Hash :
f703443b
Author :
Date :
2019-09-21T14:10:35
Use Resource IDs in RefCountObject. This lets us use strongly typed IDs pretty much everywhere. Only one or two additional places still use GLuint IDs. Mostly for external queries and for Framebuffer Attachments. With some clever type reflection helpers lets us define a single template function for handling operator== and != for resource IDs. Refactor in preparation for more Capture/Replay work. Bug: angleproject:3611 Change-Id: I1c0c848e89eb8a4b769714d57686f816daf01634 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1815550 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com>
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//
// Copyright 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 "common/utilities.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/BufferImpl.h"
#include "libANGLE/renderer/GLImplFactory.h"
#include "libANGLE/renderer/VertexArrayImpl.h"
namespace gl
{
namespace
{
bool IsElementArrayBufferSubjectIndex(angle::SubjectIndex subjectIndex)
{
return (subjectIndex == MAX_VERTEX_ATTRIBS);
}
constexpr angle::SubjectIndex kElementArrayBufferIndex = MAX_VERTEX_ATTRIBS;
} // namespace
// VertexArrayState implementation.
VertexArrayState::VertexArrayState(VertexArray *vertexArray,
size_t maxAttribs,
size_t maxAttribBindings)
: mElementArrayBuffer(vertexArray, kElementArrayBufferIndex)
{
ASSERT(maxAttribs <= maxAttribBindings);
for (size_t i = 0; i < maxAttribs; i++)
{
mVertexAttributes.emplace_back(static_cast<GLuint>(i));
mVertexBindings.emplace_back(static_cast<GLuint>(i));
}
// Initially all attributes start as "client" with no buffer bound.
mClientMemoryAttribsMask.set();
}
VertexArrayState::~VertexArrayState() {}
bool VertexArrayState::hasEnabledNullPointerClientArray() const
{
return (mNullPointerClientMemoryAttribsMask & mEnabledAttributesMask).any();
}
AttributesMask VertexArrayState::getBindingToAttributesMask(GLuint bindingIndex) const
{
ASSERT(bindingIndex < MAX_VERTEX_ATTRIB_BINDINGS);
return mVertexBindings[bindingIndex].getBoundAttributesMask();
}
// Set an attribute using a new binding.
void VertexArrayState::setAttribBinding(const Context *context,
size_t attribIndex,
GLuint newBindingIndex)
{
ASSERT(attribIndex < MAX_VERTEX_ATTRIBS && newBindingIndex < MAX_VERTEX_ATTRIB_BINDINGS);
VertexAttribute &attrib = mVertexAttributes[attribIndex];
// Update the binding-attribute map.
const GLuint oldBindingIndex = attrib.bindingIndex;
ASSERT(oldBindingIndex != newBindingIndex);
VertexBinding &oldBinding = mVertexBindings[oldBindingIndex];
VertexBinding &newBinding = mVertexBindings[newBindingIndex];
ASSERT(oldBinding.getBoundAttributesMask().test(attribIndex) &&
!newBinding.getBoundAttributesMask().test(attribIndex));
oldBinding.resetBoundAttribute(attribIndex);
newBinding.setBoundAttribute(attribIndex);
// Set the attribute using the new binding.
attrib.bindingIndex = newBindingIndex;
if (context->isBufferAccessValidationEnabled())
{
attrib.updateCachedElementLimit(newBinding);
}
bool isMapped = newBinding.getBuffer().get() && newBinding.getBuffer()->isMapped();
mCachedMappedArrayBuffers.set(attribIndex, isMapped);
mCachedEnabledMappedArrayBuffers.set(attribIndex, isMapped && attrib.enabled);
}
// VertexArray implementation.
VertexArray::VertexArray(rx::GLImplFactory *factory,
VertexArrayID id,
size_t maxAttribs,
size_t maxAttribBindings)
: mId(id),
mState(this, maxAttribs, maxAttribBindings),
mVertexArray(factory->createVertexArray(mState)),
mBufferAccessValidationEnabled(false)
{
for (size_t attribIndex = 0; attribIndex < maxAttribBindings; ++attribIndex)
{
mArrayBufferObserverBindings.emplace_back(this, attribIndex);
}
}
void VertexArray::onDestroy(const Context *context)
{
bool isBound = context->isCurrentVertexArray(this);
for (VertexBinding &binding : mState.mVertexBindings)
{
if (isBound)
{
if (binding.getBuffer().get())
binding.getBuffer()->onNonTFBindingChanged(-1);
}
binding.setBuffer(context, nullptr);
}
if (isBound && mState.mElementArrayBuffer.get())
mState.mElementArrayBuffer->onNonTFBindingChanged(-1);
mState.mElementArrayBuffer.bind(context, nullptr);
mVertexArray->destroy(context);
SafeDelete(mVertexArray);
delete this;
}
VertexArray::~VertexArray()
{
ASSERT(!mVertexArray);
}
void VertexArray::setLabel(const Context *context, const std::string &label)
{
mState.mLabel = label;
}
const std::string &VertexArray::getLabel() const
{
return mState.mLabel;
}
bool VertexArray::detachBuffer(const Context *context, BufferID bufferID)
{
bool isBound = context->isCurrentVertexArray(this);
bool anyBufferDetached = false;
for (uint32_t bindingIndex = 0; bindingIndex < gl::MAX_VERTEX_ATTRIB_BINDINGS; ++bindingIndex)
{
VertexBinding &binding = mState.mVertexBindings[bindingIndex];
if (binding.getBuffer().id() == bufferID)
{
if (isBound)
{
if (binding.getBuffer().get())
binding.getBuffer()->onNonTFBindingChanged(-1);
}
binding.setBuffer(context, nullptr);
mArrayBufferObserverBindings[bindingIndex].reset();
if (context->getClientVersion() >= ES_3_1)
{
setDirtyBindingBit(bindingIndex, DIRTY_BINDING_BUFFER);
}
else
{
static_assert(gl::MAX_VERTEX_ATTRIB_BINDINGS < 8 * sizeof(uint32_t),
"Not enough bits in bindingIndex");
// The redundant uint32_t cast here is required to avoid a warning on MSVC.
ASSERT(binding.getBoundAttributesMask() ==
AttributesMask(static_cast<uint32_t>(1 << bindingIndex)));
setDirtyAttribBit(bindingIndex, DIRTY_ATTRIB_POINTER);
}
anyBufferDetached = true;
mState.mClientMemoryAttribsMask |= binding.getBoundAttributesMask();
}
}
if (mState.mElementArrayBuffer.get() && mState.mElementArrayBuffer->id() == bufferID)
{
if (isBound && mState.mElementArrayBuffer.get())
mState.mElementArrayBuffer->onNonTFBindingChanged(-1);
mState.mElementArrayBuffer.bind(context, nullptr);
mDirtyBits.set(DIRTY_BIT_ELEMENT_ARRAY_BUFFER);
anyBufferDetached = true;
}
return anyBufferDetached;
}
const VertexAttribute &VertexArray::getVertexAttribute(size_t attribIndex) const
{
ASSERT(attribIndex < getMaxAttribs());
return mState.mVertexAttributes[attribIndex];
}
const VertexBinding &VertexArray::getVertexBinding(size_t bindingIndex) const
{
ASSERT(bindingIndex < getMaxBindings());
return mState.mVertexBindings[bindingIndex];
}
size_t VertexArray::GetVertexIndexFromDirtyBit(size_t dirtyBit)
{
static_assert(gl::MAX_VERTEX_ATTRIBS == gl::MAX_VERTEX_ATTRIB_BINDINGS,
"The stride of vertex attributes should equal to that of vertex bindings.");
ASSERT(dirtyBit > DIRTY_BIT_ELEMENT_ARRAY_BUFFER);
return (dirtyBit - DIRTY_BIT_ATTRIB_0) % gl::MAX_VERTEX_ATTRIBS;
}
ANGLE_INLINE void VertexArray::setDirtyAttribBit(size_t attribIndex,
DirtyAttribBitType dirtyAttribBit)
{
mDirtyBits.set(DIRTY_BIT_ATTRIB_0 + attribIndex);
mDirtyAttribBits[attribIndex].set(dirtyAttribBit);
}
ANGLE_INLINE void VertexArray::setDirtyBindingBit(size_t bindingIndex,
DirtyBindingBitType dirtyBindingBit)
{
mDirtyBits.set(DIRTY_BIT_BINDING_0 + bindingIndex);
mDirtyBindingBits[bindingIndex].set(dirtyBindingBit);
}
ANGLE_INLINE void VertexArray::updateCachedBufferBindingSize(VertexBinding *binding)
{
if (!mBufferAccessValidationEnabled)
return;
for (size_t boundAttribute : binding->getBoundAttributesMask())
{
mState.mVertexAttributes[boundAttribute].updateCachedElementLimit(*binding);
}
}
ANGLE_INLINE void VertexArray::updateCachedMappedArrayBuffers(
bool isMapped,
const AttributesMask &boundAttributesMask)
{
if (isMapped)
{
mState.mCachedMappedArrayBuffers |= boundAttributesMask;
}
else
{
mState.mCachedMappedArrayBuffers &= ~boundAttributesMask;
}
mState.mCachedEnabledMappedArrayBuffers =
mState.mCachedMappedArrayBuffers & mState.mEnabledAttributesMask;
}
ANGLE_INLINE void VertexArray::updateCachedMappedArrayBuffersBinding(const VertexBinding &binding)
{
const Buffer *buffer = binding.getBuffer().get();
return updateCachedMappedArrayBuffers(buffer && buffer->isMapped(),
binding.getBoundAttributesMask());
}
ANGLE_INLINE void VertexArray::updateCachedTransformFeedbackBindingValidation(size_t bindingIndex,
const Buffer *buffer)
{
const bool hasConflict = buffer && buffer->isBoundForTransformFeedbackAndOtherUse();
mCachedTransformFeedbackConflictedBindingsMask.set(bindingIndex, hasConflict);
}
bool VertexArray::bindVertexBufferImpl(const Context *context,
size_t bindingIndex,
Buffer *boundBuffer,
GLintptr offset,
GLsizei stride)
{
ASSERT(bindingIndex < getMaxBindings());
ASSERT(context->isCurrentVertexArray(this));
VertexBinding *binding = &mState.mVertexBindings[bindingIndex];
Buffer *oldBuffer = binding->getBuffer().get();
const bool sameBuffer = oldBuffer == boundBuffer;
const bool sameStride = static_cast<GLuint>(stride) == binding->getStride();
const bool sameOffset = offset == binding->getOffset();
if (sameBuffer && sameStride && sameOffset)
{
return false;
}
angle::ObserverBinding *observer = &mArrayBufferObserverBindings[bindingIndex];
observer->assignSubject(boundBuffer);
// Several nullptr checks are combined here for optimization purposes.
if (oldBuffer)
{
oldBuffer->onNonTFBindingChanged(-1);
oldBuffer->removeObserver(observer);
oldBuffer->release(context);
}
binding->assignBuffer(boundBuffer);
binding->setOffset(offset);
binding->setStride(stride);
updateCachedBufferBindingSize(binding);
// Update client memory attribute pointers. Affects all bound attributes.
if (boundBuffer)
{
boundBuffer->addRef();
boundBuffer->onNonTFBindingChanged(1);
boundBuffer->addObserver(observer);
mCachedTransformFeedbackConflictedBindingsMask.set(
bindingIndex, boundBuffer->isBoundForTransformFeedbackAndOtherUse());
mState.mClientMemoryAttribsMask &= ~binding->getBoundAttributesMask();
updateCachedMappedArrayBuffers((boundBuffer->isMapped() == GL_TRUE),
binding->getBoundAttributesMask());
}
else
{
mCachedTransformFeedbackConflictedBindingsMask.set(bindingIndex, false);
mState.mClientMemoryAttribsMask |= binding->getBoundAttributesMask();
updateCachedMappedArrayBuffers(false, binding->getBoundAttributesMask());
}
return true;
}
void VertexArray::bindVertexBuffer(const Context *context,
size_t bindingIndex,
Buffer *boundBuffer,
GLintptr offset,
GLsizei stride)
{
if (bindVertexBufferImpl(context, bindingIndex, boundBuffer, offset, stride))
{
setDirtyBindingBit(bindingIndex, DIRTY_BINDING_BUFFER);
}
}
void VertexArray::setVertexAttribBinding(const Context *context,
size_t attribIndex,
GLuint bindingIndex)
{
ASSERT(attribIndex < getMaxAttribs() && bindingIndex < getMaxBindings());
if (mState.mVertexAttributes[attribIndex].bindingIndex != bindingIndex)
{
// In ES 3.0 contexts, the binding cannot change, hence the code below is unreachable.
ASSERT(context->getClientVersion() >= ES_3_1);
mState.setAttribBinding(context, attribIndex, bindingIndex);
setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_BINDING);
// Update client attribs mask.
bool hasBuffer = mState.mVertexBindings[bindingIndex].getBuffer().get() != nullptr;
mState.mClientMemoryAttribsMask.set(attribIndex, !hasBuffer);
}
}
void VertexArray::setVertexBindingDivisor(size_t bindingIndex, GLuint divisor)
{
ASSERT(bindingIndex < getMaxBindings());
VertexBinding &binding = mState.mVertexBindings[bindingIndex];
binding.setDivisor(divisor);
setDirtyBindingBit(bindingIndex, DIRTY_BINDING_DIVISOR);
// Trigger updates in all bound attributes.
for (size_t attribIndex : binding.getBoundAttributesMask())
{
mState.mVertexAttributes[attribIndex].updateCachedElementLimit(binding);
}
}
ANGLE_INLINE bool VertexArray::setVertexAttribFormatImpl(VertexAttribute *attrib,
GLint size,
VertexAttribType type,
bool normalized,
bool pureInteger,
GLuint relativeOffset)
{
angle::FormatID formatID = gl::GetVertexFormatID(type, normalized, size, pureInteger);
if (formatID != attrib->format->id || attrib->relativeOffset != relativeOffset)
{
attrib->relativeOffset = relativeOffset;
attrib->format = &angle::Format::Get(formatID);
return true;
}
return false;
}
void VertexArray::setVertexAttribFormat(size_t attribIndex,
GLint size,
VertexAttribType type,
bool normalized,
bool pureInteger,
GLuint relativeOffset)
{
VertexAttribute &attrib = mState.mVertexAttributes[attribIndex];
ComponentType componentType = GetVertexAttributeComponentType(pureInteger, type);
SetComponentTypeMask(componentType, attribIndex, &mState.mVertexAttributesTypeMask);
if (setVertexAttribFormatImpl(&attrib, size, type, normalized, pureInteger, relativeOffset))
{
setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_FORMAT);
}
attrib.updateCachedElementLimit(mState.mVertexBindings[attrib.bindingIndex]);
}
void VertexArray::setVertexAttribDivisor(const Context *context, size_t attribIndex, GLuint divisor)
{
ASSERT(attribIndex < getMaxAttribs());
setVertexAttribBinding(context, attribIndex, static_cast<GLuint>(attribIndex));
setVertexBindingDivisor(attribIndex, divisor);
}
void VertexArray::enableAttribute(size_t attribIndex, bool enabledState)
{
ASSERT(attribIndex < getMaxAttribs());
VertexAttribute &attrib = mState.mVertexAttributes[attribIndex];
if (mState.mEnabledAttributesMask.test(attribIndex) == enabledState)
{
return;
}
attrib.enabled = enabledState;
setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_ENABLED);
// Update state cache
mState.mEnabledAttributesMask.set(attribIndex, enabledState);
mState.mCachedEnabledMappedArrayBuffers =
mState.mCachedMappedArrayBuffers & mState.mEnabledAttributesMask;
}
ANGLE_INLINE void VertexArray::setVertexAttribPointerImpl(const Context *context,
ComponentType componentType,
bool pureInteger,
size_t attribIndex,
Buffer *boundBuffer,
GLint size,
VertexAttribType type,
bool normalized,
GLsizei stride,
const void *pointer)
{
ASSERT(attribIndex < getMaxAttribs());
VertexAttribute &attrib = mState.mVertexAttributes[attribIndex];
SetComponentTypeMask(componentType, attribIndex, &mState.mVertexAttributesTypeMask);
bool attribDirty = setVertexAttribFormatImpl(&attrib, size, type, normalized, pureInteger, 0);
if (attrib.bindingIndex != attribIndex)
{
setVertexAttribBinding(context, attribIndex, static_cast<GLuint>(attribIndex));
}
GLsizei effectiveStride =
stride != 0 ? stride : static_cast<GLsizei>(ComputeVertexAttributeTypeSize(attrib));
if (attrib.vertexAttribArrayStride != static_cast<GLuint>(stride))
{
attribDirty = true;
}
attrib.vertexAttribArrayStride = stride;
// If we switch from an array buffer to a client pointer(or vice-versa), we set the whole
// attribute dirty. This notifies the Vulkan back-end to update all its caches.
const VertexBinding &binding = mState.mVertexBindings[attribIndex];
if ((boundBuffer == nullptr) != (binding.getBuffer().get() == nullptr))
{
attribDirty = true;
}
// Change of attrib.pointer is not part of attribDirty. Pointer is actually the buffer offset
// which is handled within bindVertexBufferImpl and reflected in bufferDirty.
attrib.pointer = pointer;
GLintptr offset = boundBuffer ? reinterpret_cast<GLintptr>(pointer) : 0;
const bool bufferDirty =
bindVertexBufferImpl(context, attribIndex, boundBuffer, offset, effectiveStride);
if (attribDirty)
{
setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_POINTER);
}
else if (bufferDirty)
{
setDirtyAttribBit(attribIndex, DIRTY_ATTRIB_POINTER_BUFFER);
}
mState.mNullPointerClientMemoryAttribsMask.set(attribIndex,
boundBuffer == nullptr && pointer == nullptr);
}
void VertexArray::setVertexAttribPointer(const Context *context,
size_t attribIndex,
gl::Buffer *boundBuffer,
GLint size,
VertexAttribType type,
bool normalized,
GLsizei stride,
const void *pointer)
{
setVertexAttribPointerImpl(context, ComponentType::Float, false, attribIndex, boundBuffer, size,
type, normalized, stride, pointer);
}
void VertexArray::setVertexAttribIPointer(const Context *context,
size_t attribIndex,
gl::Buffer *boundBuffer,
GLint size,
VertexAttribType type,
GLsizei stride,
const void *pointer)
{
ComponentType componentType = GetVertexAttributeComponentType(true, type);
setVertexAttribPointerImpl(context, componentType, true, attribIndex, boundBuffer, size, type,
false, stride, pointer);
}
angle::Result VertexArray::syncState(const Context *context)
{
if (mDirtyBits.any())
{
mDirtyBitsGuard = mDirtyBits;
ANGLE_TRY(
mVertexArray->syncState(context, mDirtyBits, &mDirtyAttribBits, &mDirtyBindingBits));
mDirtyBits.reset();
mDirtyBitsGuard.reset();
// The dirty bits should be reset in the back-end. To simplify ASSERTs only check attrib 0.
ASSERT(mDirtyAttribBits[0].none());
ASSERT(mDirtyBindingBits[0].none());
}
return angle::Result::Continue;
}
void VertexArray::onBindingChanged(const Context *context, int incr)
{
if (mState.mElementArrayBuffer.get())
mState.mElementArrayBuffer->onNonTFBindingChanged(incr);
for (auto &binding : mState.mVertexBindings)
{
binding.onContainerBindingChanged(context, incr);
}
}
VertexArray::DirtyBitType VertexArray::getDirtyBitFromIndex(bool contentsChanged,
angle::SubjectIndex index) const
{
if (IsElementArrayBufferSubjectIndex(index))
{
mIndexRangeCache.invalidate();
return contentsChanged ? DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA
: DIRTY_BIT_ELEMENT_ARRAY_BUFFER;
}
else
{
// Note: this currently just gets the top-level dirty bit.
ASSERT(index < mArrayBufferObserverBindings.size());
return static_cast<DirtyBitType>(
(contentsChanged ? DIRTY_BIT_BUFFER_DATA_0 : DIRTY_BIT_BINDING_0) + index);
}
}
void VertexArray::onSubjectStateChange(angle::SubjectIndex index, angle::SubjectMessage message)
{
switch (message)
{
case angle::SubjectMessage::ContentsChanged:
setDependentDirtyBit(true, index);
break;
case angle::SubjectMessage::SubjectChanged:
if (!IsElementArrayBufferSubjectIndex(index))
{
updateCachedBufferBindingSize(&mState.mVertexBindings[index]);
}
setDependentDirtyBit(false, index);
break;
case angle::SubjectMessage::BindingChanged:
if (!IsElementArrayBufferSubjectIndex(index))
{
const Buffer *buffer = mState.mVertexBindings[index].getBuffer().get();
updateCachedTransformFeedbackBindingValidation(index, buffer);
}
break;
case angle::SubjectMessage::SubjectMapped:
if (!IsElementArrayBufferSubjectIndex(index))
{
updateCachedMappedArrayBuffersBinding(mState.mVertexBindings[index]);
}
onStateChange(angle::SubjectMessage::SubjectMapped);
break;
case angle::SubjectMessage::SubjectUnmapped:
setDependentDirtyBit(true, index);
if (!IsElementArrayBufferSubjectIndex(index))
{
updateCachedMappedArrayBuffersBinding(mState.mVertexBindings[index]);
}
onStateChange(angle::SubjectMessage::SubjectUnmapped);
break;
default:
UNREACHABLE();
break;
}
}
void VertexArray::setDependentDirtyBit(bool contentsChanged, angle::SubjectIndex index)
{
DirtyBitType dirtyBit = getDirtyBitFromIndex(contentsChanged, index);
ASSERT(!mDirtyBitsGuard.valid() || mDirtyBitsGuard.value().test(dirtyBit));
mDirtyBits.set(dirtyBit);
onStateChange(angle::SubjectMessage::ContentsChanged);
}
bool VertexArray::hasTransformFeedbackBindingConflict(const gl::Context *context) const
{
// Fast check first.
if (!mCachedTransformFeedbackConflictedBindingsMask.any())
{
return false;
}
const AttributesMask &activeAttribues = context->getStateCache().getActiveBufferedAttribsMask();
// Slow check. We must ensure that the conflicting attributes are enabled/active.
for (size_t attribIndex : activeAttribues)
{
const VertexAttribute &attrib = mState.mVertexAttributes[attribIndex];
if (mCachedTransformFeedbackConflictedBindingsMask[attrib.bindingIndex])
{
return true;
}
}
return false;
}
angle::Result VertexArray::getIndexRangeImpl(const Context *context,
DrawElementsType type,
GLsizei indexCount,
const void *indices,
IndexRange *indexRangeOut) const
{
Buffer *elementArrayBuffer = mState.mElementArrayBuffer.get();
if (!elementArrayBuffer)
{
*indexRangeOut = ComputeIndexRange(type, indices, indexCount,
context->getState().isPrimitiveRestartEnabled());
return angle::Result::Continue;
}
size_t offset = reinterpret_cast<uintptr_t>(indices);
ANGLE_TRY(elementArrayBuffer->getIndexRange(context, type, offset, indexCount,
context->getState().isPrimitiveRestartEnabled(),
indexRangeOut));
mIndexRangeCache.put(type, indexCount, offset, *indexRangeOut);
return angle::Result::Continue;
}
VertexArray::IndexRangeCache::IndexRangeCache() = default;
void VertexArray::IndexRangeCache::put(DrawElementsType type,
GLsizei indexCount,
size_t offset,
const IndexRange &indexRange)
{
ASSERT(type != DrawElementsType::InvalidEnum);
mTypeKey = type;
mIndexCountKey = indexCount;
mOffsetKey = offset;
mPayload = indexRange;
}
} // namespace gl