Hash :
7aea7e05
Author :
Date :
2016-05-10T10:39:45
Add EGLImplFactory. Also rename ImplFactory to GLImplFactory. This will allow us to use the same factory design pattern for EGL objects, and to use State helper classes to share data with Impls. BUG=angleproject:1363 BUG=angleproject:1369 Change-Id: I07a8fe40838d5d4ca32b04910c306edeab4d25a7 Reviewed-on: https://chromium-review.googlesource.com/342051 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2013 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 class for mananging GLES 3 Vertex Array Objects.
//
#include "libANGLE/VertexArray.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/renderer/GLImplFactory.h"
#include "libANGLE/renderer/VertexArrayImpl.h"
namespace gl
{
VertexArrayState::VertexArrayState(size_t maxAttribs)
: mLabel(), mVertexAttributes(maxAttribs), mMaxEnabledAttribute(0)
{
}
VertexArrayState::~VertexArrayState()
{
for (size_t i = 0; i < getMaxAttribs(); i++)
{
mVertexAttributes[i].buffer.set(nullptr);
}
mElementArrayBuffer.set(nullptr);
}
VertexArray::VertexArray(rx::GLImplFactory *factory, GLuint id, size_t maxAttribs)
: mId(id), mState(maxAttribs), mVertexArray(factory->createVertexArray(mState))
{
}
VertexArray::~VertexArray()
{
SafeDelete(mVertexArray);
}
GLuint VertexArray::id() const
{
return mId;
}
void VertexArray::setLabel(const std::string &label)
{
mState.mLabel = label;
}
const std::string &VertexArray::getLabel() const
{
return mState.mLabel;
}
void VertexArray::detachBuffer(GLuint bufferName)
{
for (size_t attribute = 0; attribute < getMaxAttribs(); attribute++)
{
if (mState.mVertexAttributes[attribute].buffer.id() == bufferName)
{
mState.mVertexAttributes[attribute].buffer.set(nullptr);
}
}
if (mState.mElementArrayBuffer.id() == bufferName)
{
mState.mElementArrayBuffer.set(nullptr);
}
}
const VertexAttribute &VertexArray::getVertexAttribute(size_t attributeIndex) const
{
ASSERT(attributeIndex < getMaxAttribs());
return mState.mVertexAttributes[attributeIndex];
}
void VertexArray::setVertexAttribDivisor(size_t index, GLuint divisor)
{
ASSERT(index < getMaxAttribs());
mState.mVertexAttributes[index].divisor = divisor;
mDirtyBits.set(DIRTY_BIT_ATTRIB_0_DIVISOR + index);
}
void VertexArray::enableAttribute(size_t attributeIndex, bool enabledState)
{
ASSERT(attributeIndex < getMaxAttribs());
mState.mVertexAttributes[attributeIndex].enabled = enabledState;
mDirtyBits.set(DIRTY_BIT_ATTRIB_0_ENABLED + attributeIndex);
// Update state cache
if (enabledState)
{
mState.mMaxEnabledAttribute = std::max(attributeIndex + 1, mState.mMaxEnabledAttribute);
}
else if (mState.mMaxEnabledAttribute == attributeIndex + 1)
{
while (mState.mMaxEnabledAttribute > 0 &&
!mState.mVertexAttributes[mState.mMaxEnabledAttribute - 1].enabled)
{
--mState.mMaxEnabledAttribute;
}
}
}
void VertexArray::setAttributeState(size_t attributeIndex, gl::Buffer *boundBuffer, GLint size, GLenum type,
bool normalized, bool pureInteger, GLsizei stride, const void *pointer)
{
ASSERT(attributeIndex < getMaxAttribs());
VertexAttribute *attrib = &mState.mVertexAttributes[attributeIndex];
attrib->buffer.set(boundBuffer);
attrib->size = size;
attrib->type = type;
attrib->normalized = normalized;
attrib->pureInteger = pureInteger;
attrib->stride = stride;
attrib->pointer = pointer;
mDirtyBits.set(DIRTY_BIT_ATTRIB_0_POINTER + attributeIndex);
}
void VertexArray::setElementArrayBuffer(Buffer *buffer)
{
mState.mElementArrayBuffer.set(buffer);
mDirtyBits.set(DIRTY_BIT_ELEMENT_ARRAY_BUFFER);
}
void VertexArray::syncImplState()
{
if (mDirtyBits.any())
{
mVertexArray->syncState(mDirtyBits);
mDirtyBits.reset();
}
}
}