
+ GLsizeiptr min_offset2, max_offset2;
+ compute_vbo_offset_range(vao, binding2,
+ &min_offset2, &max_offset2);
+ /* If the relative offset is within the limits ... */
+ if (min_offset + MaxRelativeOffset < max_offset2)
+ continue;
+ if (min_offset2 + MaxRelativeOffset < max_offset)
+ continue;
+ /* ... add this array to the effective binding */
+ eff_bound_arrays |= bound2;
+ min_offset = MIN2(min_offset, min_offset2);
+ max_offset = MAX2(max_offset, max_offset2);
+ assert(max_offset <= min_offset + MaxRelativeOffset);
+ }
+
+ /* Update the back reference from the attrib to the binding */
+ GLbitfield attrmask = eff_bound_arrays;
+ while (attrmask) {
+ const int j = u_bit_scan(&attrmask);
+ struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j];
+ const struct gl_vertex_buffer_binding *binding2 =
+ &vao->BufferBinding[attrib2->BufferBindingIndex];
+
+ /* Update the index into the common binding point and offset */
+ attrib2->_EffBufferBindingIndex = bindex;
+ attrib2->_EffRelativeOffset =
+ binding2->Offset + attrib2->RelativeOffset - min_offset;
+ assert(attrib2->_EffRelativeOffset <= MaxRelativeOffset);
+
+ /* Only enabled arrays shall appear in the unique bindings */
+ assert(attrib2->Enabled);
+ }
+ /* Finally this is the set of effectively bound arrays */
+ binding->_EffOffset = min_offset;
+ /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */
+ binding->_EffBoundArrays =
+ _mesa_vao_enable_to_vp_inputs(mode, eff_bound_arrays);
+ }
+
+ /* Mark all the effective bound arrays as processed. */
+ mask &= ~eff_bound_arrays;
+
+ } else {
+ /* Scanning of common bindings for user space arrays.
+ */
+
+ const struct gl_array_attributes *attrib = &vao->VertexAttrib[i];
+ const GLbitfield bound = VERT_BIT(i);
+
+ /* Note that user space array pointers can only happen using a one
+ * to one binding point to array mapping.
+ * The OpenGL 4.x/ARB_vertex_attrib_binding api does not support
+ * user space arrays collected at multiple binding points.
+ * The only provider of user space interleaved arrays with a single
+ * binding point is the mesa internal vbo module. But that one
+ * provides a perfect interleaved set of arrays.
+ *
+ * If this would not be true we would potentially get attribute arrays
+ * with user space pointers that may not lie within the
+ * MaxRelativeOffset range but still attached to a single binding.
+ * Then we would need to store the effective attribute and binding
+ * grouping information in a seperate array beside
+ * gl_array_attributes/gl_vertex_buffer_binding.
+ */
+ assert(_mesa_bitcount(binding->_BoundArrays & vao->_Enabled) == 1
+ || (vao->_Enabled & ~binding->_BoundArrays) == 0);
+
+ /* Start this current effective binding with the array */
+ GLbitfield eff_bound_arrays = bound;
+
+ const GLubyte *ptr = attrib->Ptr;
+ unsigned vertex_end = attrib->_ElementSize;
+
+ /* Walk other user space arrays and see which are interleaved
+ * using the same binding parameters.
+ */
+ GLbitfield scanmask = mask & ~vbos & ~bound;
+ while (scanmask) {
+ const int j = u_bit_scan(&scanmask);
+ const struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j];
+ const struct gl_vertex_buffer_binding *binding2 =
+ &vao->BufferBinding[attrib2->BufferBindingIndex];
+
+ /* See the comment at the same assert above. */
+ assert(_mesa_bitcount(binding2->_BoundArrays & vao->_Enabled) == 1
+ || (vao->_Enabled & ~binding->_BoundArrays) == 0);
+
+ /* Check if we have an identical binding */
+ if (binding->Stride != binding2->Stride)
+ continue;
+ if (binding->InstanceDivisor != binding2->InstanceDivisor)
+ continue;
+ if (ptr <= attrib2->Ptr) {
+ if (ptr + binding->Stride < attrib2->Ptr + attrib2->_ElementSize)
+ continue;
+ unsigned end = attrib2->Ptr + attrib2->_ElementSize - ptr;
+ vertex_end = MAX2(vertex_end, end);
+ } else {
+ if (attrib2->Ptr + binding->Stride < ptr + vertex_end)
+ continue;
+ vertex_end += (GLsizei)(ptr - attrib2->Ptr);
+ ptr = attrib2->Ptr;
+ }
+
+ /* User space buffer object */
+ assert(!_mesa_is_bufferobj(binding2->BufferObj));
+
+ eff_bound_arrays |= VERT_BIT(j);
+ }
+
+ /* Update the back reference from the attrib to the binding */
+ GLbitfield attrmask = eff_bound_arrays;
+ while (attrmask) {
+ const int j = u_bit_scan(&attrmask);
+ struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j];
+
+ /* Update the index into the common binding point and the offset */
+ attrib2->_EffBufferBindingIndex = bindex;
+ attrib2->_EffRelativeOffset = attrib2->Ptr - ptr;
+ assert(attrib2->_EffRelativeOffset <= binding->Stride);
+
+ /* Only enabled arrays shall appear in the unique bindings */
+ assert(attrib2->Enabled);
+ }
+ /* Finally this is the set of effectively bound arrays */
+ binding->_EffOffset = (GLintptr)ptr;
+ /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */
+ binding->_EffBoundArrays =
+ _mesa_vao_enable_to_vp_inputs(mode, eff_bound_arrays);
+
+ /* Mark all the effective bound arrays as processed. */
+ mask &= ~eff_bound_arrays;
+ }
+ }
+
+#ifndef NDEBUG
+ /* Make sure the above code works as expected. */
+ for (gl_vert_attrib attr = 0; attr < VERT_ATTRIB_MAX; ++attr) {
+ /* Query the original api defined attrib/binding information ... */
+ const unsigned char *const map =_mesa_vao_attribute_map[mode];
+ const struct gl_array_attributes *attrib = &vao->VertexAttrib[map[attr]];
+ if (attrib->Enabled) {
+ const struct gl_vertex_buffer_binding *binding =
+ &vao->BufferBinding[attrib->BufferBindingIndex];
+ /* ... and compare that with the computed attrib/binding */
+ const struct gl_vertex_buffer_binding *binding2 =
+ &vao->BufferBinding[attrib->_EffBufferBindingIndex];
+ assert(binding->Stride == binding2->Stride);
+ assert(binding->InstanceDivisor == binding2->InstanceDivisor);
+ assert(binding->BufferObj == binding2->BufferObj);
+ if (_mesa_is_bufferobj(binding->BufferObj)) {
+ assert(attrib->_EffRelativeOffset <= MaxRelativeOffset);
+ assert(binding->Offset + attrib->RelativeOffset ==
+ binding2->_EffOffset + attrib->_EffRelativeOffset);
+ } else {
+ assert(attrib->_EffRelativeOffset < binding->Stride);
+ assert((GLintptr)attrib->Ptr ==
+ binding2->_EffOffset + attrib->_EffRelativeOffset);
+ }
+ }
+ }
+#endif
}