Commit 59d9da08 by Qin Jiajia Committed by Commit Bot

Remove IndexRange retrieving in validation

This change can improve the performance of drawElements which uses the path without translation. Paste a set of mean data (repeated 30) for reference on Intel skylake Win10 desktop. DrawElementsPerfBenchmark.Run/d3d11: before after mean: 13644.4666667 -> mean: 13887.8333333 DrawElementsPerfBenchmark.Run/d3d11_index_buffer_changed: before after mean: 45.8 -> mean: 46.3666666667 BUG=755897, angleproject:1393 Change-Id: I11f5db25445346958dfef52b1d23df5483cda32f Reviewed-on: https://chromium-review.googlesource.com/607413Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
parent abf66fb3
......@@ -410,7 +410,7 @@ gl::Error VertexDataManager::storeDynamicAttribs(
for (auto attribIndex : dynamicAttribsMask)
{
const auto &dynamicAttrib = (*translatedAttribs)[attribIndex];
ANGLE_TRY(reserveSpaceForAttrib(dynamicAttrib, count, instances));
ANGLE_TRY(reserveSpaceForAttrib(dynamicAttrib, start, count, instances));
}
// Store dynamic attributes
......@@ -445,6 +445,7 @@ void VertexDataManager::PromoteDynamicAttribs(
}
gl::Error VertexDataManager::reserveSpaceForAttrib(const TranslatedAttribute &translatedAttrib,
GLint start,
GLsizei count,
GLsizei instances) const
{
......@@ -460,9 +461,21 @@ gl::Error VertexDataManager::reserveSpaceForAttrib(const TranslatedAttribute &tr
size_t totalCount = gl::ComputeVertexBindingElementCount(
binding.getDivisor(), static_cast<size_t>(count), static_cast<size_t>(instances));
ASSERT(!bufferD3D ||
ElementsInBuffer(attrib, binding, static_cast<unsigned int>(bufferD3D->getSize())) >=
static_cast<int>(totalCount));
if (bufferD3D)
{
// Vertices do not apply the 'start' offset when the divisor is non-zero even when doing
// a non-instanced draw call
GLint firstVertexIndex = binding.getDivisor() > 0 ? 0 : start;
int64_t maxVertexCount =
static_cast<int64_t>(firstVertexIndex) + static_cast<int64_t>(totalCount);
int elementsInBuffer =
ElementsInBuffer(attrib, binding, static_cast<unsigned int>(bufferD3D->getSize()));
if (maxVertexCount > elementsInBuffer)
{
return gl::InvalidOperation() << "Vertex buffer is not big enough for the draw call.";
}
}
return mStreamingBuffer->reserveVertexSpace(attrib, binding, static_cast<GLsizei>(totalCount),
instances);
......
......@@ -127,6 +127,7 @@ class VertexDataManager : angle::NonCopyable
};
gl::Error reserveSpaceForAttrib(const TranslatedAttribute &translatedAttrib,
GLint start,
GLsizei count,
GLsizei instances) const;
......
......@@ -3171,34 +3171,13 @@ bool ValidateDrawElementsCommon(ValidationContext *context,
}
}
// Use the parameter buffer to retrieve and cache the index range.
// TODO: offer fast path, with disabled index validation.
// TODO: also disable index checking on back-ends that are robust to out-of-range accesses.
const auto &params = context->getParams<HasIndexRange>();
const auto &indexRangeOpt = params.getIndexRange();
if (!indexRangeOpt.valid())
// Here we use maxVertex = 0 and vertexCount = 1 to avoid retrieving IndexRange.
if (!ValidateDrawAttribs(context, primcount, 0, 1))
{
// Unexpected error.
return false;
}
// If we use an index greater than our maximum supported index range, return an error.
// The ES3 spec does not specify behaviour here, it is undefined, but ANGLE should always
// return an error if possible here.
if (static_cast<GLuint64>(indexRangeOpt.value().end) >= context->getCaps().maxElementIndex)
{
ANGLE_VALIDATION_ERR(context, InvalidOperation(), ExceedsMaxElement);
return false;
}
if (!ValidateDrawAttribs(context, primcount, static_cast<GLint>(indexRangeOpt.value().end),
static_cast<GLint>(indexRangeOpt.value().vertexCount())))
{
return false;
}
// No op if there are no real indices in the index data (all are primitive restart).
return (indexRangeOpt.value().vertexIndexCount > 0);
return true;
}
bool ValidateDrawElementsInstancedCommon(ValidationContext *context,
......
......@@ -782,21 +782,6 @@ TEST_P(VertexAttributeTest, DrawArraysBufferTooSmall)
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Verify that index draw with an out-of-range offset generates INVALID_OPERATION.
TEST_P(VertexAttributeTest, DrawElementsBufferTooSmall)
{
std::array<GLfloat, kVertexCount> inputData;
std::array<GLfloat, kVertexCount> expectedData;
InitTestData(inputData, expectedData);
TestData data(GL_FLOAT, GL_FALSE, Source::BUFFER, inputData.data(), expectedData.data());
data.bufferOffset = (kVertexCount - 3) * TypeStride(GL_FLOAT);
setupTest(data, 1);
drawIndexedQuad(mProgram, "position", 0.5f);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Verify that using a different start vertex doesn't mess up the draw.
TEST_P(VertexAttributeTest, DrawArraysWithBufferOffset)
{
......
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