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 (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.
//
// This class contains prototypes for representing GLES 3 Vertex Array Objects:
//
// The buffer objects that are to be used by the vertex stage of the GL are collected
// together to form a vertex array object. All state related to the definition of data used
// by the vertex processor is encapsulated in a vertex array object.
//
#ifndef LIBANGLE_VERTEXARRAY_H_
#define LIBANGLE_VERTEXARRAY_H_
#include "libANGLE/RefCountObject.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Debug.h"
#include "libANGLE/State.h"
#include "libANGLE/VertexAttribute.h"
#include <vector>
namespace rx
{
class GLImplFactory;
class VertexArrayImpl;
} // namespace rx
namespace gl
{
class Buffer;
class VertexArrayState final : angle::NonCopyable
{
public:
VertexArrayState(size_t maxAttribs, size_t maxBindings);
~VertexArrayState();
const std::string &getLabel() const { return mLabel; }
const BindingPointer<Buffer> &getElementArrayBuffer() const { return mElementArrayBuffer; }
size_t getMaxAttribs() const { return mVertexAttributes.size(); }
size_t getMaxBindings() const { return mVertexBindings.size(); }
size_t getMaxEnabledAttribute() const { return mMaxEnabledAttribute; }
const std::vector<VertexAttribute> &getVertexAttributes() const { return mVertexAttributes; }
const VertexAttribute &getVertexAttribute(size_t attribIndex) const
{
return mVertexAttributes[attribIndex];
}
const std::vector<VertexBinding> &getVertexBindings() const { return mVertexBindings; }
const VertexBinding &getVertexBinding(size_t bindingIndex) const
{
return mVertexBindings[bindingIndex];
}
const VertexBinding &getBindingFromAttribIndex(size_t attribIndex) const
{
return mVertexBindings[mVertexAttributes[attribIndex].bindingIndex];
}
size_t getBindingIndexFromAttribIndex(size_t attribIndex) const
{
return mVertexAttributes[attribIndex].bindingIndex;
}
private:
friend class VertexArray;
std::string mLabel;
std::vector<VertexAttribute> mVertexAttributes;
BindingPointer<Buffer> mElementArrayBuffer;
std::vector<VertexBinding> mVertexBindings;
size_t mMaxEnabledAttribute;
};
class VertexArray final : public LabeledObject
{
public:
VertexArray(rx::GLImplFactory *factory, GLuint id, size_t maxAttribs, size_t maxAttribBindings);
void onDestroy(const Context *context);
GLuint id() const;
void setLabel(const std::string &label) override;
const std::string &getLabel() const override;
const VertexBinding &getVertexBinding(size_t bindingIndex) const;
const VertexAttribute &getVertexAttribute(size_t attribIndex) const;
const VertexBinding &getBindingFromAttribIndex(size_t attribIndex) const
{
return mState.getBindingFromAttribIndex(attribIndex);
}
void detachBuffer(const Context *context, GLuint bufferName);
void setVertexAttribDivisor(size_t index, GLuint divisor);
void enableAttribute(size_t attribIndex, bool enabledState);
void setAttributeState(const Context *context,
size_t attribIndex,
Buffer *boundBuffer,
GLint size,
GLenum type,
bool normalized,
bool pureInteger,
GLsizei stride,
const void *pointer);
void setVertexAttribFormat(size_t attribIndex,
GLint size,
GLenum type,
bool normalized,
bool pureInteger,
GLintptr relativeOffset);
void bindVertexBuffer(const Context *context,
size_t bindingIndex,
Buffer *boundBuffer,
GLintptr offset,
GLsizei stride);
void setVertexAttribBinding(size_t attribIndex, size_t bindingIndex);
void setVertexBindingDivisor(size_t bindingIndex, GLuint divisor);
void setElementArrayBuffer(const Context *context, Buffer *buffer);
const BindingPointer<Buffer> &getElementArrayBuffer() const
{
return mState.getElementArrayBuffer();
}
size_t getMaxAttribs() const { return mState.getMaxAttribs(); }
size_t getMaxBindings() const { return mState.getMaxBindings(); }
const std::vector<VertexAttribute> &getVertexAttributes() const
{
return mState.getVertexAttributes();
}
const std::vector<VertexBinding> &getVertexBindings() const
{
return mState.getVertexBindings();
}
rx::VertexArrayImpl *getImplementation() const { return mVertexArray; }
size_t getMaxEnabledAttribute() const { return mState.getMaxEnabledAttribute(); }
enum DirtyBitType
{
DIRTY_BIT_ELEMENT_ARRAY_BUFFER,
// Reserve bits for enabled flags
DIRTY_BIT_ATTRIB_0_ENABLED,
DIRTY_BIT_ATTRIB_MAX_ENABLED = DIRTY_BIT_ATTRIB_0_ENABLED + gl::MAX_VERTEX_ATTRIBS,
// Reserve bits for attrib pointers
DIRTY_BIT_ATTRIB_0_POINTER = DIRTY_BIT_ATTRIB_MAX_ENABLED,
DIRTY_BIT_ATTRIB_MAX_POINTER = DIRTY_BIT_ATTRIB_0_POINTER + gl::MAX_VERTEX_ATTRIBS,
// Reserve bits for changes to VertexAttribFormat
DIRTY_BIT_ATTRIB_0_FORMAT = DIRTY_BIT_ATTRIB_MAX_POINTER,
DIRTY_BIT_ATTRIB_MAX_FORMAT = DIRTY_BIT_ATTRIB_0_FORMAT + gl::MAX_VERTEX_ATTRIBS,
// Reserve bits for changes to VertexAttribBinding
DIRTY_BIT_ATTRIB_0_BINDING = DIRTY_BIT_ATTRIB_MAX_FORMAT,
DIRTY_BIT_ATTRIB_MAX_BINDING = DIRTY_BIT_ATTRIB_0_BINDING + gl::MAX_VERTEX_ATTRIBS,
// Reserve bits for changes to BindVertexBuffer
DIRTY_BIT_BINDING_0_BUFFER = DIRTY_BIT_ATTRIB_MAX_BINDING,
DIRTY_BIT_BINDING_MAX_BUFFER = DIRTY_BIT_BINDING_0_BUFFER + gl::MAX_VERTEX_ATTRIB_BINDINGS,
// Reserve bits for binding divisors
DIRTY_BIT_BINDING_0_DIVISOR = DIRTY_BIT_BINDING_MAX_BUFFER,
DIRTY_BIT_BINDING_MAX_DIVISOR =
DIRTY_BIT_BINDING_0_DIVISOR + gl::MAX_VERTEX_ATTRIB_BINDINGS,
DIRTY_BIT_UNKNOWN = DIRTY_BIT_BINDING_MAX_DIVISOR,
DIRTY_BIT_MAX = DIRTY_BIT_UNKNOWN,
};
using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>;
static size_t GetAttribIndex(size_t dirtyBit);
void syncImplState(const Context *context);
bool hasAnyDirtyBit() const { return mDirtyBits.any(); }
private:
~VertexArray();
GLuint mId;
VertexArrayState mState;
DirtyBits mDirtyBits;
rx::VertexArrayImpl *mVertexArray;
};
} // namespace gl
#endif // LIBANGLE_VERTEXARRAY_H_