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kc3-lang/angle/src/libANGLE/VertexAttribute.cpp

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  • Author : James Darpinian
    Date : 2018-06-22 17:53:57
    Hash : 09303e44
    Message : Treat transform feedback generic binding point specially The transform feedback generic binding point is not part of the transform feedback object and is not used for transform feedback. Only the indexed binding points are used. A buffer that is bound to the generic binding point should be usable for either transform feedback or non-transform-feedback purposes. Bug: 853978 Change-Id: I5b730212c65524188134ac34645328328664f0a4 Reviewed-on: https://chromium-review.googlesource.com/1112841 Commit-Queue: James Darpinian <jdarpinian@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/VertexAttribute.cpp
  • //
    // 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), mCachedBufferSizeMinusOffset(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);
            mCachedBufferSizeMinusOffset = binding.mCachedBufferSizeMinusOffset;
        }
        return *this;
    }
    
    void VertexBinding::setBuffer(const gl::Context *context, Buffer *bufferIn, bool containerIsBound)
    {
        if (mBuffer.get() && containerIsBound)
            mBuffer->onBindingChanged(context, false, BufferBinding::Array, true);
        mBuffer.set(context, bufferIn);
        if (mBuffer.get() && containerIsBound)
            mBuffer->onBindingChanged(context, true, BufferBinding::Array, true);
    }
    
    void VertexBinding::onContainerBindingChanged(const Context *context, bool bound) const
    {
        if (mBuffer.get())
            mBuffer->onBindingChanged(context, bound, BufferBinding::Array, true);
    }
    
    void VertexBinding::updateCachedBufferSizeMinusOffset()
    {
        if (mBuffer.get())
        {
            angle::CheckedNumeric<GLuint64> checkedSize(mBuffer->getSize());
            angle::CheckedNumeric<GLuint64> checkedOffset(mOffset);
    
            // Use a default value of zero so checks will fail on overflow.
            mCachedBufferSizeMinusOffset = (checkedSize - checkedOffset).ValueOrDefault(0);
        }
        else
        {
            mCachedBufferSizeMinusOffset = 0;
        }
    }
    
    VertexAttribute::VertexAttribute(GLuint bindingIndex)
        : enabled(false),
          type(GL_FLOAT),
          size(4u),
          normalized(false),
          pureInteger(false),
          pointer(nullptr),
          relativeOffset(0),
          vertexAttribArrayStride(0),
          bindingIndex(bindingIndex),
          cachedSizePlusRelativeOffset(16)
    {
    }
    
    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),
          cachedSizePlusRelativeOffset(attrib.cachedSizePlusRelativeOffset)
    {
    }
    
    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;
            cachedSizePlusRelativeOffset = attrib.cachedSizePlusRelativeOffset;
        }
        return *this;
    }
    
    void VertexAttribute::updateCachedSizePlusRelativeOffset()
    {
        ASSERT(relativeOffset <=
               std::numeric_limits<GLuint64>::max() - ComputeVertexAttributeTypeSize(*this));
        cachedSizePlusRelativeOffset =
            relativeOffset + static_cast<GLuint64>(ComputeVertexAttributeTypeSize(*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