Hash :
476682e6
Author :
Date :
2015-06-30T10:04:29
Use std::vector for TranslatedAttribs. This allows us to cache a std::vector between calls, and avoids us calling allocation/constructors for locals, which saves us some time. It also allows us to use the vector's size to limit the range of attribs we look at. BUG=angleproject:959 Change-Id: I799ed6c92fa8fca96e92e235b125a11d2d551aab Reviewed-on: https://chromium-review.googlesource.com/277286 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: 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.
//
// VertexDataManager.h: Defines the VertexDataManager, a class that
// runs the Buffer translation process.
#ifndef LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_
#define LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_
#include "libANGLE/Constants.h"
#include "libANGLE/VertexAttribute.h"
#include "common/angleutils.h"
namespace gl
{
class State;
struct VertexAttribute;
struct VertexAttribCurrentValueData;
}
namespace rx
{
class BufferD3D;
class BufferFactoryD3D;
class StreamingVertexBufferInterface;
class VertexBuffer;
struct TranslatedAttribute
{
TranslatedAttribute()
: active(false),
attribute(NULL),
currentValueType(GL_NONE),
offset(0),
stride(0),
vertexBuffer(NULL),
storage(NULL),
serial(0),
divisor(0)
{}
bool active;
const gl::VertexAttribute *attribute;
GLenum currentValueType;
unsigned int offset;
unsigned int stride; // 0 means not to advance the read pointer at all
VertexBuffer *vertexBuffer;
BufferD3D *storage;
unsigned int serial;
unsigned int divisor;
};
class VertexDataManager : angle::NonCopyable
{
public:
VertexDataManager(BufferFactoryD3D *factory);
virtual ~VertexDataManager();
gl::Error prepareVertexData(const gl::State &state,
GLint start,
GLsizei count,
std::vector<TranslatedAttribute> *translatedAttribs,
GLsizei instances);
private:
struct CurrentValueState
{
CurrentValueState();
~CurrentValueState();
StreamingVertexBufferInterface *buffer;
gl::VertexAttribCurrentValueData data;
size_t offset;
};
gl::Error reserveSpaceForAttrib(const TranslatedAttribute &translatedAttrib,
GLsizei count,
GLsizei instances) const;
void invalidateMatchingStaticData(const gl::VertexAttribute &attrib,
const gl::VertexAttribCurrentValueData ¤tValue) const;
gl::Error storeAttribute(TranslatedAttribute *translated,
GLint start,
GLsizei count,
GLsizei instances);
gl::Error storeCurrentValue(const gl::VertexAttribCurrentValueData ¤tValue,
TranslatedAttribute *translated,
CurrentValueState *cachedState);
void hintUnmapAllResources(const std::vector<gl::VertexAttribute> &vertexAttributes);
BufferFactoryD3D *const mFactory;
StreamingVertexBufferInterface *mStreamingBuffer;
std::vector<CurrentValueState> mCurrentValueCache;
// Cache variables
std::vector<TranslatedAttribute *> mActiveEnabledAttributes;
std::vector<size_t> mActiveDisabledAttributes;
};
}
#endif // LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_