diff options
Diffstat (limited to 'src/mesa/main/arrayobj.c')
-rw-r--r-- | src/mesa/main/arrayobj.c | 390 |
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 } |