Hash :
b19d17b8
Author :
Date :
2022-12-09T14:38:08
Vulkan: Split Serial class into UniqueSerial and Serial This CL splits Serial class into two classes: UniqueSerial and Serial. UniqueSerial supports the object unique serial usage where there is == and != operator but no > or < comparison. UniqueSerial can have invalid value, but Serial will not have invalid value (in next CL). The main reason is for next CL we can further optimize out the invalid value check in the QueueSerial comparison. Bug: b/262047600 Change-Id: Ieaed2a0d5546b012a6d63aa18b6006595e4aee1b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4093557 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57
//
// 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.
//
// VertexArray9.h: Defines the rx::VertexArray9 class which implements rx::VertexArrayImpl.
#ifndef LIBANGLE_RENDERER_D3D_D3D9_VERTEXARRAY9_H_
#define LIBANGLE_RENDERER_D3D_D3D9_VERTEXARRAY9_H_
#include "libANGLE/Context.h"
#include "libANGLE/renderer/VertexArrayImpl.h"
#include "libANGLE/renderer/d3d/d3d9/Context9.h"
#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
namespace rx
{
class Renderer9;
class VertexArray9 : public VertexArrayImpl
{
public:
VertexArray9(const gl::VertexArrayState &data) : VertexArrayImpl(data) {}
angle::Result syncState(const gl::Context *context,
const gl::VertexArray::DirtyBits &dirtyBits,
gl::VertexArray::DirtyAttribBitsArray *attribBits,
gl::VertexArray::DirtyBindingBitsArray *bindingBits) override;
~VertexArray9() override {}
UniqueSerial getCurrentStateSerial() const { return mCurrentStateSerial; }
private:
UniqueSerial mCurrentStateSerial;
};
inline angle::Result VertexArray9::syncState(const gl::Context *context,
const gl::VertexArray::DirtyBits &dirtyBits,
gl::VertexArray::DirtyAttribBitsArray *attribBits,
gl::VertexArray::DirtyBindingBitsArray *bindingBits)
{
ASSERT(dirtyBits.any());
Renderer9 *renderer = GetImplAs<Context9>(context)->getRenderer();
mCurrentStateSerial = renderer->generateSerial();
// Clear the dirty bits in the back-end here.
memset(attribBits, 0, sizeof(gl::VertexArray::DirtyAttribBitsArray));
memset(bindingBits, 0, sizeof(gl::VertexArray::DirtyBindingBitsArray));
return angle::Result::Continue;
}
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D9_VERTEXARRAY9_H_