Hash :
ee21a187
Author :
Date :
2019-07-04T08:51:34
Store angle::Format in gl::VertexAttribute. Instead of storing type/size/normalized/pureInteger we instead store a pointer to the angle::Format. This makes some code logic simpler and will let us more easily check if a vertex attribute format changes in calls to VertexAttribPointer or VertexAttribFormat. This CL adds extra information to angle::Format to represent the vertex format info needed. It also caches the channel count so that it can be queried faster. Also renames "Int" -> "Sint" in UtilsVk for consistency. Bug: angleproject:3256 Change-Id: I5ef9b983dad8a58c341113c802500b89ce081566 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1684293 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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//
// Copyright (c) 2013 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.
//
// Helper structures about Generic Vertex Attribute.
//
#ifndef LIBANGLE_VERTEXATTRIBUTE_H_
#define LIBANGLE_VERTEXATTRIBUTE_H_
#include "libANGLE/Buffer.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/Format.h"
namespace gl
{
class VertexArray;
//
// Implementation of Generic Vertex Attribute Bindings for ES3.1. The members are intentionally made
// private in order to hide implementation details.
//
class VertexBinding final : angle::NonCopyable
{
public:
VertexBinding();
explicit VertexBinding(GLuint boundAttribute);
VertexBinding(VertexBinding &&binding);
~VertexBinding();
VertexBinding &operator=(VertexBinding &&binding);
GLuint getStride() const { return mStride; }
void setStride(GLuint strideIn) { mStride = strideIn; }
GLuint getDivisor() const { return mDivisor; }
void setDivisor(GLuint divisorIn) { mDivisor = divisorIn; }
GLintptr getOffset() const { return mOffset; }
void setOffset(GLintptr offsetIn) { mOffset = offsetIn; }
const BindingPointer<Buffer> &getBuffer() const { return mBuffer; }
ANGLE_INLINE void setBuffer(const gl::Context *context, Buffer *bufferIn)
{
mBuffer.set(context, bufferIn);
}
// Skips ref counting for better inlined performance.
ANGLE_INLINE void assignBuffer(Buffer *bufferIn) { mBuffer.assign(bufferIn); }
void onContainerBindingChanged(const Context *context, int incr) const;
const AttributesMask &getBoundAttributesMask() const { return mBoundAttributesMask; }
void setBoundAttribute(size_t index) { mBoundAttributesMask.set(index); }
void resetBoundAttribute(size_t index) { mBoundAttributesMask.reset(index); }
private:
GLuint mStride;
GLuint mDivisor;
GLintptr mOffset;
BindingPointer<Buffer> mBuffer;
// Mapping from this binding to all of the attributes that are using this binding.
AttributesMask mBoundAttributesMask;
};
//
// Implementation of Generic Vertex Attributes for ES3.1
//
struct VertexAttribute final : private angle::NonCopyable
{
explicit VertexAttribute(GLuint bindingIndex);
VertexAttribute(VertexAttribute &&attrib);
VertexAttribute &operator=(VertexAttribute &&attrib);
// Called from VertexArray.
void updateCachedElementLimit(const VertexBinding &binding);
GLint64 getCachedElementLimit() const { return mCachedElementLimit; }
bool enabled; // For glEnable/DisableVertexAttribArray
const angle::Format *format;
const void *pointer;
GLuint relativeOffset;
GLuint vertexAttribArrayStride; // ONLY for queries of VERTEX_ATTRIB_ARRAY_STRIDE
GLuint bindingIndex;
// Special value for the cached element limit on the integer overflow case.
static constexpr GLint64 kIntegerOverflow = std::numeric_limits<GLint64>::min();
private:
// This is kept in sync by the VertexArray. It is used to optimize draw call validation.
GLint64 mCachedElementLimit;
};
ANGLE_INLINE size_t ComputeVertexAttributeTypeSize(const VertexAttribute &attrib)
{
ASSERT(attrib.format);
return attrib.format->pixelBytes;
}
// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
size_t ComputeVertexAttributeStride(const VertexAttribute &attrib, const VertexBinding &binding);
// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
GLintptr ComputeVertexAttributeOffset(const VertexAttribute &attrib, const VertexBinding &binding);
size_t ComputeVertexBindingElementCount(GLuint divisor, size_t drawCount, size_t instanceCount);
struct VertexAttribCurrentValueData
{
union
{
GLfloat FloatValues[4];
GLint IntValues[4];
GLuint UnsignedIntValues[4];
} Values;
VertexAttribType Type;
VertexAttribCurrentValueData();
void setFloatValues(const GLfloat floatValues[4]);
void setIntValues(const GLint intValues[4]);
void setUnsignedIntValues(const GLuint unsignedIntValues[4]);
};
bool operator==(const VertexAttribCurrentValueData &a, const VertexAttribCurrentValueData &b);
bool operator!=(const VertexAttribCurrentValueData &a, const VertexAttribCurrentValueData &b);
} // namespace gl
#include "VertexAttribute.inc"
#endif // LIBANGLE_VERTEXATTRIBUTE_H_