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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 // VertexArrayGL.h: Defines the class interface for VertexArrayGL.
8 
9 #ifndef LIBANGLE_RENDERER_GL_VERTEXARRAYGL_H_
10 #define LIBANGLE_RENDERER_GL_VERTEXARRAYGL_H_
11 
12 #include "libANGLE/renderer/VertexArrayImpl.h"
13 
14 #include "common/mathutil.h"
15 #include "libANGLE/Context.h"
16 #include "libANGLE/renderer/gl/ContextGL.h"
17 
18 namespace rx
19 {
20 
21 class FunctionsGL;
22 class StateManagerGL;
23 
24 class VertexArrayGL : public VertexArrayImpl
25 {
26   public:
27     VertexArrayGL(const gl::VertexArrayState &data,
28                   const FunctionsGL *functions,
29                   StateManagerGL *stateManager);
30     ~VertexArrayGL() override;
31 
32     void destroy(const gl::Context *context) override;
33 
34     angle::Result syncClientSideData(const gl::Context *context,
35                                      const gl::AttributesMask &activeAttributesMask,
36                                      GLint first,
37                                      GLsizei count,
38                                      GLsizei instanceCount) const;
39     angle::Result syncDrawElementsState(const gl::Context *context,
40                                         const gl::AttributesMask &activeAttributesMask,
41                                         GLsizei count,
42                                         gl::DrawElementsType type,
43                                         const void *indices,
44                                         GLsizei instanceCount,
45                                         bool primitiveRestartEnabled,
46                                         const void **outIndices) const;
47 
48     GLuint getVertexArrayID() const;
49     GLuint getAppliedElementArrayBufferID() const;
50 
51     angle::Result syncState(const gl::Context *context,
52                             const gl::VertexArray::DirtyBits &dirtyBits,
53                             gl::VertexArray::DirtyAttribBitsArray *attribBits,
54                             gl::VertexArray::DirtyBindingBitsArray *bindingBits) override;
55 
56     void applyNumViewsToDivisor(int numViews);
57     void applyActiveAttribLocationsMask(const gl::AttributesMask &activeMask);
58 
59   private:
60     angle::Result syncDrawState(const gl::Context *context,
61                                 const gl::AttributesMask &activeAttributesMask,
62                                 GLint first,
63                                 GLsizei count,
64                                 gl::DrawElementsType type,
65                                 const void *indices,
66                                 GLsizei instanceCount,
67                                 bool primitiveRestartEnabled,
68                                 const void **outIndices) const;
69 
70     // Apply index data, only sets outIndexRange if attributesNeedStreaming is true
71     angle::Result syncIndexData(const gl::Context *context,
72                                 GLsizei count,
73                                 gl::DrawElementsType type,
74                                 const void *indices,
75                                 bool primitiveRestartEnabled,
76                                 bool attributesNeedStreaming,
77                                 gl::IndexRange *outIndexRange,
78                                 const void **outIndices) const;
79 
80     // Returns the amount of space needed to stream all attributes that need streaming
81     // and the data size of the largest attribute
82     void computeStreamingAttributeSizes(const gl::AttributesMask &attribsToStream,
83                                         GLsizei instanceCount,
84                                         const gl::IndexRange &indexRange,
85                                         size_t *outStreamingDataSize,
86                                         size_t *outMaxAttributeDataSize) const;
87 
88     // Stream attributes that have client data
89     angle::Result streamAttributes(const gl::Context *context,
90                                    const gl::AttributesMask &attribsToStream,
91                                    GLsizei instanceCount,
92                                    const gl::IndexRange &indexRange) const;
93     void syncDirtyAttrib(const gl::Context *context,
94                          size_t attribIndex,
95                          const gl::VertexArray::DirtyAttribBits &dirtyAttribBits);
96     void syncDirtyBinding(const gl::Context *context,
97                           size_t bindingIndex,
98                           const gl::VertexArray::DirtyBindingBits &dirtyBindingBits);
99 
100     void updateAttribEnabled(size_t attribIndex);
101     void updateAttribPointer(const gl::Context *context, size_t attribIndex);
102 
103     bool supportVertexAttribBinding() const;
104 
105     void updateAttribFormat(size_t attribIndex);
106     void updateAttribBinding(size_t attribIndex);
107     void updateBindingBuffer(const gl::Context *context, size_t bindingIndex);
108     void updateBindingDivisor(size_t bindingIndex);
109 
110     void updateElementArrayBufferBinding(const gl::Context *context) const;
111 
112     void callVertexAttribPointer(GLuint attribIndex,
113                                  const gl::VertexAttribute &attrib,
114                                  GLsizei stride,
115                                  GLintptr offset) const;
116 
117     const FunctionsGL *mFunctions;
118     StateManagerGL *mStateManager;
119 
120     GLuint mVertexArrayID;
121     int mAppliedNumViews;
122 
123     // Remember the program's active attrib location mask so that attributes can be enabled/disabled
124     // based on whether they are active in the program
125     gl::AttributesMask mProgramActiveAttribLocationsMask;
126 
127     mutable gl::BindingPointer<gl::Buffer> mAppliedElementArrayBuffer;
128 
129     mutable std::vector<gl::VertexAttribute> mAppliedAttributes;
130     mutable std::vector<gl::VertexBinding> mAppliedBindings;
131 
132     mutable size_t mStreamingElementArrayBufferSize;
133     mutable GLuint mStreamingElementArrayBuffer;
134 
135     mutable size_t mStreamingArrayBufferSize;
136     mutable GLuint mStreamingArrayBuffer;
137 };
138 
syncDrawElementsState(const gl::Context * context,const gl::AttributesMask & activeAttributesMask,GLsizei count,gl::DrawElementsType type,const void * indices,GLsizei instanceCount,bool primitiveRestartEnabled,const void ** outIndices)139 ANGLE_INLINE angle::Result VertexArrayGL::syncDrawElementsState(
140     const gl::Context *context,
141     const gl::AttributesMask &activeAttributesMask,
142     GLsizei count,
143     gl::DrawElementsType type,
144     const void *indices,
145     GLsizei instanceCount,
146     bool primitiveRestartEnabled,
147     const void **outIndices) const
148 {
149     return syncDrawState(context, activeAttributesMask, 0, count, type, indices, instanceCount,
150                          primitiveRestartEnabled, outIndices);
151 }
152 
153 }  // namespace rx
154 
155 #endif  // LIBANGLE_RENDERER_GL_VERTEXARRAYGL_H_
156