xref: /aosp_15_r20/external/angle/src/libANGLE/renderer/gl/BufferGL.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1 //
2 // Copyright 2015 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 
7 // BufferGL.cpp: Implements the class methods for BufferGL.
8 
9 #include "libANGLE/renderer/gl/BufferGL.h"
10 
11 #include "common/debug.h"
12 #include "common/utilities.h"
13 #include "libANGLE/Context.h"
14 #include "libANGLE/angletypes.h"
15 #include "libANGLE/formatutils.h"
16 #include "libANGLE/renderer/gl/ContextGL.h"
17 #include "libANGLE/renderer/gl/FunctionsGL.h"
18 #include "libANGLE/renderer/gl/StateManagerGL.h"
19 #include "libANGLE/renderer/gl/renderergl_utils.h"
20 
21 namespace rx
22 {
23 
24 namespace
25 {
26 
KeepBufferShadowCopy(const gl::Context * context,gl::WebGLBufferType webglType)27 bool KeepBufferShadowCopy(const gl::Context *context, gl::WebGLBufferType webglType)
28 {
29     // Always keep a shadow copy if the feature is enabled. This usually means there is no other way
30     // to read back the data.
31     const angle::FeaturesGL &features = GetFeaturesGL(context);
32     if (features.keepBufferShadowCopy.enabled)
33     {
34         return true;
35     }
36 
37     // Shadow WebGL index buffers when the driver is unable to provide robust access.
38     // WebGL element array buffers cannot be bound to other binding points or written to on the GPU
39     // so the shadowed data will never be invalidated.
40     if (context->isWebGL() && context->isBufferAccessValidationEnabled() &&
41         webglType == gl::WebGLBufferType::ElementArray)
42     {
43         return true;
44     }
45 
46     return false;
47 }
48 
49 }  // namespace
50 
51 // Use the GL_COPY_READ_BUFFER binding when two buffers need to be bound simultaneously.
52 // GL_ELEMENT_ARRAY_BUFFER is supported on more versions but can modify the state of the currently
53 // bound VAO.  Two simultaneous buffer bindings are only needed for glCopyBufferSubData which also
54 // adds the GL_COPY_READ_BUFFER binding.
55 static constexpr gl::BufferBinding SourceBufferOperationTarget = gl::BufferBinding::CopyRead;
56 
57 // Use the GL_ELEMENT_ARRAY_BUFFER binding for most operations since it's available on all
58 // supported GL versions and doesn't affect any current state when it changes.
59 static constexpr gl::BufferBinding DestBufferOperationTarget = gl::BufferBinding::Array;
60 
BufferGL(const gl::BufferState & state,GLuint buffer)61 BufferGL::BufferGL(const gl::BufferState &state, GLuint buffer)
62     : BufferImpl(state),
63       mIsMapped(false),
64       mMapOffset(0),
65       mMapSize(0),
66       mShadowCopy(),
67       mBufferSize(0),
68       mBufferID(buffer)
69 {}
70 
~BufferGL()71 BufferGL::~BufferGL()
72 {
73     ASSERT(mBufferID == 0);
74 }
75 
destroy(const gl::Context * context)76 void BufferGL::destroy(const gl::Context *context)
77 {
78     StateManagerGL *stateManager = GetStateManagerGL(context);
79     stateManager->deleteBuffer(mBufferID);
80     mBufferID = 0;
81 }
82 
setData(const gl::Context * context,gl::BufferBinding target,const void * data,size_t size,gl::BufferUsage usage)83 angle::Result BufferGL::setData(const gl::Context *context,
84                                 gl::BufferBinding target,
85                                 const void *data,
86                                 size_t size,
87                                 gl::BufferUsage usage)
88 {
89     ContextGL *contextGL         = GetImplAs<ContextGL>(context);
90     const FunctionsGL *functions = GetFunctionsGL(context);
91     StateManagerGL *stateManager = GetStateManagerGL(context);
92 
93     stateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
94     ANGLE_GL_TRY(context, functions->bufferData(gl::ToGLenum(DestBufferOperationTarget), size, data,
95                                                 ToGLenum(usage)));
96 
97     // Initialize the shadow buffer if needed. Don't delete existing shadow data. WebGL allows users
98     // to bind as an element array buffer first and then copy source/dest later (but not the other
99     // way around).
100     if (KeepBufferShadowCopy(context, mState.getWebGLType()) && !mShadowCopy.has_value())
101     {
102         mShadowCopy = angle::MemoryBuffer();
103     }
104 
105     if (mShadowCopy.has_value())
106     {
107         ANGLE_CHECK_GL_ALLOC(contextGL, mShadowCopy->resize(size));
108 
109         if (size > 0 && data != nullptr)
110         {
111             memcpy(mShadowCopy->data(), data, size);
112         }
113     }
114 
115     mBufferSize = size;
116 
117     contextGL->markWorkSubmitted();
118 
119     return angle::Result::Continue;
120 }
121 
setSubData(const gl::Context * context,gl::BufferBinding target,const void * data,size_t size,size_t offset)122 angle::Result BufferGL::setSubData(const gl::Context *context,
123                                    gl::BufferBinding target,
124                                    const void *data,
125                                    size_t size,
126                                    size_t offset)
127 {
128     ContextGL *contextGL         = GetImplAs<ContextGL>(context);
129     const FunctionsGL *functions = GetFunctionsGL(context);
130     StateManagerGL *stateManager = GetStateManagerGL(context);
131 
132     stateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
133     ANGLE_GL_TRY(context, functions->bufferSubData(gl::ToGLenum(DestBufferOperationTarget), offset,
134                                                    size, data));
135 
136     if (mShadowCopy.has_value() && size > 0)
137     {
138         memcpy(mShadowCopy->data() + offset, data, size);
139     }
140 
141     contextGL->markWorkSubmitted();
142 
143     return angle::Result::Continue;
144 }
145 
copySubData(const gl::Context * context,BufferImpl * source,GLintptr sourceOffset,GLintptr destOffset,GLsizeiptr size)146 angle::Result BufferGL::copySubData(const gl::Context *context,
147                                     BufferImpl *source,
148                                     GLintptr sourceOffset,
149                                     GLintptr destOffset,
150                                     GLsizeiptr size)
151 {
152     ContextGL *contextGL         = GetImplAs<ContextGL>(context);
153     const FunctionsGL *functions = GetFunctionsGL(context);
154     StateManagerGL *stateManager = GetStateManagerGL(context);
155 
156     BufferGL *sourceGL = GetAs<BufferGL>(source);
157 
158     stateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
159     stateManager->bindBuffer(SourceBufferOperationTarget, sourceGL->getBufferID());
160 
161     ANGLE_GL_TRY(context, functions->copyBufferSubData(gl::ToGLenum(SourceBufferOperationTarget),
162                                                        gl::ToGLenum(DestBufferOperationTarget),
163                                                        sourceOffset, destOffset, size));
164 
165     if (mShadowCopy.has_value() && size > 0)
166     {
167         // WebGL only allows copying between buffers that are marked as the same type. Both buffers
168         // would have to be element array buffers and have shadow data.
169         ASSERT(sourceGL->mShadowCopy.has_value());
170 
171         ASSERT(sourceGL->mShadowCopy->size() >= static_cast<size_t>(sourceOffset + size));
172         memcpy(mShadowCopy->data() + destOffset, sourceGL->mShadowCopy->data() + sourceOffset,
173                size);
174     }
175 
176     contextGL->markWorkSubmitted();
177 
178     return angle::Result::Continue;
179 }
180 
map(const gl::Context * context,GLenum access,void ** mapPtr)181 angle::Result BufferGL::map(const gl::Context *context, GLenum access, void **mapPtr)
182 {
183     ContextGL *contextGL         = GetImplAs<ContextGL>(context);
184     const FunctionsGL *functions = GetFunctionsGL(context);
185     StateManagerGL *stateManager = GetStateManagerGL(context);
186 
187     if (mShadowCopy.has_value())
188     {
189         *mapPtr = mShadowCopy->data();
190     }
191     else
192     {
193         stateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
194         if (functions->mapBuffer)
195         {
196             *mapPtr = ANGLE_GL_TRY(
197                 context, functions->mapBuffer(gl::ToGLenum(DestBufferOperationTarget), access));
198         }
199         else
200         {
201             ASSERT(functions->mapBufferRange && access == GL_WRITE_ONLY_OES);
202             *mapPtr = ANGLE_GL_TRY(
203                 context, functions->mapBufferRange(gl::ToGLenum(DestBufferOperationTarget), 0,
204                                                    mBufferSize, GL_MAP_WRITE_BIT));
205         }
206 
207         // Unbind the mapped buffer from the array buffer binding. Some drivers generate errors if
208         // any mapped buffer is bound to array buffer bindings.
209         // crbug.com/1345777
210         stateManager->bindBuffer(DestBufferOperationTarget, 0);
211     }
212 
213     mIsMapped  = true;
214     mMapOffset = 0;
215     mMapSize   = mBufferSize;
216 
217     contextGL->markWorkSubmitted();
218 
219     return angle::Result::Continue;
220 }
221 
mapRange(const gl::Context * context,size_t offset,size_t length,GLbitfield access,void ** mapPtr)222 angle::Result BufferGL::mapRange(const gl::Context *context,
223                                  size_t offset,
224                                  size_t length,
225                                  GLbitfield access,
226                                  void **mapPtr)
227 {
228     ContextGL *contextGL         = GetImplAs<ContextGL>(context);
229     const FunctionsGL *functions = GetFunctionsGL(context);
230     StateManagerGL *stateManager = GetStateManagerGL(context);
231 
232     if (mShadowCopy.has_value())
233     {
234         *mapPtr = mShadowCopy->data() + offset;
235     }
236     else
237     {
238         stateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
239         *mapPtr =
240             ANGLE_GL_TRY(context, functions->mapBufferRange(gl::ToGLenum(DestBufferOperationTarget),
241                                                             offset, length, access));
242 
243         // Unbind the mapped buffer from the array buffer binding. Some drivers generate errors if
244         // any mapped buffer is bound to array buffer bindings.
245         // crbug.com/1345777
246         stateManager->bindBuffer(DestBufferOperationTarget, 0);
247     }
248 
249     mIsMapped  = true;
250     mMapOffset = offset;
251     mMapSize   = length;
252 
253     contextGL->markWorkSubmitted();
254 
255     return angle::Result::Continue;
256 }
257 
unmap(const gl::Context * context,GLboolean * result)258 angle::Result BufferGL::unmap(const gl::Context *context, GLboolean *result)
259 {
260     ContextGL *contextGL         = GetImplAs<ContextGL>(context);
261     const FunctionsGL *functions = GetFunctionsGL(context);
262     StateManagerGL *stateManager = GetStateManagerGL(context);
263 
264     ASSERT(result);
265     ASSERT(mIsMapped);
266 
267     if (mShadowCopy.has_value())
268     {
269         stateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
270         ANGLE_GL_TRY(context,
271                      functions->bufferSubData(gl::ToGLenum(DestBufferOperationTarget), mMapOffset,
272                                               mMapSize, mShadowCopy->data() + mMapOffset));
273         *result = GL_TRUE;
274     }
275     else
276     {
277         stateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
278         *result =
279             ANGLE_GL_TRY(context, functions->unmapBuffer(gl::ToGLenum(DestBufferOperationTarget)));
280     }
281 
282     mIsMapped = false;
283 
284     contextGL->markWorkSubmitted();
285 
286     return angle::Result::Continue;
287 }
288 
getIndexRange(const gl::Context * context,gl::DrawElementsType type,size_t offset,size_t count,bool primitiveRestartEnabled,gl::IndexRange * outRange)289 angle::Result BufferGL::getIndexRange(const gl::Context *context,
290                                       gl::DrawElementsType type,
291                                       size_t offset,
292                                       size_t count,
293                                       bool primitiveRestartEnabled,
294                                       gl::IndexRange *outRange)
295 {
296     ContextGL *contextGL         = GetImplAs<ContextGL>(context);
297     const FunctionsGL *functions = GetFunctionsGL(context);
298     StateManagerGL *stateManager = GetStateManagerGL(context);
299 
300     ASSERT(!mIsMapped);
301 
302     if (mShadowCopy.has_value())
303     {
304         *outRange = gl::ComputeIndexRange(type, mShadowCopy->data() + offset, count,
305                                           primitiveRestartEnabled);
306     }
307     else
308     {
309         stateManager->bindBuffer(DestBufferOperationTarget, mBufferID);
310 
311         const GLuint typeBytes = gl::GetDrawElementsTypeSize(type);
312         const uint8_t *bufferData =
313             MapBufferRangeWithFallback(functions, gl::ToGLenum(DestBufferOperationTarget), offset,
314                                        count * typeBytes, GL_MAP_READ_BIT);
315         if (bufferData)
316         {
317             *outRange = gl::ComputeIndexRange(type, bufferData, count, primitiveRestartEnabled);
318             ANGLE_GL_TRY(context, functions->unmapBuffer(gl::ToGLenum(DestBufferOperationTarget)));
319         }
320         else
321         {
322             // Workaround the null driver not having map support.
323             *outRange = gl::IndexRange(0, 0, 1);
324         }
325     }
326 
327     contextGL->markWorkSubmitted();
328 
329     return angle::Result::Continue;
330 }
331 
getBufferSize() const332 size_t BufferGL::getBufferSize() const
333 {
334     return mBufferSize;
335 }
336 
getBufferID() const337 GLuint BufferGL::getBufferID() const
338 {
339     return mBufferID;
340 }
341 }  // namespace rx
342