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kc3-lang/angle/src/libANGLE/Constants.h

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  • Author : Jiawei-Shao
    Date : 2016-12-09 16:38:02
    Hash : 2597fb64
    Message : ES31: Refactor VertexArray for Vertex Attrib Binding OpenGL ES3.1 feature Vertex Attrib Binding requires vertex arrays should be split into two arrays: 1. an array of vertex buffer binding points, each of which specifies: - a bound buffer object, - a starting offset for vertex attribute data in that buffer object, - a stride used by all attributes using that binding point, - a frequency divisor used by all attributes using that binding point. 2. an array of generic vertex attribute format information records, each of which specifies: - a reference to one of the new buffer binding points above, - a component count and format, and a normalization flag for the attribute data, - the offset of the attribute data relative to the base offset of each vertex found at the associated binding point. Current ANGLE implementation simply uses a struct to represent a vertex attribute object, which does not meet the requirements above. This patch aims to be the the basis of the implementation of all ES3.1 Vertex Attrib Binding APIs by refactoring the struct VertexAttribute and the class VertexArray to fit the new data layout and ensuring all current functionality is retained. BUG=angleproject:1593 TEST=angle_unittests, angle_end2end_tests, gpu_unittests Change-Id: Ieb41f1bf503f815fd0476d2ea045dcb863465254 Reviewed-on: https://chromium-review.googlesource.com/418880 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/Constants.h
  • //
    // 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.
    //
    
    // Contants.h: Defines some implementation specific and gl constants
    
    #ifndef LIBANGLE_CONSTANTS_H_
    #define LIBANGLE_CONSTANTS_H_
    
    namespace gl
    {
    
    enum
    {
        MAX_VERTEX_ATTRIBS         = 16,
        MAX_VERTEX_ATTRIB_BINDINGS = 16,
    
        // Implementation upper limits, real maximums depend on the hardware
        IMPLEMENTATION_MAX_VARYING_VECTORS = 32,
        IMPLEMENTATION_MAX_DRAW_BUFFERS    = 8,
        IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS =
            IMPLEMENTATION_MAX_DRAW_BUFFERS + 2,  // 2 extra for depth and/or stencil buffers
    
        IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS   = 16,
        IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS = 16,
        IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS =
            IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS +
            IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS,
    
        IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS = 4,
    
        // These are the maximums the implementation can support
        // The actual GL caps are limited by the device caps
        // and should be queried from the Context
        IMPLEMENTATION_MAX_2D_TEXTURE_SIZE         = 16384,
        IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE   = 16384,
        IMPLEMENTATION_MAX_3D_TEXTURE_SIZE         = 2048,
        IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS = 2048,
    
        IMPLEMENTATION_MAX_TEXTURE_LEVELS = 15  // 1+log2 of MAX_TEXTURE_SIZE
    };
    }
    
    #endif // LIBANGLE_CONSTANTS_H_