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1 //
2 // Copyright 2014 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 // Implementation of the state classes for mananging GLES 3.1 Vertex Array Objects.
7 //
8 
9 #include "libANGLE/VertexAttribute.h"
10 
11 namespace gl
12 {
13 
14 // [OpenGL ES 3.1] (November 3, 2016) Section 20 Page 361
15 // Table 20.2: Vertex Array Object State
VertexBinding()16 VertexBinding::VertexBinding() : VertexBinding(0) {}
17 
VertexBinding(GLuint boundAttribute)18 VertexBinding::VertexBinding(GLuint boundAttribute) : mStride(16u), mDivisor(0), mOffset(0)
19 {
20     mBoundAttributesMask.set(boundAttribute);
21 }
22 
VertexBinding(VertexBinding && binding)23 VertexBinding::VertexBinding(VertexBinding &&binding)
24 {
25     *this = std::move(binding);
26 }
27 
~VertexBinding()28 VertexBinding::~VertexBinding() {}
29 
operator =(VertexBinding && binding)30 VertexBinding &VertexBinding::operator=(VertexBinding &&binding)
31 {
32     if (this != &binding)
33     {
34         mStride              = binding.mStride;
35         mDivisor             = binding.mDivisor;
36         mOffset              = binding.mOffset;
37         mBoundAttributesMask = binding.mBoundAttributesMask;
38         std::swap(binding.mBuffer, mBuffer);
39     }
40     return *this;
41 }
42 
onContainerBindingChanged(const Context * context,int incr) const43 void VertexBinding::onContainerBindingChanged(const Context *context, int incr) const
44 {
45     if (mBuffer.get())
46         mBuffer->onNonTFBindingChanged(incr);
47 }
48 
VertexAttribute(GLuint bindingIndex)49 VertexAttribute::VertexAttribute(GLuint bindingIndex)
50     : enabled(false),
51       format(&angle::Format::Get(angle::FormatID::R32G32B32A32_FLOAT)),
52       pointer(nullptr),
53       relativeOffset(0),
54       vertexAttribArrayStride(0),
55       bindingIndex(bindingIndex),
56       mCachedElementLimit(0)
57 {}
58 
VertexAttribute(VertexAttribute && attrib)59 VertexAttribute::VertexAttribute(VertexAttribute &&attrib)
60     : enabled(attrib.enabled),
61       format(attrib.format),
62       pointer(attrib.pointer),
63       relativeOffset(attrib.relativeOffset),
64       vertexAttribArrayStride(attrib.vertexAttribArrayStride),
65       bindingIndex(attrib.bindingIndex),
66       mCachedElementLimit(attrib.mCachedElementLimit)
67 {}
68 
operator =(VertexAttribute && attrib)69 VertexAttribute &VertexAttribute::operator=(VertexAttribute &&attrib)
70 {
71     if (this != &attrib)
72     {
73         enabled                 = attrib.enabled;
74         format                  = attrib.format;
75         pointer                 = attrib.pointer;
76         relativeOffset          = attrib.relativeOffset;
77         vertexAttribArrayStride = attrib.vertexAttribArrayStride;
78         bindingIndex            = attrib.bindingIndex;
79         mCachedElementLimit     = attrib.mCachedElementLimit;
80     }
81     return *this;
82 }
83 
updateCachedElementLimit(const VertexBinding & binding)84 void VertexAttribute::updateCachedElementLimit(const VertexBinding &binding)
85 {
86     Buffer *buffer = binding.getBuffer().get();
87     if (!buffer)
88     {
89         mCachedElementLimit = 0;
90         return;
91     }
92 
93     angle::CheckedNumeric<GLint64> bufferSize(buffer->getSize());
94     angle::CheckedNumeric<GLint64> bufferOffset(binding.getOffset());
95     angle::CheckedNumeric<GLint64> attribOffset(relativeOffset);
96     angle::CheckedNumeric<GLint64> attribSize(ComputeVertexAttributeTypeSize(*this));
97 
98     // (buffer.size - buffer.offset - attrib.relativeOffset - attrib.size) / binding.stride
99     angle::CheckedNumeric<GLint64> elementLimit =
100         (bufferSize - bufferOffset - attribOffset - attribSize);
101 
102     // Use the special integer overflow value if there was a math error.
103     if (!elementLimit.IsValid())
104     {
105         static_assert(kIntegerOverflow < 0, "Unexpected value");
106         mCachedElementLimit = kIntegerOverflow;
107         return;
108     }
109 
110     mCachedElementLimit = elementLimit.ValueOrDie();
111     if (mCachedElementLimit < 0)
112     {
113         return;
114     }
115 
116     if (binding.getStride() == 0)
117     {
118         // Special case for a zero stride. If we can fit one vertex we can fit infinite vertices.
119         mCachedElementLimit = std::numeric_limits<GLint64>::max();
120         return;
121     }
122 
123     angle::CheckedNumeric<GLint64> bindingStride(binding.getStride());
124     elementLimit /= bindingStride;
125 
126     if (binding.getDivisor() > 0)
127     {
128         // For instanced draws, the element count is floor(instanceCount - 1) / binding.divisor.
129         angle::CheckedNumeric<GLint64> bindingDivisor(binding.getDivisor());
130         elementLimit *= bindingDivisor;
131 
132         // We account for the floor() part rounding by adding a rounding constant.
133         elementLimit += bindingDivisor - 1;
134     }
135 
136     mCachedElementLimit = elementLimit.ValueOrDefault(kIntegerOverflow);
137 }
138 
ComputeVertexAttributeStride(const VertexAttribute & attrib,const VertexBinding & binding)139 size_t ComputeVertexAttributeStride(const VertexAttribute &attrib, const VertexBinding &binding)
140 {
141     // In ES 3.1, VertexAttribPointer will store the type size in the binding stride.
142     // Hence, rendering always uses the binding's stride.
143     return attrib.enabled ? binding.getStride() : 16u;
144 }
145 
146 // Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
ComputeVertexAttributeOffset(const VertexAttribute & attrib,const VertexBinding & binding)147 GLintptr ComputeVertexAttributeOffset(const VertexAttribute &attrib, const VertexBinding &binding)
148 {
149     return attrib.relativeOffset + binding.getOffset();
150 }
151 
ComputeVertexBindingElementCount(GLuint divisor,size_t drawCount,size_t instanceCount)152 size_t ComputeVertexBindingElementCount(GLuint divisor, size_t drawCount, size_t instanceCount)
153 {
154     // For instanced rendering, we draw "instanceDrawCount" sets of "vertexDrawCount" vertices.
155     //
156     // A vertex attribute with a positive divisor loads one instanced vertex for every set of
157     // non-instanced vertices, and the instanced vertex index advances once every "mDivisor"
158     // instances.
159     if (instanceCount > 0 && divisor > 0)
160     {
161         // When instanceDrawCount is not a multiple attrib.divisor, the division must round up.
162         // For instance, with 5 non-instanced vertices and a divisor equal to 3, we need 2 instanced
163         // vertices.
164         return (instanceCount + divisor - 1u) / divisor;
165     }
166 
167     return drawCount;
168 }
169 
170 }  // namespace gl
171