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

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  • Author : Geoff Lang
    Date : 2015-03-25 12:27:43
    Hash : 5ead927f
    Message : Don't use a helper function to get the vertex attributes. The overhead of the function call ended up being a hot spot for draw calls since the attributes are iterated over many times in VertexDataManager. BUG=angleproject:959 Change-Id: I9bbfcbd115661ad629db9ed93d683cd8d0dc9a78 Reviewed-on: https://chromium-review.googlesource.com/263102 Tested-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/angletypes.cpp
  • //
    // 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.
    //
    
    // angletypes.h : Defines a variety of structures and enum types that are used throughout libGLESv2
    
    #include "libANGLE/angletypes.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/VertexAttribute.h"
    #include "libANGLE/State.h"
    #include "libANGLE/VertexArray.h"
    
    namespace gl
    {
    
    bool operator==(const Rectangle &a, const Rectangle &b)
    {
        return a.x == b.x &&
               a.y == b.y &&
               a.width == b.width &&
               a.height == b.height;
    }
    
    bool operator!=(const Rectangle &a, const Rectangle &b)
    {
        return !(a == b);
    }
    
    SamplerState::SamplerState()
        : minFilter(GL_NEAREST_MIPMAP_LINEAR),
          magFilter(GL_LINEAR),
          wrapS(GL_REPEAT),
          wrapT(GL_REPEAT),
          wrapR(GL_REPEAT),
          maxAnisotropy(1.0f),
          baseLevel(0),
          maxLevel(1000),
          minLod(-1000.0f),
          maxLod(1000.0f),
          compareMode(GL_NONE),
          compareFunc(GL_LEQUAL),
          swizzleRed(GL_RED),
          swizzleGreen(GL_GREEN),
          swizzleBlue(GL_BLUE),
          swizzleAlpha(GL_ALPHA)
    {}
    
    bool SamplerState::swizzleRequired() const
    {
        return swizzleRed != GL_RED || swizzleGreen != GL_GREEN ||
               swizzleBlue != GL_BLUE || swizzleAlpha != GL_ALPHA;
    }
    
    bool SamplerState::operator==(const SamplerState &other) const
    {
        return minFilter == other.minFilter &&
               magFilter == other.magFilter &&
               wrapS == other.wrapS &&
               wrapT == other.wrapT &&
               wrapR == other.wrapR &&
               maxAnisotropy == other.maxAnisotropy &&
               baseLevel == other.baseLevel &&
               maxLevel == other.maxLevel &&
               minLod == other.minLod &&
               maxLod == other.maxLod &&
               compareMode == other.compareMode &&
               compareFunc == other.compareFunc &&
               swizzleRed == other.swizzleRed &&
               swizzleGreen == other.swizzleGreen &&
               swizzleBlue == other.swizzleBlue &&
               swizzleAlpha == other.swizzleAlpha;
    }
    
    bool SamplerState::operator!=(const SamplerState &other) const
    {
        return !(*this == other);
    }
    
    static void MinMax(int a, int b, int *minimum, int *maximum)
    {
        if (a < b)
        {
            *minimum = a;
            *maximum = b;
        }
        else
        {
            *minimum = b;
            *maximum = a;
        }
    }
    
    bool ClipRectangle(const Rectangle &source, const Rectangle &clip, Rectangle *intersection)
    {
        int minSourceX, maxSourceX, minSourceY, maxSourceY;
        MinMax(source.x, source.x + source.width, &minSourceX, &maxSourceX);
        MinMax(source.y, source.y + source.height, &minSourceY, &maxSourceY);
    
        int minClipX, maxClipX, minClipY, maxClipY;
        MinMax(clip.x, clip.x + clip.width, &minClipX, &maxClipX);
        MinMax(clip.y, clip.y + clip.height, &minClipY, &maxClipY);
    
        if (minSourceX >= maxClipX || maxSourceX <= minClipX || minSourceY >= maxClipY || maxSourceY <= minClipY)
        {
            if (intersection)
            {
                intersection->x = minSourceX;
                intersection->y = maxSourceY;
                intersection->width = maxSourceX - minSourceX;
                intersection->height = maxSourceY - minSourceY;
            }
    
            return false;
        }
        else
        {
            if (intersection)
            {
                intersection->x = std::max(minSourceX, minClipX);
                intersection->y = std::max(minSourceY, minClipY);
                intersection->width  = std::min(maxSourceX, maxClipX) - std::max(minSourceX, minClipX);
                intersection->height = std::min(maxSourceY, maxClipY) - std::max(minSourceY, minClipY);
            }
    
            return true;
        }
    }
    
    VertexFormat::VertexFormat()
        : mType(GL_NONE),
          mNormalized(GL_FALSE),
          mComponents(0),
          mPureInteger(false)
    {}
    
    VertexFormat::VertexFormat(GLenum type, GLboolean normalized, GLuint components, bool pureInteger)
        : mType(type),
          mNormalized(normalized),
          mComponents(components),
          mPureInteger(pureInteger)
    {
        // Float data can not be normalized, so ignore the user setting
        if (mType == GL_FLOAT || mType == GL_HALF_FLOAT || mType == GL_FIXED)
        {
            mNormalized = GL_FALSE;
        }
    }
    
    VertexFormat::VertexFormat(const VertexAttribute &attrib)
        : mType(attrib.type),
          mNormalized(attrib.normalized ? GL_TRUE : GL_FALSE),
          mComponents(attrib.size),
          mPureInteger(attrib.pureInteger)
    {
        // Ensure we aren't initializing a vertex format which should be using
        // the current-value type
        ASSERT(attrib.enabled);
    
        // Float data can not be normalized, so ignore the user setting
        if (mType == GL_FLOAT || mType == GL_HALF_FLOAT || mType == GL_FIXED)
        {
            mNormalized = GL_FALSE;
        }
    }
    
    VertexFormat::VertexFormat(const VertexAttribute &attrib, GLenum currentValueType)
        : mType(attrib.type),
          mNormalized(attrib.normalized ? GL_TRUE : GL_FALSE),
          mComponents(attrib.size),
          mPureInteger(attrib.pureInteger)
    {
        if (!attrib.enabled)
        {
            mType = currentValueType;
            mNormalized = GL_FALSE;
            mComponents = 4;
            mPureInteger = (currentValueType != GL_FLOAT);
        }
    
        // Float data can not be normalized, so ignore the user setting
        if (mType == GL_FLOAT || mType == GL_HALF_FLOAT || mType == GL_FIXED)
        {
            mNormalized = GL_FALSE;
        }
    }
    
    void VertexFormat::GetInputLayout(VertexFormat *inputLayout,
                                      Program *program,
                                      const State &state)
    {
        const std::vector<VertexAttribute> &vertexAttributes = state.getVertexArray()->getVertexAttributes();
        for (unsigned int attributeIndex = 0; attributeIndex < vertexAttributes.size(); attributeIndex++)
        {
            int semanticIndex = program->getSemanticIndex(attributeIndex);
    
            if (semanticIndex != -1)
            {
                inputLayout[semanticIndex] = VertexFormat(vertexAttributes[attributeIndex], state.getVertexAttribCurrentValue(attributeIndex).Type);
            }
        }
    }
    
    bool VertexFormat::operator==(const VertexFormat &other) const
    {
        return (mType == other.mType                &&
                mComponents == other.mComponents    &&
                mNormalized == other.mNormalized    &&
                mPureInteger == other.mPureInteger  );
    }
    
    bool VertexFormat::operator!=(const VertexFormat &other) const
    {
        return !(*this == other);
    }
    
    bool VertexFormat::operator<(const VertexFormat& other) const
    {
        if (mType != other.mType)
        {
            return mType < other.mType;
        }
        if (mNormalized != other.mNormalized)
        {
            return mNormalized < other.mNormalized;
        }
        if (mComponents != other.mComponents)
        {
            return mComponents < other.mComponents;
        }
        return mPureInteger < other.mPureInteger;
    }
    
    bool Box::operator==(const Box &other) const
    {
        return (x == other.x && y == other.y && z == other.z &&
                width == other.width && height == other.height && depth == other.depth);
    }
    
    bool Box::operator!=(const Box &other) const
    {
        return !(*this == other);
    }
    
    }