Hash :
e8a93c6e
        
        Author :
  
        
        Date :
2018-01-04T18:02:24
        
      
New transform feedback buffer binding rules Detects undefined behavior when a buffer is bound to a transform feedback binding point and a non transform feedback binding point at the same time. Also moves the transform feedback buffer generic binding point out of the transform feedback object and into the context's global state, to match driver behavior. This way binding a new transform feedback object does not affect GL_TRANSFORM_FEEDBACK_BUFFER_BINDING which is similar to how VAOs work with GL_ARRAY_BUFFER_BINDING. Bug: 696345 Change-Id: If3b9306cde7cd2197a8ce35e10c3af9ee58da0b8 Reviewed-on: https://chromium-review.googlesource.com/853130 Commit-Queue: James Darpinian <jdarpinian@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// 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() : mStride(16u), mDivisor(0), mOffset(0)
{
}
VertexBinding::VertexBinding(VertexBinding &&binding)
{
    *this = std::move(binding);
}
VertexBinding::~VertexBinding()
{
}
VertexBinding &VertexBinding::operator=(VertexBinding &&binding)
{
    if (this != &binding)
    {
        mStride  = binding.mStride;
        mDivisor = binding.mDivisor;
        mOffset  = binding.mOffset;
        std::swap(binding.mBuffer, mBuffer);
    }
    return *this;
}
void VertexBinding::setBuffer(const gl::Context *context, Buffer *bufferIn, bool containerIsBound)
{
    if (mBuffer.get() && containerIsBound)
        mBuffer->onBindingChanged(false, BufferBinding::Array);
    mBuffer.set(context, bufferIn);
    if (mBuffer.get() && containerIsBound)
        mBuffer->onBindingChanged(true, BufferBinding::Array);
}
void VertexBinding::onContainerBindingChanged(bool bound)
{
    if (mBuffer.get())
        mBuffer->onBindingChanged(bound, BufferBinding::Array);
}
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.getStride() : 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.getOffset();
}
size_t ComputeVertexBindingElementCount(GLuint divisor, 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 && 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 + divisor - 1u) / 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