Hash :
dde78e8c
Author :
Date :
2017-05-22T14:13:27
ES31: Implement Vertex Attrib Binding on OpenGL This patch intends to implement Vertex Attrib Binding on OpenGL back-ends: 1. Add supports for updating vertex attributes by Vertex Attrib Binding APIs. 2. Refactor the process of updating vertex attribtues in class VertexArray to make it easier to implement this feature. BUG=angleproject:1593 TEST=dEQP-GLES31.functional.vertex_attribute_binding.* Change-Id: I800e61518c552b94b84c415895ad31668b0a84b2 Reviewed-on: https://chromium-review.googlesource.com/510251 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2015 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.
//
// VertexArrayGL.h: Defines the class interface for VertexArrayGL.
#ifndef LIBANGLE_RENDERER_GL_VERTEXARRAYGL_H_
#define LIBANGLE_RENDERER_GL_VERTEXARRAYGL_H_
#include "libANGLE/renderer/VertexArrayImpl.h"
namespace rx
{
class FunctionsGL;
class StateManagerGL;
class VertexArrayGL : public VertexArrayImpl
{
public:
VertexArrayGL(const gl::VertexArrayState &data,
const FunctionsGL *functions,
StateManagerGL *stateManager);
void destroy(const gl::Context *context) override;
gl::Error syncDrawArraysState(const gl::Context *context,
const gl::AttributesMask &activeAttributesMask,
GLint first,
GLsizei count,
GLsizei instanceCount) const;
gl::Error syncDrawElementsState(const gl::Context *context,
const gl::AttributesMask &activeAttributesMask,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instanceCount,
bool primitiveRestartEnabled,
const void **outIndices) const;
gl::Error syncElementArrayState(const gl::Context *context) const;
GLuint getVertexArrayID() const;
GLuint getAppliedElementArrayBufferID() const;
void syncState(const gl::Context *context,
const gl::VertexArray::DirtyBits &dirtyBits) override;
private:
gl::Error syncDrawState(const gl::Context *context,
const gl::AttributesMask &activeAttributesMask,
GLint first,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instanceCount,
bool primitiveRestartEnabled,
const void **outIndices) const;
// Apply index data, only sets outIndexRange if attributesNeedStreaming is true
gl::Error syncIndexData(const gl::Context *context,
GLsizei count,
GLenum type,
const void *indices,
bool primitiveRestartEnabled,
bool attributesNeedStreaming,
gl::IndexRange *outIndexRange,
const void **outIndices) const;
// Returns the amount of space needed to stream all attributes that need streaming
// and the data size of the largest attribute
void computeStreamingAttributeSizes(const gl::AttributesMask &activeAttributesMask,
GLsizei instanceCount,
const gl::IndexRange &indexRange,
size_t *outStreamingDataSize,
size_t *outMaxAttributeDataSize) const;
// Stream attributes that have client data
gl::Error streamAttributes(const gl::AttributesMask &activeAttributesMask,
GLsizei instanceCount,
const gl::IndexRange &indexRange) const;
void updateNeedsStreaming(size_t attribIndex);
void updateAttribEnabled(size_t attribIndex);
void updateAttribPointer(const gl::Context *context, size_t attribIndex);
bool supportVertexAttribBinding() const;
void updateAttribFormat(size_t attribIndex);
void updateAttribBinding(size_t attribIndex);
void updateBindingBuffer(const gl::Context *context, size_t bindingIndex);
void updateBindingDivisor(size_t bindingIndex);
void callVertexAttribPointer(GLuint attribIndex,
const gl::VertexAttribute &attrib,
GLsizei stride,
GLintptr offset) const;
const FunctionsGL *mFunctions;
StateManagerGL *mStateManager;
GLuint mVertexArrayID;
mutable gl::BindingPointer<gl::Buffer> mAppliedElementArrayBuffer;
mutable std::vector<gl::VertexAttribute> mAppliedAttributes;
mutable std::vector<gl::VertexBinding> mAppliedBindings;
mutable size_t mStreamingElementArrayBufferSize;
mutable GLuint mStreamingElementArrayBuffer;
mutable size_t mStreamingArrayBufferSize;
mutable GLuint mStreamingArrayBuffer;
gl::AttributesMask mAttributesNeedStreaming;
};
}
#endif // LIBANGLE_RENDERER_GL_VERTEXARRAYGL_H_