Hash :
2597fb64
Author :
Date :
2016-12-09T16:38:02
ES31: Refactor VertexArray for Vertex Attrib Binding
OpenGL ES3.1 feature Vertex Attrib Binding requires vertex arrays should
be split into two arrays:
1. an array of vertex buffer binding points, each of which specifies:
- a bound buffer object,
- a starting offset for vertex attribute data in that buffer object,
- a stride used by all attributes using that binding point,
- a frequency divisor used by all attributes using that binding point.
2. an array of generic vertex attribute format information records, each
of which specifies:
- a reference to one of the new buffer binding points above,
- a component count and format, and a normalization flag for the
attribute data,
- the offset of the attribute data relative to the base offset of each
vertex found at the associated binding point.
Current ANGLE implementation simply uses a struct to represent a vertex
attribute object, which does not meet the requirements above.
This patch aims to be the the basis of the implementation of all ES3.1
Vertex Attrib Binding APIs by refactoring the struct VertexAttribute and
the class VertexArray to fit the new data layout and ensuring all current
functionality is retained.
BUG=angleproject:1593
TEST=angle_unittests, angle_end2end_tests, gpu_unittests
Change-Id: Ieb41f1bf503f815fd0476d2ea045dcb863465254
Reviewed-on: https://chromium-review.googlesource.com/418880
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2002-2012 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.
//
// VertexBuffer9.h: Defines the D3D9 VertexBuffer implementation.
#ifndef LIBANGLE_RENDERER_D3D_D3D9_VERTEXBUFFER9_H_
#define LIBANGLE_RENDERER_D3D_D3D9_VERTEXBUFFER9_H_
#include "libANGLE/renderer/d3d/VertexBuffer.h"
namespace rx
{
class Renderer9;
class VertexBuffer9 : public VertexBuffer
{
public:
explicit VertexBuffer9(Renderer9 *renderer);
gl::Error initialize(unsigned int size, bool dynamicUsage) override;
// Warning: you should ensure binding really matches attrib.bindingIndex before using this
// function.
gl::Error storeVertexAttributes(const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
GLenum currentValueType,
GLint start,
GLsizei count,
GLsizei instances,
unsigned int offset,
const uint8_t *sourceData) override;
unsigned int getBufferSize() const override;
gl::Error setBufferSize(unsigned int size) override;
gl::Error discard() override;
IDirect3DVertexBuffer9 *getBuffer() const;
private:
~VertexBuffer9() override;
Renderer9 *mRenderer;
IDirect3DVertexBuffer9 *mVertexBuffer;
unsigned int mBufferSize;
bool mDynamicUsage;
};
}
#endif // LIBANGLE_RENDERER_D3D_D3D9_VERTEXBUFFER9_H_