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kc3-lang/angle/src/libANGLE/VertexAttribute.cpp

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  • Author : Geoff Lang
    Date : 2017-05-30 16:19:23
    Hash : 9ab5b822
    Message : Validate that vertex shader input matches the vertex attribute types. BUG=angleproject:2012 TEST=conformance2/rendering/attrib-type-match Change-Id: Ic282e0933a5c3c377322dd484534fcc1dfcb3840 Reviewed-on: https://chromium-review.googlesource.com/517974 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>

  • src/libANGLE/VertexAttribute.cpp
  • //
    // Copyright 2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    // Implementation of the state classes for mananging GLES 3.1 Vertex Array Objects.
    //
    
    #include "libANGLE/VertexAttribute.h"
    
    namespace gl
    {
    
    // [OpenGL ES 3.1] (November 3, 2016) Section 20 Page 361
    // Table 20.2: Vertex Array Object State
    VertexBinding::VertexBinding() : stride(16u), divisor(0), offset(0)
    {
    }
    
    VertexBinding::VertexBinding(VertexBinding &&binding)
    {
        *this = std::move(binding);
    }
    
    VertexBinding &VertexBinding::operator=(VertexBinding &&binding)
    {
        if (this != &binding)
        {
            stride  = binding.stride;
            divisor = binding.divisor;
            offset  = binding.offset;
    
            buffer.set(binding.buffer.get());
            binding.buffer.set(nullptr);
        }
        return *this;
    }
    
    VertexAttribute::VertexAttribute(GLuint bindingIndex)
        : enabled(false),
          type(GL_FLOAT),
          size(4u),
          normalized(false),
          pureInteger(false),
          pointer(nullptr),
          relativeOffset(0),
          vertexAttribArrayStride(0),
          bindingIndex(bindingIndex)
    {
    }
    
    VertexAttribute::VertexAttribute(VertexAttribute &&attrib)
        : enabled(attrib.enabled),
          type(attrib.type),
          size(attrib.size),
          normalized(attrib.normalized),
          pureInteger(attrib.pureInteger),
          pointer(attrib.pointer),
          relativeOffset(attrib.relativeOffset),
          vertexAttribArrayStride(attrib.vertexAttribArrayStride),
          bindingIndex(attrib.bindingIndex)
    {
    }
    
    VertexAttribute &VertexAttribute::operator=(VertexAttribute &&attrib)
    {
        if (this != &attrib)
        {
            enabled                 = attrib.enabled;
            type                    = attrib.type;
            size                    = attrib.size;
            normalized              = attrib.normalized;
            pureInteger             = attrib.pureInteger;
            pointer                 = attrib.pointer;
            relativeOffset          = attrib.relativeOffset;
            vertexAttribArrayStride = attrib.vertexAttribArrayStride;
            bindingIndex            = attrib.bindingIndex;
        }
        return *this;
    }
    
    size_t ComputeVertexAttributeTypeSize(const VertexAttribute& attrib)
    {
        GLuint size = attrib.size;
        switch (attrib.type)
        {
          case GL_BYTE:                        return size * sizeof(GLbyte);
          case GL_UNSIGNED_BYTE:               return size * sizeof(GLubyte);
          case GL_SHORT:                       return size * sizeof(GLshort);
          case GL_UNSIGNED_SHORT:              return size * sizeof(GLushort);
          case GL_INT:                         return size * sizeof(GLint);
          case GL_UNSIGNED_INT:                return size * sizeof(GLuint);
          case GL_INT_2_10_10_10_REV:          return 4;
          case GL_UNSIGNED_INT_2_10_10_10_REV: return 4;
          case GL_FIXED:                       return size * sizeof(GLfixed);
          case GL_HALF_FLOAT:                  return size * sizeof(GLhalf);
          case GL_FLOAT:                       return size * sizeof(GLfloat);
          default: UNREACHABLE();              return size * sizeof(GLfloat);
        }
    }
    
    size_t ComputeVertexAttributeStride(const VertexAttribute &attrib, const VertexBinding &binding)
    {
        // In ES 3.1, VertexAttribPointer will store the type size in the binding stride.
        // Hence, rendering always uses the binding's stride.
        return attrib.enabled ? binding.stride : 16u;
    }
    
    // Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
    GLintptr ComputeVertexAttributeOffset(const VertexAttribute &attrib, const VertexBinding &binding)
    {
        return attrib.relativeOffset + binding.offset;
    }
    
    size_t ComputeVertexBindingElementCount(const VertexBinding &binding,
                                            size_t drawCount,
                                            size_t instanceCount)
    {
        // For instanced rendering, we draw "instanceDrawCount" sets of "vertexDrawCount" vertices.
        //
        // A vertex attribute with a positive divisor loads one instanced vertex for every set of
        // non-instanced vertices, and the instanced vertex index advances once every "mDivisor"
        // instances.
        if (instanceCount > 0 && binding.divisor > 0)
        {
            // When instanceDrawCount is not a multiple attrib.divisor, the division must round up.
            // For instance, with 5 non-instanced vertices and a divisor equal to 3, we need 2 instanced
            // vertices.
            return (instanceCount + binding.divisor - 1u) / binding.divisor;
        }
    
        return drawCount;
    }
    
    GLenum GetVertexAttributeBaseType(const VertexAttribute &attrib)
    {
        if (attrib.pureInteger)
        {
            switch (attrib.type)
            {
                case GL_BYTE:
                case GL_SHORT:
                case GL_INT:
                    return GL_INT;
    
                case GL_UNSIGNED_BYTE:
                case GL_UNSIGNED_SHORT:
                case GL_UNSIGNED_INT:
                    return GL_UNSIGNED_INT;
    
                default:
                    UNREACHABLE();
                    return GL_NONE;
            }
        }
        else
        {
            return GL_FLOAT;
        }
    }
    
    }  // namespace gl