Hash :
28682948
Author :
Date :
2025-08-14T15:20:16
Update setFloat and getFloat APIs to handle 16-32 bit transformations This change checks that if linkedUniform.isFloat16() is true, then transform 32-bit float to 16-bit half float before writing the data to memory, and transform 16-bit half float to 32-bit float after reading the data from memory. Given that we did not change buffer layout, and the spirv requirement with matrix component alignment, we have to copy transformed data row by row / col by col, or element by element. This change is no op, as none of the linkedUniform.isFloat() bit is set to true. The change will take effect in the future change when we add the compiler code that set linkedUniform.isFloat() to true. Bug: angleproject:405795981 Change-Id: I72b74eb340dae723501038875c3706ad2c1cc3f7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6851558 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Yuxin Hu <yuxinhu@google.com> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
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//
// Copyright 2016 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.
//
// renderer_utils:
// Helper methods pertaining to most or all back-ends.
//
#ifndef LIBANGLE_RENDERER_RENDERER_UTILS_H_
#define LIBANGLE_RENDERER_RENDERER_UTILS_H_
#ifdef UNSAFE_BUFFERS_BUILD
# pragma allow_unsafe_buffers
#endif
#include <cstdint>
#include <limits>
#include <map>
#include "GLSLANG/ShaderLang.h"
#include "common/angleutils.h"
#include "common/utilities.h"
#include "libANGLE/ImageIndex.h"
#include "libANGLE/angletypes.h"
namespace angle
{
struct FeatureSetBase;
struct Format;
struct ImageLoadContext;
enum class FormatID : uint8_t;
} // namespace angle
namespace gl
{
struct FormatType;
struct InternalFormat;
class ProgramExecutable;
class State;
} // namespace gl
namespace egl
{
class AttributeMap;
struct DisplayState;
} // namespace egl
namespace sh
{
struct BlockMemberInfo;
}
namespace rx
{
class ContextImpl;
// The possible rotations of the surface/draw framebuffer, particularly for the Vulkan back-end on
// Android.
enum class SurfaceRotation
{
Identity,
Rotated90Degrees,
Rotated180Degrees,
Rotated270Degrees,
FlippedIdentity,
FlippedRotated90Degrees,
FlippedRotated180Degrees,
FlippedRotated270Degrees,
InvalidEnum,
EnumCount = InvalidEnum,
};
bool IsRotatedAspectRatio(SurfaceRotation rotation);
using SpecConstUsageBits = angle::PackedEnumBitSet<sh::vk::SpecConstUsage, uint32_t>;
void RotateRectangle(SurfaceRotation rotation,
bool flipY,
int framebufferWidth,
int framebufferHeight,
const gl::Rectangle &incoming,
gl::Rectangle *outgoing);
using MipGenerationFunction = void (*)(size_t sourceWidth,
size_t sourceHeight,
size_t sourceDepth,
const uint8_t *sourceData,
size_t sourceRowPitch,
size_t sourceDepthPitch,
uint8_t *destData,
size_t destRowPitch,
size_t destDepthPitch);
typedef void (*PixelReadFunction)(const uint8_t *source, uint8_t *dest);
typedef void (*PixelWriteFunction)(const uint8_t *source, uint8_t *dest);
typedef void (*FastCopyFunction)(const uint8_t *source,
int srcXAxisPitch,
int srcYAxisPitch,
uint8_t *dest,
int destXAxisPitch,
int destYAxisPitch,
int width,
int height);
class FastCopyFunctionMap
{
public:
struct Entry
{
angle::FormatID formatID;
FastCopyFunction func;
};
constexpr FastCopyFunctionMap() : FastCopyFunctionMap(nullptr, 0) {}
constexpr FastCopyFunctionMap(const Entry *data, size_t size) : mSize(size), mData(data) {}
bool has(angle::FormatID formatID) const;
FastCopyFunction get(angle::FormatID formatID) const;
private:
size_t mSize;
const Entry *mData;
};
struct PackPixelsParams
{
PackPixelsParams();
PackPixelsParams(const gl::Rectangle &area,
const angle::Format &destFormat,
GLuint outputPitch,
bool reverseRowOrderIn,
gl::Buffer *packBufferIn,
ptrdiff_t offset);
gl::Rectangle area;
const angle::Format *destFormat;
GLuint outputPitch;
gl::Buffer *packBuffer;
bool reverseRowOrder;
ptrdiff_t offset;
SurfaceRotation rotation;
};
void PackPixels(const PackPixelsParams ¶ms,
const angle::Format &sourceFormat,
int inputPitch,
const uint8_t *source,
uint8_t *destination);
angle::Result GetPackPixelsParams(const gl::InternalFormat &sizedFormatInfo,
GLuint outputPitch,
const gl::PixelPackState &packState,
gl::Buffer *packBuffer,
const gl::Rectangle &area,
const gl::Rectangle &clippedArea,
rx::PackPixelsParams *paramsOut,
GLuint *skipBytesOut);
using InitializeTextureDataFunction = void (*)(size_t width,
size_t height,
size_t depth,
uint8_t *output,
size_t outputRowPitch,
size_t outputDepthPitch);
using LoadImageFunction = void (*)(const angle::ImageLoadContext &context,
size_t width,
size_t height,
size_t depth,
const uint8_t *input,
size_t inputRowPitch,
size_t inputDepthPitch,
uint8_t *output,
size_t outputRowPitch,
size_t outputDepthPitch);
struct LoadImageFunctionInfo
{
LoadImageFunctionInfo() : loadFunction(nullptr), requiresConversion(false) {}
LoadImageFunctionInfo(LoadImageFunction loadFunction, bool requiresConversion)
: loadFunction(loadFunction), requiresConversion(requiresConversion)
{}
LoadImageFunction loadFunction;
bool requiresConversion;
};
using LoadFunctionMap = LoadImageFunctionInfo (*)(GLenum);
bool ShouldUseDebugLayers(const egl::AttributeMap &attribs);
void CopyImageCHROMIUM(const uint8_t *sourceData,
size_t sourceRowPitch,
size_t sourcePixelBytes,
size_t sourceDepthPitch,
PixelReadFunction pixelReadFunction,
uint8_t *destData,
size_t destRowPitch,
size_t destPixelBytes,
size_t destDepthPitch,
PixelWriteFunction pixelWriteFunction,
GLenum destUnsizedFormat,
GLenum destComponentType,
size_t width,
size_t height,
size_t depth,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha);
// Incomplete textures are 1x1 textures filled with black, used when samplers are incomplete.
// This helper class encapsulates handling incomplete textures. Because the GL back-end
// can take advantage of the driver's incomplete textures, and because clearing multisample
// textures is so difficult, we can keep an instance of this class in the back-end instead
// of moving the logic to the Context front-end.
// This interface allows us to call-back to init a multisample texture.
class MultisampleTextureInitializer
{
public:
virtual ~MultisampleTextureInitializer() {}
virtual angle::Result initializeMultisampleTextureToBlack(const gl::Context *context,
gl::Texture *glTexture) = 0;
};
class IncompleteTextureSet final : angle::NonCopyable
{
public:
IncompleteTextureSet() = default;
~IncompleteTextureSet() = default;
void onDestroy(const gl::Context *context);
angle::Result getIncompleteTexture(const gl::Context *context,
gl::TextureType type,
gl::SamplerFormat format,
MultisampleTextureInitializer *multisampleInitializer,
gl::Texture **textureOut);
private:
using TextureMapWithSamplerFormat = angle::PackedEnumMap<gl::SamplerFormat, gl::TextureMap>;
TextureMapWithSamplerFormat mIncompleteTextures;
};
// Helpers to set a matrix uniform value based on GLSL or HLSL semantics.
// The return value indicate if the data was updated or not.
template <int cols, int rows>
struct SetFloatUniformMatrixGLSL
{
static void Run(unsigned int arrayElementOffset,
unsigned int elementCount,
GLsizei countIn,
GLboolean transpose,
const GLfloat *value,
uint8_t *targetData,
bool isFloat16);
};
template <int cols, int rows>
struct SetFloatUniformMatrixHLSL
{
static void Run(unsigned int arrayElementOffset,
unsigned int elementCount,
GLsizei countIn,
GLboolean transpose,
const GLfloat *value,
uint8_t *targetData,
bool isFloat16);
};
// Helper method to de-tranpose a matrix uniform for an API query.
void GetMatrixUniform(GLenum type,
GLfloat *dataOut,
const GLfloat *source,
bool transpose,
bool isFloat16);
template <typename NonFloatT>
void GetMatrixUniform(GLenum type,
NonFloatT *dataOut,
const NonFloatT *source,
bool transpose,
bool isFloat16);
// Contains a CPU-side buffer and its data layout, used as a shadow buffer for default uniform
// blocks in VK and WGPU backends.
struct BufferAndLayout final : private angle::NonCopyable
{
BufferAndLayout();
~BufferAndLayout();
// Shadow copies of the shader uniform data.
angle::MemoryBuffer uniformData;
// Tells us where to write on a call to a setUniform method. They are arranged in uniform
// location order.
std::vector<sh::BlockMemberInfo> uniformLayout;
};
template <typename T>
void UpdateBufferWithLayout(GLsizei count,
uint32_t arrayIndex,
int componentCount,
const T *v,
const sh::BlockMemberInfo &layoutInfo,
angle::MemoryBuffer *uniformData);
template <typename T>
void ReadFromBufferWithLayout(int componentCount,
uint32_t arrayIndex,
T *dst,
const sh::BlockMemberInfo &layoutInfo,
const angle::MemoryBuffer *uniformData,
bool isFloat16);
using DefaultUniformBlockMap = gl::ShaderMap<std::shared_ptr<BufferAndLayout>>;
template <typename T>
void SetUniform(const gl::ProgramExecutable *executable,
GLint location,
GLsizei count,
const T *v,
GLenum entryPointType,
DefaultUniformBlockMap *defaultUniformBlocks,
gl::ShaderBitSet *defaultUniformBlocksDirty);
template <int cols, int rows>
void SetUniformMatrixfv(const gl::ProgramExecutable *executable,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
DefaultUniformBlockMap *defaultUniformBlocks,
gl::ShaderBitSet *defaultUniformBlocksDirty);
template <typename T>
void GetUniform(const gl::ProgramExecutable *executable,
GLint location,
T *v,
GLenum entryPointType,
const DefaultUniformBlockMap *defaultUniformBlocks);
const angle::Format &GetFormatFromFormatType(GLenum format, GLenum type);
angle::Result ComputeStartVertex(ContextImpl *contextImpl,
const gl::IndexRange &indexRange,
GLint baseVertex,
GLint *firstVertexOut);
angle::Result GetVertexRangeInfo(const gl::Context *context,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
GLint baseVertex,
GLint *startVertexOut,
size_t *vertexCountOut);
gl::Rectangle ClipRectToScissor(const gl::State &glState, const gl::Rectangle &rect, bool invertY);
// Helper method to intialize a FeatureSet with overrides from the DisplayState
void ApplyFeatureOverrides(angle::FeatureSetBase *features,
const angle::FeatureOverrides &overrides);
template <typename In>
uint32_t LineLoopRestartIndexCountHelper(GLsizei indexCount, const uint8_t *srcPtr)
{
constexpr In restartIndex = gl::GetPrimitiveRestartIndexFromType<In>();
const In *inIndices = reinterpret_cast<const In *>(srcPtr);
uint32_t numIndices = 0;
// See CopyLineLoopIndicesWithRestart() below for more info on how
// numIndices is calculated.
GLsizei loopStartIndex = 0;
for (GLsizei curIndex = 0; curIndex < indexCount; curIndex++)
{
In vertex = inIndices[curIndex];
if (vertex != restartIndex)
{
numIndices++;
}
else
{
if (curIndex > loopStartIndex)
{
if (curIndex > (loopStartIndex + 1))
{
numIndices += 1;
}
numIndices += 1;
}
loopStartIndex = curIndex + 1;
}
}
if (indexCount > (loopStartIndex + 1))
{
numIndices++;
}
return numIndices;
}
inline uint32_t GetLineLoopWithRestartIndexCount(gl::DrawElementsType glIndexType,
GLsizei indexCount,
const uint8_t *srcPtr)
{
switch (glIndexType)
{
case gl::DrawElementsType::UnsignedByte:
return LineLoopRestartIndexCountHelper<uint8_t>(indexCount, srcPtr);
case gl::DrawElementsType::UnsignedShort:
return LineLoopRestartIndexCountHelper<uint16_t>(indexCount, srcPtr);
case gl::DrawElementsType::UnsignedInt:
return LineLoopRestartIndexCountHelper<uint32_t>(indexCount, srcPtr);
default:
UNREACHABLE();
return 0;
}
}
// Writes the line-strip vertices for a line loop to outPtr,
// where outLimit is calculated as in GetPrimitiveRestartIndexCount.
// Returns number of vertices written.
template <typename In, typename Out>
size_t CopyLineLoopIndicesWithRestart(GLsizei indexCount, const uint8_t *srcPtr, uint8_t *outPtr)
{
constexpr In restartIndex = gl::GetPrimitiveRestartIndexFromType<In>();
constexpr Out outRestartIndex = gl::GetPrimitiveRestartIndexFromType<Out>();
const In *inIndices = reinterpret_cast<const In *>(srcPtr);
Out *outIndices = reinterpret_cast<Out *>(outPtr);
GLsizei loopStartIndex = 0;
for (GLsizei curIndex = 0; curIndex < indexCount; curIndex++)
{
In vertex = inIndices[curIndex];
if (vertex != restartIndex)
{
*(outIndices++) = static_cast<Out>(vertex);
}
else
{
if (curIndex > loopStartIndex)
{
if (curIndex > (loopStartIndex + 1))
{
// Emit an extra vertex only if the loop has more than one vertex.
*(outIndices++) = inIndices[loopStartIndex];
}
// Then restart the strip.
*(outIndices++) = outRestartIndex;
}
loopStartIndex = curIndex + 1;
}
}
if (indexCount > (loopStartIndex + 1))
{
// Close the last loop if it has more than one vertex.
*(outIndices++) = inIndices[loopStartIndex];
}
return static_cast<size_t>(outIndices - reinterpret_cast<Out *>(outPtr));
}
void StreamEmulatedLineLoopIndices(gl::DrawElementsType glIndexType,
GLsizei indexCount,
const uint8_t *srcPtr,
uint8_t *outPtr,
bool shouldConvertUint8);
void GetSamplePosition(GLsizei sampleCount, size_t index, GLfloat *xy);
angle::Result MultiDrawArraysGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
GLsizei drawcount);
angle::Result MultiDrawArraysIndirectGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
angle::Result MultiDrawArraysInstancedGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
GLsizei drawcount);
angle::Result MultiDrawElementsGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
GLsizei drawcount);
angle::Result MultiDrawElementsIndirectGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
angle::Result MultiDrawElementsInstancedGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
GLsizei drawcount);
angle::Result MultiDrawArraysInstancedBaseInstanceGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
const GLuint *baseInstances,
GLsizei drawcount);
angle::Result MultiDrawElementsInstancedBaseVertexBaseInstanceGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
const GLint *baseVertices,
const GLuint *baseInstances,
GLsizei drawcount);
// RAII object making sure reset uniforms is called no matter whether there's an error in draw calls
class ResetBaseVertexBaseInstance : angle::NonCopyable
{
public:
ResetBaseVertexBaseInstance(gl::ProgramExecutable *executable,
bool resetBaseVertex,
bool resetBaseInstance);
~ResetBaseVertexBaseInstance();
private:
gl::ProgramExecutable *mExecutable;
bool mResetBaseVertex;
bool mResetBaseInstance;
};
angle::FormatID ConvertToSRGB(angle::FormatID formatID);
angle::FormatID ConvertToLinear(angle::FormatID formatID);
bool IsOverridableLinearFormat(angle::FormatID formatID);
template <bool swizzledLuma = true>
const gl::ColorGeneric AdjustBorderColor(const angle::ColorGeneric &borderColorGeneric,
const angle::Format &format,
bool stencilMode);
template <typename LargerInt>
GLint LimitToInt(const LargerInt physicalDeviceValue)
{
static_assert(sizeof(LargerInt) >= sizeof(int32_t), "Incorrect usage of LimitToInt");
return static_cast<GLint>(
std::min(physicalDeviceValue, static_cast<LargerInt>(std::numeric_limits<int32_t>::max())));
}
template <typename LargerInt>
GLint LimitToIntAnd(const LargerInt physicalDeviceValue, const uint64_t cap)
{
LargerInt result = LimitToInt(physicalDeviceValue);
return static_cast<GLint>(std::min(static_cast<uint64_t>(result), cap));
}
bool TextureHasAnyRedefinedLevels(const gl::CubeFaceArray<gl::TexLevelMask> &redefinedLevels);
bool IsTextureLevelRedefined(const gl::CubeFaceArray<gl::TexLevelMask> &redefinedLevels,
gl::TextureType textureType,
gl::LevelIndex level);
enum class TextureLevelDefinition
{
Compatible = 0,
Incompatible = 1,
InvalidEnum = 2
};
enum class TextureLevelAllocation
{
WithinAllocatedImage = 0,
OutsideAllocatedImage = 1,
InvalidEnum = 2
};
// Returns true if the image should be released after the level is redefined, false otherwise.
bool TextureRedefineLevel(const TextureLevelAllocation levelAllocation,
const TextureLevelDefinition levelDefinition,
bool immutableFormat,
uint32_t levelCount,
const uint32_t layerIndex,
const gl::ImageIndex &index,
gl::LevelIndex imageFirstAllocatedLevel,
gl::CubeFaceArray<gl::TexLevelMask> *redefinedLevels);
void TextureRedefineGenerateMipmapLevels(gl::LevelIndex baseLevel,
gl::LevelIndex maxLevel,
gl::LevelIndex firstGeneratedLevel,
gl::CubeFaceArray<gl::TexLevelMask> *redefinedLevels);
enum class ImageMipLevels
{
EnabledLevels = 0,
FullMipChainForGenerateMipmap = 1,
InvalidEnum = 2,
};
enum class PipelineType
{
Graphics = 0,
Compute = 1,
InvalidEnum = 2,
EnumCount = 2,
};
// Return the log of samples. Assumes |sampleCount| is a power of 2. The result can be used to
// index an array based on sample count.
inline size_t PackSampleCount(int32_t sampleCount)
{
if (sampleCount == 0)
{
sampleCount = 1;
}
// We currently only support up to 16xMSAA.
ASSERT(1 <= sampleCount && sampleCount <= 16);
ASSERT(gl::isPow2(sampleCount));
return gl::ScanForward(static_cast<uint32_t>(sampleCount));
}
} // namespace rx
// MultiDraw macro patterns
// These macros are to avoid too much code duplication as we don't want to have if detect for
// hasDrawID/BaseVertex/BaseInstance inside for loop in a multiDrawANGLE call Part of these are put
// in the header as we want to share with specialized context impl on some platforms for multidraw
#define ANGLE_SET_DRAW_ID_UNIFORM_0(drawID) \
{}
#define ANGLE_SET_DRAW_ID_UNIFORM_1(drawID) executable->setDrawIDUniform(drawID)
#define ANGLE_SET_DRAW_ID_UNIFORM(cond) ANGLE_SET_DRAW_ID_UNIFORM_##cond
#define ANGLE_SET_BASE_VERTEX_UNIFORM_0(baseVertex) \
{}
#define ANGLE_SET_BASE_VERTEX_UNIFORM_1(baseVertex) executable->setBaseVertexUniform(baseVertex);
#define ANGLE_SET_BASE_VERTEX_UNIFORM(cond) ANGLE_SET_BASE_VERTEX_UNIFORM_##cond
#define ANGLE_SET_BASE_INSTANCE_UNIFORM_0(baseInstance) \
{}
#define ANGLE_SET_BASE_INSTANCE_UNIFORM_1(baseInstance) \
executable->setBaseInstanceUniform(baseInstance)
#define ANGLE_SET_BASE_INSTANCE_UNIFORM(cond) ANGLE_SET_BASE_INSTANCE_UNIFORM_##cond
#define ANGLE_NOOP_DRAW_ context->noopDraw(mode, counts[drawID])
#define ANGLE_NOOP_DRAW_INSTANCED \
context->noopDrawInstanced(mode, counts[drawID], instanceCounts[drawID])
#define ANGLE_NOOP_DRAW(_instanced) ANGLE_NOOP_DRAW##_instanced
#define ANGLE_MARK_TRANSFORM_FEEDBACK_USAGE_ \
gl::MarkTransformFeedbackBufferUsage(context, counts[drawID], 1)
#define ANGLE_MARK_TRANSFORM_FEEDBACK_USAGE_INSTANCED \
gl::MarkTransformFeedbackBufferUsage(context, counts[drawID], instanceCounts[drawID])
#define ANGLE_MARK_TRANSFORM_FEEDBACK_USAGE(instanced) \
ANGLE_MARK_TRANSFORM_FEEDBACK_USAGE##instanced
#endif // LIBANGLE_RENDERER_RENDERER_UTILS_H_