[Feat] (MG_State/MG_Impl): ARB_vertex_attrib_binding + ARB_multi_bind state model

Add a separate binding-point model to VertexArrayObject with eager
resolution into the flat per-attribute view backends already consume.
Implements glBindVertexBuffer(s), glVertexAttrib(I)Format,
glVertexAttribBinding, glVertexBindingDivisor and the DSA variants
(glVertexArrayAttribBinding, glVertexArrayBindingDivisor,
glVertexArrayVertexBuffers), fixing glVertexArrayVertexBuffer which
previously conflated binding index with attribute index. Multi-bind
(glBindBuffersBase/Range) loops over the single-bind entry points.

Needed by Flywheel's indirect backend (GlVertexArrayDSA setup path).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-08 13:32:40 +00:00
co-authored by Claude Fable 5
parent f355080b6f
commit 9fbb708e64
7 changed files with 303 additions and 37 deletions
@@ -51,6 +51,9 @@ namespace MobileGL::MG_State::GLState {
SizeT offset, Bool isInteger) {
if (index >= MAX_VERTEX_ATTRIBS) return;
// The classic pointer-style API takes back full ownership of the resolved fields.
m_attributeUsesBindingModel[index] = false;
if (m_attributes[index].Size == size && m_attributes[index].Type == type &&
m_attributes[index].Normalized == normalized && m_attributes[index].Stride == stride &&
m_attributes[index].Offset == offset && m_attributes[index].IsInteger == isInteger) {
@@ -116,6 +119,91 @@ namespace MobileGL::MG_State::GLState {
return m_attributes[index].Divisor;
}
void VertexArrayObject::ResolveAttributeFromBinding(Uint attribIndex) {
if (attribIndex >= MAX_VERTEX_ATTRIBS) return;
if (!m_attributeUsesBindingModel[attribIndex]) return;
const Uint bindingIndex = m_attributeBindingIndex[attribIndex];
if (bindingIndex >= MAX_VERTEX_ATTRIB_BINDINGS) return;
const auto& binding = m_bindingPoints[bindingIndex];
auto& attr = m_attributes[attribIndex];
const SizeT resolvedOffset = binding.Offset + m_attributeRelativeOffset[attribIndex];
if (attr.Stride != binding.Stride || attr.Offset != resolvedOffset || attr.Divisor != binding.Divisor) {
attr.Stride = binding.Stride;
attr.Offset = resolvedOffset;
attr.Divisor = binding.Divisor;
BumpAttributeFormatVersion(attribIndex);
}
if (attr.Buffer != binding.Buffer) {
attr.Buffer = binding.Buffer;
BumpAttributeBufferVersion(attribIndex);
}
}
void VertexArrayObject::SetBindingBuffer(Uint bindingIndex, const SharedPtr<BufferObject>& buffer, SizeT offset,
int stride) {
if (bindingIndex >= MAX_VERTEX_ATTRIB_BINDINGS) return;
auto& binding = m_bindingPoints[bindingIndex];
binding.Buffer = buffer;
binding.Offset = offset;
binding.Stride = stride;
for (Uint attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; ++attribIndex) {
if (m_attributeBindingIndex[attribIndex] == bindingIndex) {
// Binding a vertex buffer to a binding point adopts every attribute currently
// mapped to that binding point into the binding model (the default mapping is
// attribute i -> binding i, which matches the GL 4.3 rules for state mixing).
m_attributeUsesBindingModel[attribIndex] = true;
ResolveAttributeFromBinding(attribIndex);
}
}
}
void VertexArrayObject::SetBindingDivisor(Uint bindingIndex, Uint divisor) {
if (bindingIndex >= MAX_VERTEX_ATTRIB_BINDINGS) return;
m_bindingPoints[bindingIndex].Divisor = divisor;
for (Uint attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; ++attribIndex) {
if (m_attributeBindingIndex[attribIndex] == bindingIndex && m_attributeUsesBindingModel[attribIndex]) {
ResolveAttributeFromBinding(attribIndex);
}
}
}
void VertexArrayObject::SetAttributeBinding(Uint attribIndex, Uint bindingIndex) {
if (attribIndex >= MAX_VERTEX_ATTRIBS) return;
if (bindingIndex >= MAX_VERTEX_ATTRIB_BINDINGS) return;
m_attributeBindingIndex[attribIndex] = bindingIndex;
m_attributeUsesBindingModel[attribIndex] = true;
ResolveAttributeFromBinding(attribIndex);
}
void VertexArrayObject::SetAttributeFormatSeparate(Uint attribIndex, int size, DataType type, Bool normalized,
Bool isInteger, Uint relativeOffset) {
if (attribIndex >= MAX_VERTEX_ATTRIBS) return;
if (size < 1 || size > 4) return;
auto& attr = m_attributes[attribIndex];
if (attr.Size != size || attr.Type != type || attr.Normalized != normalized || attr.IsInteger != isInteger ||
m_attributeRelativeOffset[attribIndex] != relativeOffset) {
attr.Size = size;
attr.Type = type;
attr.Normalized = normalized;
attr.IsInteger = isInteger;
m_attributeRelativeOffset[attribIndex] = relativeOffset;
BumpAttributeFormatVersion(attribIndex);
}
m_attributeUsesBindingModel[attribIndex] = true;
ResolveAttributeFromBinding(attribIndex);
}
void VertexArrayObject::BumpAttributeFormatVersion(Uint index) {
if (index >= MAX_VERTEX_ATTRIBS) return;
++m_attributeVersions[index].FormatVersion;
@@ -26,6 +26,16 @@ namespace MobileGL {
SharedPtr<BufferObject> Buffer;
};
// ARB_vertex_attrib_binding separate binding point. Attributes configured through the
// binding-point API are resolved eagerly into the flat VertexAttribute view above, so
// backends keep consuming resolved attributes and never see binding points.
struct VertexBufferBindingPoint {
SharedPtr<BufferObject> Buffer;
SizeT Offset = 0;
int Stride = 0;
Uint Divisor = 0;
};
struct VertexAttributeVersion {
Uint16 FormatVersion = 0;
Uint16 BufferVersion = 0;
@@ -35,6 +45,7 @@ namespace MobileGL {
class VertexArrayObject {
public:
static constexpr int MAX_VERTEX_ATTRIBS = 16;
static constexpr int MAX_VERTEX_ATTRIB_BINDINGS = 16;
VertexArrayObject(Uint externIndex);
@@ -58,6 +69,15 @@ namespace MobileGL {
void SetAttributeDivisor(Uint index, Uint divisor);
Uint GetAttributeDivisor(Uint index) const;
// ARB_vertex_attrib_binding style state. Each mutation re-resolves the affected
// attributes into the flat VertexAttribute view.
void SetBindingBuffer(Uint bindingIndex, const SharedPtr<BufferObject>& buffer, SizeT offset,
int stride);
void SetBindingDivisor(Uint bindingIndex, Uint divisor);
void SetAttributeBinding(Uint attribIndex, Uint bindingIndex);
void SetAttributeFormatSeparate(Uint attribIndex, int size, DataType type, Bool normalized,
Bool isInteger, Uint relativeOffset);
const VertexAttributeVersion& GetAttributeVersion(Uint index) const;
const Array<VertexAttributeVersion, MAX_VERTEX_ATTRIBS>& GetAllAttributeVersions() const;
@@ -65,11 +85,21 @@ namespace MobileGL {
void BumpAttributeFormatVersion(Uint index);
void BumpAttributeBufferVersion(Uint index);
void BumpAttributeSwitchVersion(Uint index);
void ResolveAttributeFromBinding(Uint attribIndex);
const Uint m_externalIndex = 0;
Array<VertexAttribute, MAX_VERTEX_ATTRIBS> m_attributes;
Array<VertexAttributeVersion, MAX_VERTEX_ATTRIBS> m_attributeVersions;
BindingSlot<BufferObject> m_indexBufferBindingSlot;
Array<VertexBufferBindingPoint, MAX_VERTEX_ATTRIB_BINDINGS> m_bindingPoints;
Array<Uint, MAX_VERTEX_ATTRIBS> m_attributeBindingIndex = {0, 1, 2, 3, 4, 5, 6, 7,
8, 9, 10, 11, 12, 13, 14, 15};
Array<Uint, MAX_VERTEX_ATTRIBS> m_attributeRelativeOffset = {};
// Set once an attribute (or its binding point) is touched through the
// ARB_vertex_attrib_binding API; only such attributes are re-resolved, so the
// classic glVertexAttribPointer path keeps its exact historical behavior.
Array<Bool, MAX_VERTEX_ATTRIBS> m_attributeUsesBindingModel = {};
};
} // namespace GLState
} // namespace MG_State