Hash :
4928b7ca
Author :
Date :
2017-06-20T12:57:39
Proliferate gl::Context everywhere. This gives the D3D back-end access to the GL state almost anywhere. This uses the onDestroy hook for Textures to push errors up from destructors, although they still don't quite make it to the Context. There are places, such as in EGL object (Context/Surface) destruction, where we end up calling through to GL implementation internals without having access to a gl::Context. We handle this via a proxy Context to a Display, basically a null context, that has access to impl-side state like the Renderer pointer if necessary. It does not have access to the normal GL state. Also Pass gl::Context to RefCountObject::release(). Since we're using destroy() methods now, we should not ever call the destructor directly. BUG=angleproject:1156 Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259 Reviewed-on: https://chromium-review.googlesource.com/529707 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// 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.
//
// Implementation of the state classes for mananging GLES 3.1 Vertex Array Objects.
//
#include "libANGLE/VertexAttribute.h"
namespace gl
{
// [OpenGL ES 3.1] (November 3, 2016) Section 20 Page 361
// Table 20.2: Vertex Array Object State
VertexBinding::VertexBinding() : mStride(16u), mDivisor(0), mOffset(0)
{
}
VertexBinding::VertexBinding(VertexBinding &&binding)
{
*this = std::move(binding);
}
VertexBinding &VertexBinding::operator=(VertexBinding &&binding)
{
if (this != &binding)
{
mStride = binding.mStride;
mDivisor = binding.mDivisor;
mOffset = binding.mOffset;
std::swap(binding.mBuffer, mBuffer);
}
return *this;
}
VertexAttribute::VertexAttribute(GLuint bindingIndex)
: enabled(false),
type(GL_FLOAT),
size(4u),
normalized(false),
pureInteger(false),
pointer(nullptr),
relativeOffset(0),
vertexAttribArrayStride(0),
bindingIndex(bindingIndex)
{
}
VertexAttribute::VertexAttribute(VertexAttribute &&attrib)
: enabled(attrib.enabled),
type(attrib.type),
size(attrib.size),
normalized(attrib.normalized),
pureInteger(attrib.pureInteger),
pointer(attrib.pointer),
relativeOffset(attrib.relativeOffset),
vertexAttribArrayStride(attrib.vertexAttribArrayStride),
bindingIndex(attrib.bindingIndex)
{
}
VertexAttribute &VertexAttribute::operator=(VertexAttribute &&attrib)
{
if (this != &attrib)
{
enabled = attrib.enabled;
type = attrib.type;
size = attrib.size;
normalized = attrib.normalized;
pureInteger = attrib.pureInteger;
pointer = attrib.pointer;
relativeOffset = attrib.relativeOffset;
vertexAttribArrayStride = attrib.vertexAttribArrayStride;
bindingIndex = attrib.bindingIndex;
}
return *this;
}
size_t ComputeVertexAttributeTypeSize(const VertexAttribute& attrib)
{
GLuint size = attrib.size;
switch (attrib.type)
{
case GL_BYTE: return size * sizeof(GLbyte);
case GL_UNSIGNED_BYTE: return size * sizeof(GLubyte);
case GL_SHORT: return size * sizeof(GLshort);
case GL_UNSIGNED_SHORT: return size * sizeof(GLushort);
case GL_INT: return size * sizeof(GLint);
case GL_UNSIGNED_INT: return size * sizeof(GLuint);
case GL_INT_2_10_10_10_REV: return 4;
case GL_UNSIGNED_INT_2_10_10_10_REV: return 4;
case GL_FIXED: return size * sizeof(GLfixed);
case GL_HALF_FLOAT: return size * sizeof(GLhalf);
case GL_FLOAT: return size * sizeof(GLfloat);
default: UNREACHABLE(); return size * sizeof(GLfloat);
}
}
size_t ComputeVertexAttributeStride(const VertexAttribute &attrib, const VertexBinding &binding)
{
// In ES 3.1, VertexAttribPointer will store the type size in the binding stride.
// Hence, rendering always uses the binding's stride.
return attrib.enabled ? binding.getStride() : 16u;
}
// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
GLintptr ComputeVertexAttributeOffset(const VertexAttribute &attrib, const VertexBinding &binding)
{
return attrib.relativeOffset + binding.getOffset();
}
size_t ComputeVertexBindingElementCount(const VertexBinding &binding,
size_t drawCount,
size_t instanceCount)
{
// For instanced rendering, we draw "instanceDrawCount" sets of "vertexDrawCount" vertices.
//
// A vertex attribute with a positive divisor loads one instanced vertex for every set of
// non-instanced vertices, and the instanced vertex index advances once every "mDivisor"
// instances.
GLuint divisor = binding.getDivisor();
if (instanceCount > 0 && divisor > 0)
{
// When instanceDrawCount is not a multiple attrib.divisor, the division must round up.
// For instance, with 5 non-instanced vertices and a divisor equal to 3, we need 2 instanced
// vertices.
return (instanceCount + divisor - 1u) / divisor;
}
return drawCount;
}
GLenum GetVertexAttributeBaseType(const VertexAttribute &attrib)
{
if (attrib.pureInteger)
{
switch (attrib.type)
{
case GL_BYTE:
case GL_SHORT:
case GL_INT:
return GL_INT;
case GL_UNSIGNED_BYTE:
case GL_UNSIGNED_SHORT:
case GL_UNSIGNED_INT:
return GL_UNSIGNED_INT;
default:
UNREACHABLE();
return GL_NONE;
}
}
else
{
return GL_FLOAT;
}
}
} // namespace gl