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MobileGL/MobileGL/MG_Backend/DirectGLES/MultiDraw.cpp
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// MobileGL - MobileGL/MG_Backend/DirectGLES/MultiDraw.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#include "MultiDraw.h"
#include "Managers.h"
#include <MG_State/GLState/Core.h>
#include <cstring>
#include <limits>
namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
using MG_Config::GLESMultiDrawMode;
namespace {
// ---------------------------------------------------------------------------
// Batch shape
// ---------------------------------------------------------------------------
SizeT IndexTypeSize(GLenum type) {
switch (type) {
case GL_UNSIGNED_BYTE: return 1;
case GL_UNSIGNED_SHORT: return 2;
case GL_UNSIGNED_INT: return 4;
default: return 0;
}
}
// The index value this batch restarts on, compared at 32 bits against the zero-extended
// source index. Normally the all-ones value of the source type, which is what
// GL_PRIMITIVE_RESTART_FIXED_INDEX and GLES both restart on; with desktop
// GL_PRIMITIVE_RESTART it is instead whatever glPrimitiveRestartIndex named. The rebased
// tier turns whichever it is into 0xFFFFFFFF in its widened stream, which is what the
// driver restarts on.
//
// No truncation, deliberately, and the same rule ResolveRestartSubstitution applies: a
// restart index the source type cannot hold simply matches nothing, so returning it
// verbatim is already "this batch restarts nowhere".
Uint32 RestartSentinelFor(GLenum type) {
if (ResolveRestartSubstitution(type) != RestartSubstitutionKind::None) {
return MG_State::pGLContext->GetPrimitiveRestartIndex();
}
return MG_Util::FixedRestartIndexForGLType(type);
}
Bool RestartActive() {
return MG_State::pGLContext->IsCapabilityEnabled(CapabilityInput::PrimitiveRestart) ||
MG_State::pGLContext->IsCapabilityEnabled(CapabilityInput::PrimitiveRestartFixedIndex);
}
// Vertices per primitive for the modes whose sub-draws may be concatenated into a
// single draw without changing the primitive stream. Zero for strip/loop/fan modes
// (concatenation would weld one sub-draw's last primitive to the next sub-draw's
// first) and for GL_PATCHES, whose primitive size is dynamic tessellation state.
Uint32 ConcatenablePrimitiveSize(GLenum mode) {
switch (mode) {
case GL_POINTS: return 1;
case GL_LINES: return 2;
case GL_TRIANGLES: return 3;
case GL_LINES_ADJACENCY: return 4;
case GL_TRIANGLES_ADJACENCY: return 6;
default: return 0;
}
}
// Beyond this an emulated batch would ask for a scratch allocation measured in
// hundreds of megabytes (and the scratch ring never shrinks again); decline and let
// a per-sub-draw tier handle it instead of trying and failing inside the driver.
constexpr SizeT kMaxFlattenedIndices = SizeT{1} << 24;
// The flattening dispatch is one invocation per output index. ES 3.1 only
// guarantees 65535 work groups per dimension, and exceeding it makes
// glDispatchCompute an INVALID_VALUE no-op - which would leave the draw reading an
// uninitialised index buffer rather than failing visibly. Cap the tier there
// instead of querying: 4.19M indices is far past any real multi-draw batch, and
// beyond it the per-sub-draw tiers are the better answer anyway.
constexpr SizeT kComputeWorkGroupSize = 64;
constexpr SizeT kMaxComputeWorkGroups = 65535;
constexpr SizeT kMaxComputeFlattenedIndices = kMaxComputeWorkGroups * kComputeWorkGroupSize;
Uint BoundDrawIndirectBufferId() {
const auto& indirect =
MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::DrawIndirect).GetBoundObject();
if (!indirect) return 0;
const auto* resource = BufferImpl::EnsureBufferResource(indirect);
return resource ? resource->id : 0;
}
const SharedPtr<MG_State::GLState::BufferObject>& BoundIndexBuffer() {
static const SharedPtr<MG_State::GLState::BufferObject> none;
const auto& vao = MG_State::pGLContext->GetBoundVertexArray();
if (!vao) return none;
return vao->GetIndexBufferBindingSlot().GetBoundObject();
}
// The GL name PrepareForDraw left on GL_ELEMENT_ARRAY_BUFFER, i.e. what a tier
// that swaps in a scratch index buffer has to put back. Restoring the exact name
// matters beyond tidiness: the VAO twin memoises that it already synced this
// index binding and will not re-issue it on the next draw.
Uint BoundIndexBufferId() {
const auto& ibo = BoundIndexBuffer();
if (!ibo) return 0;
const auto* resource = BufferImpl::EnsureBufferResource(ibo);
return resource ? resource->id : 0;
}
// ---------------------------------------------------------------------------
// Scratch GL objects
//
// All of them belong to the ES context and are abandoned (not deleted) when it
// dies, exactly like XfbImpl's scatter buffer: the names are the dead context's
// to reclaim, and deleting them would target whatever the successor context
// handed out for the same name.
// ---------------------------------------------------------------------------
struct ScratchBuffer {
Uint id = 0;
SizeT capacity = 0;
SizeT cursor = 0; // ring buffers only: next free byte
};
ScratchBuffer g_indirectCommands; // synthesized DrawElementsIndirectCommand array
ScratchBuffer g_rebasedIndices; // CPU-rebased index stream
ScratchBuffer g_drawInfo; // compute tier: per-sub-draw descriptors
ScratchBuffer g_flattenedIndices; // compute tier: flattened index stream
Uint g_computeProgram = 0;
Bool g_computeProgramFailed = false;
GLint g_uElementSize = -1;
GLint g_uDrawCount = -1;
GLint g_uTotalIndices = -1;
// Reused staging, so a steady stream of batches allocates nothing.
Vector<DrawElementsIndirectCommand> g_commandStaging;
Vector<Uint32> g_indexStaging;
Vector<Uint32> g_drawInfoStaging;
Vector<GLint> g_zeroBaseVertices;
// Everything below stages through GL_ARRAY_BUFFER, the manager-wide staging target
// (BufferImpl::TempBufferTarget); binding it disturbs no VAO state.
Bool EnsureScratchName(ScratchBuffer& buffer) {
if (buffer.id != 0) return true;
GLuint id = 0;
g_GLESFuncs.glGenBuffers(1, &id);
if (id == 0) return false;
buffer.id = id;
buffer.capacity = 0;
buffer.cursor = 0;
return true;
}
// Whole-buffer upload, for the two buffers that are read from offset 0 because they
// are bound as storage blocks. Respecifies rather than sub-updates: glBufferData
// orphans the previous store, so the upload never waits on a dispatch still reading
// the old contents out of the same name.
Bool UploadScratch(ScratchBuffer& buffer, SizeT bytes, const void* data) {
if (bytes == 0) return true;
if (!EnsureScratchName(buffer)) return false;
BufferImpl::BindBufferId(BufferImpl::TempBufferTarget, buffer.id);
// Grow in powers of two so a batch that creeps up in size stops respecifying.
SizeT capacity = buffer.capacity == 0 ? bytes : buffer.capacity;
while (capacity < bytes) capacity *= 2;
g_GLESFuncs.glBufferData(BufferImpl::TempBufferTarget, static_cast<GLsizeiptr>(capacity), nullptr,
GL_STREAM_DRAW);
buffer.capacity = capacity;
buffer.cursor = 0;
if (data) {
g_GLESFuncs.glBufferSubData(BufferImpl::TempBufferTarget, 0, static_cast<GLsizeiptr>(bytes), data);
}
return true;
}
// Ring upload, for the buffers whose consumers can address a byte offset (indirect
// commands and rewritten index streams). Respecifying per batch is what an
// orphan-every-time scheme costs, and on a desktop-class driver that allocation
// dominated the tiers that use these buffers - a multi-draw of 32 sub-draws stages
// 640 bytes and paid for a fresh store to hold them. Bump-allocating instead means
// one respecify per wrap; every byte between two wraps is written exactly once, so
// nothing in flight is overwritten, and the wrap itself orphans.
constexpr SizeT kRingAlignment = 16; // >= 4, so both command and uint32-index offsets stay legal
constexpr SizeT kMinRingBytes = 1u << 16;
Bool UploadScratchRing(ScratchBuffer& buffer, SizeT bytes, const void* data, SizeT& outOffset) {
outOffset = 0;
if (bytes == 0) return true;
if (!EnsureScratchName(buffer)) return false;
BufferImpl::BindBufferId(BufferImpl::TempBufferTarget, buffer.id);
const SizeT aligned = (bytes + kRingAlignment - 1) & ~(kRingAlignment - 1);
if (buffer.capacity < aligned) {
SizeT capacity = buffer.capacity == 0 ? kMinRingBytes : buffer.capacity;
while (capacity < aligned) capacity *= 2;
g_GLESFuncs.glBufferData(BufferImpl::TempBufferTarget, static_cast<GLsizeiptr>(capacity), nullptr,
GL_STREAM_DRAW);
buffer.capacity = capacity;
buffer.cursor = 0;
} else if (buffer.cursor + aligned > buffer.capacity) {
g_GLESFuncs.glBufferData(BufferImpl::TempBufferTarget, static_cast<GLsizeiptr>(buffer.capacity),
nullptr, GL_STREAM_DRAW);
buffer.cursor = 0;
}
outOffset = buffer.cursor;
if (data) {
g_GLESFuncs.glBufferSubData(BufferImpl::TempBufferTarget, static_cast<GLintptr>(outOffset),
static_cast<GLsizeiptr>(bytes), data);
}
buffer.cursor += aligned;
return true;
}
// ---------------------------------------------------------------------------
// Tier resolution
// ---------------------------------------------------------------------------
// Best-first, and measured rather than assumed. MobileGlues orders its own Auto
// multiindirect -> indirect -> basevertex; on both ES drivers available here that
// is backwards, because staging a command buffer per batch costs more than the
// driver entries it saves. mc_sodium_multidraw (132 batches x 32 sub-draws),
// ns/op, median of three:
//
// NVIDIA ES 3.2 Mesa llvmpipe ES 3.2
// ext n/a 19300
// basevertex 2500 25200
// multiindirect 5700 27600
// drawelements 5600 28700
// indirect 5800 31000
//
// Ring-allocating the command staging (instead of respecifying per batch) was
// tried first and moved the indirect tiers by less than noise, so the cost is the
// indirect draw path itself, not the upload. Only "ext" - a real multi-draw entry
// point rather than an indirect one - actually beats replaying the sub-draws.
//
// The compute tier is deliberately absent from the ladder: it rewrites the
// primitive stream rather than replaying it, and it measured slowest of all here,
// so it stays opt-in behind the env knob (the same call MobileGlues makes - its
// Auto never selects Compute either).
constexpr GLESMultiDrawMode kAutoLadder[] = {
GLESMultiDrawMode::Ext, GLESMultiDrawMode::BaseVertex, GLESMultiDrawMode::MultiIndirect,
GLESMultiDrawMode::Indirect, GLESMultiDrawMode::DrawElements,
};
Bool SupportsTier(GLESMultiDrawMode tier) {
return IsTierSupported(g_GLESCapabilities, g_GLESFuncs, tier);
}
GLESMultiDrawMode g_resolvedTier = GLESMultiDrawMode::Auto;
Bool g_tierResolved = false;
String g_tierResolution;
void ResolveTierOnce() {
if (g_tierResolved) return;
g_tierResolved = true;
g_resolvedTier =
ResolveTier(g_GLESCapabilities, g_GLESFuncs, MG_Config::Features.EsprytMultiDrawMode,
&g_tierResolution);
MGLOG_D("DirectGLES multi-draw: %s", g_tierResolution.c_str());
}
// Which tiers have already announced themselves, one bit per GLESMultiDrawMode.
// The resolution line above says which tier was CHOSEN; this says which one a
// batch actually went through, and the two differ whenever a batch's shape
// demotes it. Worth a line each: a multi-draw path that resolves to a tier and
// then quietly runs a different one is exactly how "the batch drew nothing"
// hides.
Uint32 g_announcedTiers = 0;
void NoteTierExecuted(GLESMultiDrawMode tier) {
const Uint32 bit = 1u << static_cast<Uint32>(tier);
if (g_announcedTiers & bit) return;
g_announcedTiers |= bit;
MGLOG_D("DirectGLES multi-draw: first batch executed via tier \"%s\"", TierName(tier));
}
// The tier this particular batch can actually take. A tier is demoted here when
// the batch's own shape - not the driver - rules it out; the compute tier keeps
// its remaining feasibility checks inside its implementation, where the data it
// has to walk is already in hand.
GLESMultiDrawMode ResolveTierForBatch(Bool programReadsDrawID, Bool perSubDrawBaseVertex,
Bool hasIndexBuffer, Bool arbitraryRestart) {
ResolveTierOnce();
GLESMultiDrawMode tier = g_resolvedTier;
// Desktop GL_PRIMITIVE_RESTART restarts on an application-chosen index; the driver
// only ever restarts on the all-ones value. Every tier but the rebased one hands
// the application's own index data to the driver, which would then see no restarts
// at all and weld the primitives together. The rebased tier is the one that
// REWRITES the stream, and RestartSentinelFor already tells it which value to
// translate, so it is the only tier this batch can take.
if (arbitraryRestart) {
return GLESMultiDrawMode::DrawElements;
}
// Batched tiers issue one driver entry for the whole batch, so the emulated
// gl_DrawID uniform can only hold one value across every sub-draw. A program
// that reads gl_DrawID gets an unrolled tier, which feeds each sub-draw its
// own index (the spec's value); nothing else observes the difference. The
// emulated gl_BaseVertex is one uniform for the same reason, so a batch whose
// sub-draws carry their own base vertices unrolls too - even the Ext tier,
// which hands the driver the whole basevertex array, can only leave ONE value
// in the uniform the shader reads.
const Bool batched = tier == GLESMultiDrawMode::Ext || tier == GLESMultiDrawMode::MultiIndirect ||
tier == GLESMultiDrawMode::Compute;
if (batched && (programReadsDrawID || perSubDrawBaseVertex)) {
tier = SupportsTier(GLESMultiDrawMode::BaseVertex) ? GLESMultiDrawMode::BaseVertex
: GLESMultiDrawMode::DrawElements;
}
// The indirect tiers describe each sub-draw as an element offset into the
// bound element array buffer. A client-memory index array has no such buffer,
// and indirect draws are not defined without one.
if (!hasIndexBuffer &&
(tier == GLESMultiDrawMode::MultiIndirect || tier == GLESMultiDrawMode::Indirect)) {
tier = SupportsTier(GLESMultiDrawMode::BaseVertex) ? GLESMultiDrawMode::BaseVertex
: GLESMultiDrawMode::DrawElements;
}
return tier;
}
// ---------------------------------------------------------------------------
// Index rewriting, shared by the two tiers that fold base vertices into indices
// ---------------------------------------------------------------------------
// Both of those tiers emit GL_UNSIGNED_INT regardless of the source type. Keeping
// the source width would be wrong, not merely tight: GL adds baseVertex to the
// index at full precision, so a GL_UNSIGNED_SHORT index plus a base vertex past
// 65535 addresses a vertex the source type cannot spell. Widening also gives the
// rewritten stream a restart sentinel (0xFFFFFFFF) that survives the rebase.
void RebaseIndices(const Uint8* source, SizeT sourceIndexCount, SizeT indexSize, Int32 baseVertex,
Bool restartActive, Uint32 restartSentinel, Uint32* out) {
const Uint32 baseVertexBits = static_cast<Uint32>(baseVertex);
for (SizeT i = 0; i < sourceIndexCount; ++i) {
Uint32 value = 0;
switch (indexSize) {
case 1: value = source[i]; break;
case 2: {
Uint16 narrow = 0;
std::memcpy(&narrow, source + i * 2, sizeof(narrow));
value = narrow;
break;
}
default: std::memcpy(&value, source + i * 4, sizeof(value)); break;
}
// Unsigned wraparound is the defined behaviour for a negative base vertex.
out[i] = (restartActive && value == restartSentinel) ? 0xFFFFFFFFu : value + baseVertexBits;
}
}
// CPU-readable bytes of one sub-draw's indices, from the frontend shadow of the
// bound index buffer or straight from the client array. Null when the sub-draw
// would read outside the buffer.
const Uint8* ResolveSubDrawIndices(const SharedPtr<MG_State::GLState::BufferObject>& indexBuffer,
const Uint8* indexBufferBytes, SizeT indexBufferSize, const void* indices,
SizeT indexCount, SizeT indexSize) {
if (!indexBuffer) {
return static_cast<const Uint8*>(indices);
}
if (!indexBufferBytes) return nullptr;
const SizeT byteOffset = reinterpret_cast<SizeT>(indices);
const SizeT byteEnd = byteOffset + indexCount * indexSize;
if (byteEnd > indexBufferSize || byteEnd < byteOffset) return nullptr;
return indexBufferBytes + byteOffset;
}
// ---------------------------------------------------------------------------
// Tier: Ext - one glMultiDrawElementsBaseVertexEXT
// ---------------------------------------------------------------------------
Bool RunExt(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, GLsizei drawcount,
const GLint* basevertex) {
if (!SupportsTier(GLESMultiDrawMode::Ext)) return false;
const GLint* baseVertices = basevertex;
if (!baseVertices) {
// glMultiDrawElements: every base vertex is 0, but the entry point still
// wants an array. One permanently-zero vector serves every such batch.
if (g_zeroBaseVertices.size() < static_cast<SizeT>(drawcount)) {
g_zeroBaseVertices.resize(static_cast<SizeT>(drawcount), 0);
}
baseVertices = g_zeroBaseVertices.data();
}
g_GLESFuncs.glMultiDrawElementsBaseVertexEXT(mode, count, type, indices, drawcount, baseVertices);
NoteTierExecuted(GLESMultiDrawMode::Ext);
return true;
}
// ---------------------------------------------------------------------------
// Tiers: MultiIndirect / Indirect - synthesized indirect commands
// ---------------------------------------------------------------------------
Bool RunIndirect(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex, Bool batched, Bool feedDrawID,
Bool feedBaseVertex) {
if (!SupportsTier(batched ? GLESMultiDrawMode::MultiIndirect : GLESMultiDrawMode::Indirect)) return false;
const SizeT indexSize = IndexTypeSize(type);
if (indexSize == 0) return false;
// Indirect commands address indices as an element offset into the bound element
// array buffer, and an indirect draw is not defined without one.
const auto& indexBuffer = BoundIndexBuffer();
if (!indexBuffer) return false;
g_commandStaging.resize(static_cast<SizeT>(drawcount));
for (GLsizei i = 0; i < drawcount; ++i) {
const SizeT byteOffset = reinterpret_cast<SizeT>(indices[i]);
// firstIndex counts elements, so an offset that is not a whole number of
// them cannot be expressed as a command at all.
if (byteOffset % indexSize != 0) return false;
auto& command = g_commandStaging[static_cast<SizeT>(i)];
command.count = count[i] > 0 ? static_cast<Uint32>(count[i]) : 0u;
command.instanceCount = 1;
command.firstIndex = static_cast<Uint32>(byteOffset / indexSize);
command.baseVertex = basevertex ? basevertex[i] : 0;
command.baseInstance = 0;
}
const SizeT commandBytes = g_commandStaging.size() * sizeof(DrawElementsIndirectCommand);
SizeT commandBase = 0;
if (!UploadScratchRing(g_indirectCommands, commandBytes, g_commandStaging.data(), commandBase)) {
return false;
}
// Every synthesized command carries baseInstance 0. Say so through the direct
// path, which also clears the indirect-params word index a preceding real
// indirect draw may have left pointing into its own command buffer.
SetCurrentBaseInstance(0);
const Uint previousIndirectBinding = BoundDrawIndirectBufferId();
BufferImpl::BindBufferId(GL_DRAW_INDIRECT_BUFFER, g_indirectCommands.id);
if (batched) {
ForEachViewportRoutingPass([&] {
g_GLESFuncs.glMultiDrawElementsIndirectEXT(mode, type, reinterpret_cast<const void*>(commandBase),
drawcount, 0);
});
} else {
for (GLsizei i = 0; i < drawcount; ++i) {
if (feedDrawID) SetCurrentDrawID(static_cast<Uint32>(i));
if (feedBaseVertex) SetCurrentBaseVertex(basevertex ? basevertex[i] : 0);
const SizeT commandOffset = commandBase + static_cast<SizeT>(i) * sizeof(DrawElementsIndirectCommand);
ForEachViewportRoutingPass([&] {
g_GLESFuncs.glDrawElementsIndirect(mode, type, reinterpret_cast<const void*>(commandOffset));
});
}
if (feedDrawID) SetCurrentDrawID(0);
if (feedBaseVertex) SetCurrentBaseVertex(0);
}
BufferImpl::BindBufferId(GL_DRAW_INDIRECT_BUFFER, previousIndirectBinding);
NoteTierExecuted(batched ? GLESMultiDrawMode::MultiIndirect : GLESMultiDrawMode::Indirect);
return true;
}
// ---------------------------------------------------------------------------
// Tier: BaseVertex - the per-sub-draw replay
// ---------------------------------------------------------------------------
Bool RunBaseVertexLoop(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex, Bool feedDrawID, Bool feedBaseVertex) {
if (!SupportsTier(GLESMultiDrawMode::BaseVertex)) return false;
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] <= 0) continue;
if (feedDrawID) SetCurrentDrawID(static_cast<Uint32>(i));
if (feedBaseVertex) SetCurrentBaseVertex(basevertex ? basevertex[i] : 0);
ForEachViewportRoutingPass([&] {
g_GLESFuncs.glDrawElementsBaseVertex(mode, count[i], type, indices[i],
basevertex ? basevertex[i] : 0);
});
}
if (feedDrawID) SetCurrentDrawID(0);
if (feedBaseVertex) SetCurrentBaseVertex(0);
NoteTierExecuted(GLESMultiDrawMode::BaseVertex);
return true;
}
// ---------------------------------------------------------------------------
// Tier: DrawElements - base vertices folded into a scratch index stream
// ---------------------------------------------------------------------------
Bool RunRebasedDrawElements(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex, Bool feedDrawID,
Bool feedBaseVertex) {
const SizeT indexSize = IndexTypeSize(type);
if (indexSize == 0) return false;
SizeT total = 0;
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] > 0) total += static_cast<SizeT>(count[i]);
}
if (total == 0) return true;
if (total > kMaxFlattenedIndices) return false;
const auto& indexBuffer = BoundIndexBuffer();
const Uint8* indexBufferBytes = nullptr;
SizeT indexBufferSize = 0;
if (indexBuffer) {
// The shadow is the source of truth for CPU reads, but a persistent map or
// a shader write may have moved past it since the last sync.
indexBuffer->SyncPersistentMappedRange();
indexBuffer->SyncGpuWrites();
indexBufferBytes = indexBuffer->MappedData();
indexBufferSize = indexBuffer->GetSize();
}
const Bool restartActive = RestartActive();
const Uint32 restartSentinel = RestartSentinelFor(type);
// Widening to GL_UNSIGNED_INT gives a UBYTE/USHORT source a sentinel it can never
// spell, so those batches are lossless. A UINT source that already uses 0xFFFFFFFF as
// a real vertex index while restarting on a different one is the one shape 32 bits
// cannot express - the same corner the single-draw substitution reports.
if (restartActive && indexSize == 4 && restartSentinel != 0xFFFFFFFFu) {
MGLOG_E_ONCE("GL_PRIMITIVE_RESTART with restart index %u over GL_UNSIGNED_INT multi-draw indices: "
"any index that is already 0xFFFFFFFF will restart too, because the rewritten stream "
"has no wider sentinel to move to.",
restartSentinel);
}
g_indexStaging.resize(total);
SizeT cursor = 0;
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] <= 0) continue;
const SizeT subDrawCount = static_cast<SizeT>(count[i]);
const Uint8* source = ResolveSubDrawIndices(indexBuffer, indexBufferBytes, indexBufferSize, indices[i],
subDrawCount, indexSize);
if (!source) {
MGLOG_E_ONCE("DirectGLES multi-draw (drawelements tier): sub-draw %d reads outside the bound index "
"buffer; skipping the batch",
i);
return false;
}
RebaseIndices(source, subDrawCount, indexSize, basevertex ? basevertex[i] : 0, restartActive,
restartSentinel, g_indexStaging.data() + cursor);
cursor += subDrawCount;
}
SizeT indexBase = 0;
if (!UploadScratchRing(g_rebasedIndices, total * sizeof(Uint32), g_indexStaging.data(), indexBase)) {
return false;
}
const Uint previousIndexBinding = BoundIndexBufferId();
BufferImpl::BindBufferId(GL_ELEMENT_ARRAY_BUFFER, g_rebasedIndices.id);
cursor = 0;
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] <= 0) continue;
if (feedDrawID) SetCurrentDrawID(static_cast<Uint32>(i));
// The base vertex is folded into the rewritten index stream here, so the
// driver sees none - but gl_BaseVertex still has to report the value the
// application passed for this sub-draw.
if (feedBaseVertex) SetCurrentBaseVertex(basevertex ? basevertex[i] : 0);
ForEachViewportRoutingPass([&] {
g_GLESFuncs.glDrawElements(mode, count[i], GL_UNSIGNED_INT,
reinterpret_cast<const void*>(indexBase + cursor * sizeof(Uint32)));
});
cursor += static_cast<SizeT>(count[i]);
}
if (feedDrawID) SetCurrentDrawID(0);
if (feedBaseVertex) SetCurrentBaseVertex(0);
BufferImpl::BindBufferId(GL_ELEMENT_ARRAY_BUFFER, previousIndexBinding);
NoteTierExecuted(GLESMultiDrawMode::DrawElements);
return true;
}
// ---------------------------------------------------------------------------
// Tier: Compute - the whole batch flattened into one rebased index stream
// ---------------------------------------------------------------------------
// One index per invocation. The sub-draw an output slot belongs to is found by
// binary search over the inclusive prefix sums of the sub-draw counts, which is
// why the descriptors are sorted by construction. Sub-draws with a zero count
// repeat the previous prefix sum and are therefore skipped by the search.
//
// Three storage blocks, not the five the shape suggests: ES 3.1 only guarantees
// four per compute stage, so the per-sub-draw descriptors share one buffer.
constexpr const char* kFlattenComputeSource = R"(#version 310 es
layout(local_size_x = 64) in;
uniform uint uElementSize;
uniform uint uDrawCount;
uniform uint uTotalIndices;
layout(std430, binding = 0) readonly buffer SourceIndices { uint sourceWords[]; };
layout(std430, binding = 1) readonly buffer DrawInfo { uint drawInfo[]; };
layout(std430, binding = 2) writeonly buffer FlatIndices { uint flatIndices[]; };
uint ReadSourceIndex(uint element) {
if (uElementSize == 4u) {
return sourceWords[element];
}
if (uElementSize == 2u) {
uint word = sourceWords[element >> 1u];
return (word >> ((element & 1u) * 16u)) & 0xFFFFu;
}
uint word = sourceWords[element >> 2u];
return (word >> ((element & 3u) * 8u)) & 0xFFu;
}
void main() {
uint outIndex = gl_GlobalInvocationID.x;
if (outIndex >= uTotalIndices) {
return;
}
uint low = 0u;
uint high = uDrawCount - 1u;
while (low < high) {
uint mid = low + (high - low) / 2u;
if (drawInfo[mid * 3u + 2u] > outIndex) {
high = mid;
} else {
low = mid + 1u;
}
}
uint localIndex = outIndex - (low == 0u ? 0u : drawInfo[(low - 1u) * 3u + 2u]);
// Unsigned wraparound is the defined behaviour for a negative base vertex. No
// restart sentinel handling: the tier declines outright while restart is enabled.
flatIndices[outIndex] = ReadSourceIndex(localIndex + drawInfo[low * 3u]) + drawInfo[low * 3u + 1u];
}
)";
struct FlattenedStream {
Uint bufferId = 0;
SizeT indexCount = 0;
};
Bool EnsureComputeProgram() {
if (g_computeProgram != 0) return true;
if (g_computeProgramFailed) return false;
g_computeProgramFailed = true; // cleared again only on a complete success
const GLuint shader = g_GLESFuncs.glCreateShader(GL_COMPUTE_SHADER);
if (shader == 0) {
MGLOG_E_ONCE("DirectGLES multi-draw (compute tier): glCreateShader(GL_COMPUTE_SHADER) failed");
return false;
}
const char* source = kFlattenComputeSource;
g_GLESFuncs.glShaderSource(shader, 1, &source, nullptr);
g_GLESFuncs.glCompileShader(shader);
GLint status = GL_FALSE;
g_GLESFuncs.glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
char log[1024] = {};
g_GLESFuncs.glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
MGLOG_E_ONCE("DirectGLES multi-draw (compute tier): index-flattening shader failed to compile: %s", log);
g_GLESFuncs.glDeleteShader(shader);
return false;
}
const GLuint program = g_GLESFuncs.glCreateProgram();
if (program == 0) {
MGLOG_E_ONCE("DirectGLES multi-draw (compute tier): glCreateProgram failed");
g_GLESFuncs.glDeleteShader(shader);
return false;
}
g_GLESFuncs.glAttachShader(program, shader);
g_GLESFuncs.glLinkProgram(program);
g_GLESFuncs.glDeleteShader(shader);
g_GLESFuncs.glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status != GL_TRUE) {
char log[1024] = {};
g_GLESFuncs.glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
MGLOG_E_ONCE("DirectGLES multi-draw (compute tier): index-flattening program failed to link: %s", log);
g_GLESFuncs.glDeleteProgram(program);
return false;
}
g_computeProgram = program;
g_uElementSize = g_GLESFuncs.glGetUniformLocation(program, "uElementSize");
g_uDrawCount = g_GLESFuncs.glGetUniformLocation(program, "uDrawCount");
g_uTotalIndices = g_GLESFuncs.glGetUniformLocation(program, "uTotalIndices");
g_computeProgramFailed = false;
MGLOG_D("DirectGLES multi-draw: index-flattening compute program ready (id %u)", program);
return true;
}
// Builds the flattened stream, or leaves `out` empty when this batch's shape rules
// the tier out. Runs BEFORE PrepareForDraw - see the call site - so it may leave
// the compute program current and the first storage points unbound; the
// preparation that follows re-establishes both.
void FlattenWithCompute(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex, FlattenedStream& out) {
if (!SupportsTier(GLESMultiDrawMode::Compute)) return;
const SizeT indexSize = IndexTypeSize(type);
if (indexSize == 0) return;
// Merging sub-draws into a single draw only reproduces the original primitive
// stream for list-shaped modes: a strip, loop or fan would gain primitives
// spanning the seam between two sub-draws.
const Uint32 primitiveSize = ConcatenablePrimitiveSize(mode);
if (primitiveSize == 0) return;
// Primitive restart defeats the whole-multiple-of-a-primitive argument below,
// even for a list mode. A restart ends the current primitive, so a sub-draw of
// six GL_TRIANGLES indices with a restart after the third emits ONE triangle
// and drops the two leftover vertices - and once concatenated those leftovers
// find a third vertex in the next sub-draw and become a triangle that GL never
// draws. Splicing separator sentinels into the flattened stream could fix it,
// at the cost of a per-sub-draw offset the prefix-sum layout does not carry;
// declining is the honest trade for a tier that is already opt-in.
if (RestartActive()) return;
// The shader reads the source indices as a storage buffer, so there has to be
// a real buffer to read - a client-memory index array has none.
const auto& indexBuffer = BoundIndexBuffer();
if (!indexBuffer) return;
// A dispatch inside an open capture span is not legal, and the span would also
// observe one merged draw rather than the batch it asked for.
if (XfbImpl::IsCaptureSpanOpen()) return;
auto* sourceResource = BufferImpl::EnsureBufferResource(indexBuffer);
if (!sourceResource || sourceResource->id == 0) return;
const SizeT sourceSize = indexBuffer->GetSize();
// std430 addresses the source as uint[]; a tail shorter than a word is not
// reachable, so a narrow index type needs a word-multiple buffer.
if (indexSize < 4 && (sourceSize % 4) != 0) return;
g_drawInfoStaging.resize(3 * static_cast<SizeT>(drawcount));
SizeT total = 0;
for (GLsizei i = 0; i < drawcount; ++i) {
const SizeT subDrawCount = count[i] > 0 ? static_cast<SizeT>(count[i]) : 0;
// GL drops a trailing partial primitive per sub-draw; concatenation would
// instead splice it onto the next sub-draw's first vertices.
if (subDrawCount % primitiveSize != 0) return;
const SizeT byteOffset = reinterpret_cast<SizeT>(indices[i]);
if (byteOffset % indexSize != 0) return;
if (subDrawCount != 0) {
const SizeT byteEnd = byteOffset + subDrawCount * indexSize;
if (byteEnd > sourceSize || byteEnd < byteOffset) return;
}
total += subDrawCount;
if (total > kMaxComputeFlattenedIndices) return;
const SizeT slot = 3 * static_cast<SizeT>(i);
g_drawInfoStaging[slot] = static_cast<Uint32>(byteOffset / indexSize);
g_drawInfoStaging[slot + 1] = static_cast<Uint32>(basevertex ? basevertex[i] : 0);
g_drawInfoStaging[slot + 2] = static_cast<Uint32>(total);
}
if (total == 0) return; // nothing to draw; the ordinary tiers no-op just as well
if (!EnsureComputeProgram()) return;
if (!UploadScratch(g_drawInfo, g_drawInfoStaging.size() * sizeof(Uint32), g_drawInfoStaging.data())) {
return;
}
if (!UploadScratch(g_flattenedIndices, total * sizeof(Uint32), nullptr)) return;
BufferImpl::BindBufferBaseCached(GL_SHADER_STORAGE_BUFFER, 0, sourceResource->id);
BufferImpl::BindBufferBaseCached(GL_SHADER_STORAGE_BUFFER, 1, g_drawInfo.id);
BufferImpl::BindBufferBaseCached(GL_SHADER_STORAGE_BUFFER, 2, g_flattenedIndices.id);
g_GLESFuncs.glUseProgram(g_computeProgram);
PrgramImpl::g_lastUsedBackendProgramId = g_computeProgram;
if (g_uElementSize >= 0) g_GLESFuncs.glUniform1ui(g_uElementSize, static_cast<GLuint>(indexSize));
if (g_uDrawCount >= 0) g_GLESFuncs.glUniform1ui(g_uDrawCount, static_cast<GLuint>(drawcount));
if (g_uTotalIndices >= 0) g_GLESFuncs.glUniform1ui(g_uTotalIndices, static_cast<GLuint>(total));
g_GLESFuncs.glDispatchCompute(
static_cast<GLuint>((total + kComputeWorkGroupSize - 1) / kComputeWorkGroupSize), 1, 1);
g_GLESFuncs.glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT | GL_ELEMENT_ARRAY_BARRIER_BIT);
// Hand the storage points back to their GL default. PrepareForDraw re-syncs
// only the points the app has actually touched, so leaving a scratch buffer on
// an untouched point would keep it visible to the next shader that declares one.
for (Uint point = 0; point < 3; ++point) {
BufferImpl::BindBufferBaseCached(GL_SHADER_STORAGE_BUFFER, point, 0);
}
NoteTierExecuted(GLESMultiDrawMode::Compute);
out.bufferId = g_flattenedIndices.id;
out.indexCount = total;
}
} // namespace
// -------------------------------------------------------------------------------
// Public surface
// -------------------------------------------------------------------------------
Bool IsTierSupported(const MG_External::GLESCapabilities& caps, const MG_External::GLESFunctionsTable& funcs,
GLESMultiDrawMode tier) {
const Bool esAtLeast31 =
caps.GLESVersion.Major > 3 || (caps.GLESVersion.Major == 3 && caps.GLESVersion.Minor >= 1);
switch (tier) {
case GLESMultiDrawMode::Ext:
return caps.SupportsMultiDrawElementsBaseVertex;
case GLESMultiDrawMode::MultiIndirect:
return caps.SupportsMultiDrawIndirect && esAtLeast31 && funcs.glDrawElementsIndirect != nullptr;
case GLESMultiDrawMode::Indirect:
return esAtLeast31 && funcs.glDrawElementsIndirect != nullptr;
case GLESMultiDrawMode::BaseVertex:
return caps.SupportsDrawElementsBaseVertex;
case GLESMultiDrawMode::DrawElements:
// Plain glDrawElements over a rewritten index stream: ES 2 core, so this is
// the floor every other tier can fall back to.
return true;
case GLESMultiDrawMode::Compute:
// Three storage blocks, which is inside the four ES 3.1 guarantees per stage.
return caps.SupportsComputeShader && caps.MaxComputeShaderStorageBlocks >= 3 &&
funcs.glBindBufferBase != nullptr;
case GLESMultiDrawMode::Auto:
break;
}
return false;
}
GLESMultiDrawMode ResolveTier(const MG_External::GLESCapabilities& caps,
const MG_External::GLESFunctionsTable& funcs, GLESMultiDrawMode requested,
String* explanation) {
const auto bestAuto = [&]() {
for (const GLESMultiDrawMode tier : kAutoLadder) {
if (IsTierSupported(caps, funcs, tier)) return tier;
}
return GLESMultiDrawMode::DrawElements;
};
GLESMultiDrawMode resolved = GLESMultiDrawMode::DrawElements;
String line;
if (requested == GLESMultiDrawMode::Auto) {
resolved = bestAuto();
line = String("auto -> ") + TierName(resolved);
} else if (IsTierSupported(caps, funcs, requested)) {
resolved = requested;
line = String("MOBILEGL_ESPRYT_MULTIDRAW_MODE=") + TierName(requested) + " -> " + TierName(resolved);
} else {
resolved = bestAuto();
line = String("MOBILEGL_ESPRYT_MULTIDRAW_MODE=") + TierName(requested) +
" requested but unsupported by this driver -> " + TierName(resolved);
}
if (explanation) {
String supported;
for (const GLESMultiDrawMode tier : kAutoLadder) {
if (!IsTierSupported(caps, funcs, tier)) continue;
if (!supported.empty()) supported += ", ";
supported += TierName(tier);
}
if (IsTierSupported(caps, funcs, GLESMultiDrawMode::Compute)) {
supported += supported.empty() ? "compute (opt-in)" : ", compute (opt-in)";
}
*explanation = line + " (driver supports: " + supported + ")";
}
return resolved;
}
const char* TierName(GLESMultiDrawMode tier) {
switch (tier) {
case GLESMultiDrawMode::Auto: return "auto";
case GLESMultiDrawMode::Ext: return "ext";
case GLESMultiDrawMode::MultiIndirect: return "multiindirect";
case GLESMultiDrawMode::Indirect: return "indirect";
case GLESMultiDrawMode::BaseVertex: return "basevertex";
case GLESMultiDrawMode::DrawElements: return "drawelements";
case GLESMultiDrawMode::Compute: return "compute";
}
return "unknown";
}
GLESMultiDrawMode ResolvedTier() {
ResolveTierOnce();
return g_resolvedTier;
}
String DescribeTierResolution() {
ResolveTierOnce();
return g_tierResolution;
}
void OnBackendContextDestroyed() {
g_indirectCommands = {};
g_rebasedIndices = {};
g_drawInfo = {};
g_flattenedIndices = {};
g_computeProgram = 0;
g_computeProgramFailed = false;
g_uElementSize = -1;
g_uDrawCount = -1;
g_uTotalIndices = -1;
}
void DrawElementsBatch(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex) {
if (drawcount <= 0 || !count || !indices) return;
// Read before any GL work, because it decides the tier below: a desktop restart index
// the driver does not know about can only be honoured by the tier that rewrites the
// index stream (see ResolveTierForBatch). A restart index this index type cannot hold
// needs no rewrite at all - nothing can match it - but it does need the driver's own
// fixed-index restart held off for the batch, which is what the scope below does.
const RestartSubstitutionKind restartKind = ResolveRestartSubstitution(type);
const Bool arbitraryRestart = restartKind == RestartSubstitutionKind::RewriteIndices;
const ScopedSuppressedPrimitiveRestart restartCapOverride(restartKind);
const Bool hasIndexBuffer = BoundIndexBuffer() != nullptr;
// The compute tier dispatches BEFORE the draw state is established: doing it
// afterwards would mean unpicking the program, SSBO and index bindings
// PrepareForDraw just made, and a dispatch inside an open transform feedback
// span is not legal at all. On success it hands back a flattened index stream.
// A batch whose sub-draws carry their own base vertices cannot be flattened either
// when the program reads gl_BaseVertex: one draw call leaves one uniform value.
// Asked conservatively because this decision precedes PrepareForDraw - see
// CurrentProgramMayNeedPerSubDrawBuiltins. Flattening is the irreversible half:
// once the batch is one draw the values are gone, whereas declining to flatten only
// costs the unrolled tier.
FlattenedStream flattened;
if (ResolvedTier() == GLESMultiDrawMode::Compute &&
!CurrentProgramMayNeedPerSubDrawBuiltins(basevertex != nullptr)) {
FlattenWithCompute(mode, count, type, indices, drawcount, basevertex, flattened);
}
PrepareForDraw(DrawSyncBit::IndexBuffer);
if (flattened.indexCount != 0) {
const Uint previousIndexBinding = BoundIndexBufferId();
BufferImpl::BindBufferId(GL_ELEMENT_ARRAY_BUFFER, flattened.bufferId);
ForEachViewportRoutingPass([&] {
g_GLESFuncs.glDrawElements(mode, static_cast<GLsizei>(flattened.indexCount), GL_UNSIGNED_INT, nullptr);
});
BufferImpl::BindBufferId(GL_ELEMENT_ARRAY_BUFFER, previousIndexBinding);
return;
}
// Now that PrepareForDraw has synced the program, both questions have real answers;
// the tier choice and the per-sub-draw feeds use those, not the guess above.
const Bool feedDrawID = CurrentProgramReadsDrawID();
const Bool feedBaseVertex = basevertex != nullptr && CurrentProgramReadsBaseVertex();
const GLESMultiDrawMode tier =
ResolveTierForBatch(feedDrawID, feedBaseVertex, hasIndexBuffer, arbitraryRestart);
Bool drawn = false;
switch (tier) {
case GLESMultiDrawMode::Ext:
drawn = RunExt(mode, count, type, indices, drawcount, basevertex);
break;
case GLESMultiDrawMode::MultiIndirect:
drawn = RunIndirect(mode, count, type, indices, drawcount, basevertex, /*batched=*/true, feedDrawID,
feedBaseVertex);
break;
case GLESMultiDrawMode::Indirect:
drawn = RunIndirect(mode, count, type, indices, drawcount, basevertex, /*batched=*/false, feedDrawID,
feedBaseVertex);
break;
case GLESMultiDrawMode::BaseVertex:
drawn = RunBaseVertexLoop(mode, count, type, indices, drawcount, basevertex, feedDrawID, feedBaseVertex);
break;
case GLESMultiDrawMode::DrawElements:
drawn = RunRebasedDrawElements(mode, count, type, indices, drawcount, basevertex, feedDrawID,
feedBaseVertex);
break;
case GLESMultiDrawMode::Compute:
// Its pre-pass ran above; reaching here means it declined this batch's shape.
break;
case GLESMultiDrawMode::Auto:
break; // resolution never yields Auto
}
// Every tier above may decline a batch whose shape it cannot express. The two
// below are the floor: a base-vertex replay where the driver has one, and the
// rewritten index stream where it does not. Both are safe for any batch these
// entry points can receive - except that the base-vertex replay hands the
// application's own indices to the driver, which cannot restart on a desktop
// restart index, so that batch has only the rewriting floor.
if (!drawn && !arbitraryRestart) {
drawn = RunBaseVertexLoop(mode, count, type, indices, drawcount, basevertex, feedDrawID, feedBaseVertex);
}
if (!drawn) {
drawn = RunRebasedDrawElements(mode, count, type, indices, drawcount, basevertex, feedDrawID,
feedBaseVertex);
}
if (!drawn) {
MGLOG_E_ONCE("DirectGLES multi-draw: no usable tier for a %d sub-draw batch (mode 0x%x, type 0x%x); "
"the batch was dropped",
drawcount, mode, type);
}
}
} // namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl