[core] Bind only active attributes in order to avoid exceeding attribute limits (#9373)

Introducing two new attributes to enable property functions for line-width (#9250) pushed the attribute count over GL_MAX_VERTEX_ATTRIBS on some devices. Now we selectively bind only attributes that are used, making it unlikely to surpass GL_MAX_VERTEX_ATTRIBS.
This commit is contained in:
Lauren Budorick
2017-06-29 11:29:48 -07:00
committed by John Firebaugh
parent e8272ebdbb
commit eed89fcf9d
3 changed files with 64 additions and 6 deletions

View File

@@ -2,14 +2,55 @@
#include <mbgl/gl/context.hpp>
#include <mbgl/gl/gl.hpp>
#include <cstring>
namespace mbgl {
namespace gl {
AttributeLocation bindAttributeLocation(ProgramID id, AttributeLocation location, const char* name) {
assert(location < 8);
MBGL_CHECK_ERROR(glBindAttribLocation(id, location, name));
return location;
}
int32_t getActiveAttributeCount(ProgramID id) {
GLint numAttributes;
MBGL_CHECK_ERROR(glGetProgramiv(id, GL_ACTIVE_ATTRIBUTES, &numAttributes));
return numAttributes;
}
int32_t getMaxAttributeNameLength(ProgramID id) {
GLint nameLength;
MBGL_CHECK_ERROR(glGetProgramiv(id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &nameLength));
return nameLength;
}
std::string getAttributeName(ProgramID id, int32_t maxLength, AttributeLocation location) {
std::string attributeName;
attributeName.resize(maxLength);
GLsizei actualLength;
GLint size;
GLenum type;
MBGL_CHECK_ERROR(glGetActiveAttrib(id, static_cast<GLuint>(location),
static_cast<GLsizei>(maxLength), &actualLength, &size, &type,
const_cast<char*>(attributeName.data())));
attributeName.resize(actualLength);
return attributeName;
}
std::set<std::string> getActiveAttributes(ProgramID id) {
std::set<std::string> activeAttributes;
GLint attributeCount = getActiveAttributeCount(id);
GLint maxAttributeLength = getMaxAttributeNameLength(id);
for (int32_t i = 0; i < attributeCount; i++) {
activeAttributes.emplace(getAttributeName(id, maxAttributeLength, i));
}
return activeAttributes;
}
void DisabledAttribute::bind(Context&, AttributeLocation location, std::size_t) const {
MBGL_CHECK_ERROR(glDisableVertexAttribArray(location));
}
@@ -25,6 +66,11 @@ template <> DataType DataTypeOf<float> = DataType::Float;
template <class T, std::size_t N>
void AttributeBinding<T, N>::bind(Context& context, AttributeLocation location, std::size_t vertexOffset) const {
// FillProgram will attempt to bind at location -1 because it includes
// a fill-outline-color paint property but does not use it or have an
// a_outline_color shader attribute - in this case, we have nothing to bind.
if (location == -1) return;
context.vertexBuffer = vertexBuffer;
MBGL_CHECK_ERROR(glEnableVertexAttribArray(location));
MBGL_CHECK_ERROR(glVertexAttribPointer(

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@@ -8,6 +8,7 @@
#include <cstddef>
#include <vector>
#include <set>
#include <functional>
namespace mbgl {
@@ -223,6 +224,7 @@ const std::size_t Vertex<A1, A2, A3, A4, A5>::attributeOffsets[5] = {
} // namespace detail
AttributeLocation bindAttributeLocation(ProgramID, AttributeLocation, const char * name);
std::set<std::string> getActiveAttributes(ProgramID);
template <class... As>
class Attributes {
@@ -242,7 +244,15 @@ public:
static constexpr std::size_t Index = TypeIndex<A, As...>::value;
static Locations bindLocations(const ProgramID& id) {
return Locations { bindAttributeLocation(id, Index<As>, As::name())... };
std::set<std::string> activeAttributes = getActiveAttributes(id);
AttributeLocation location = -1;
auto bindAndIncrement = [&](const char* name) {
location++;
return bindAttributeLocation(id, location, name);
};
return Locations{ (activeAttributes.count(As::name()) ? bindAndIncrement(As::name())
: -1)... };
}
template <class Program>

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@@ -33,15 +33,17 @@ public:
: program(
context.createProgram(context.createShader(ShaderType::Vertex, vertexSource),
context.createShader(ShaderType::Fragment, fragmentSource))),
attributeLocations(Attributes::bindLocations(program)),
uniformsState((context.linkProgram(program), Uniforms::bindLocations(program))) {
uniformsState((context.linkProgram(program), Uniforms::bindLocations(program))),
attributeLocations(Attributes::bindLocations(program)) {
// Re-link program after manually binding only active attributes in Attributes::bindLocations
context.linkProgram(program);
}
template <class BinaryProgram>
Program(Context& context, const BinaryProgram& binaryProgram)
: program(context.createProgram(binaryProgram.format(), binaryProgram.code())),
attributeLocations(Attributes::loadNamedLocations(binaryProgram)),
uniformsState(Uniforms::loadNamedLocations(binaryProgram)) {
uniformsState(Uniforms::loadNamedLocations(binaryProgram)),
attributeLocations(Attributes::loadNamedLocations(binaryProgram)) {
}
static Program createProgram(gl::Context& context,
@@ -144,8 +146,8 @@ public:
private:
UniqueProgram program;
typename Attributes::Locations attributeLocations;
typename Uniforms::State uniformsState;
typename Attributes::Locations attributeLocations;
};
} // namespace gl