Hash :
b19d17b8
Author :
Date :
2022-12-09T14:38:08
Vulkan: Split Serial class into UniqueSerial and Serial This CL splits Serial class into two classes: UniqueSerial and Serial. UniqueSerial supports the object unique serial usage where there is == and != operator but no > or < comparison. UniqueSerial can have invalid value, but Serial will not have invalid value (in next CL). The main reason is for next CL we can further optimize out the invalid value check in the QueueSerial comparison. Bug: b/262047600 Change-Id: Ieaed2a0d5546b012a6d63aa18b6006595e4aee1b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4093557 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
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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.
//
// VertexArray11.h: Defines the rx::VertexArray11 class which implements rx::VertexArrayImpl.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_
#include "libANGLE/Framebuffer.h"
#include "libANGLE/renderer/VertexArrayImpl.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
namespace rx
{
class Renderer11;
class VertexArray11 : public VertexArrayImpl
{
public:
VertexArray11(const gl::VertexArrayState &data);
~VertexArray11() override;
void destroy(const gl::Context *context) override;
// Does not apply any state updates - these are done in syncStateForDraw which as access to
// the draw call parameters.
angle::Result syncState(const gl::Context *context,
const gl::VertexArray::DirtyBits &dirtyBits,
gl::VertexArray::DirtyAttribBitsArray *attribBits,
gl::VertexArray::DirtyBindingBitsArray *bindingBits) override;
// Applied buffer pointers are updated here.
angle::Result syncStateForDraw(const gl::Context *context,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
GLsizei instances,
GLint baseVertex,
GLuint baseInstance,
bool promoteDynamic);
// This will check the dynamic attribs mask.
bool hasActiveDynamicAttrib(const gl::Context *context);
const std::vector<TranslatedAttribute> &getTranslatedAttribs() const;
UniqueSerial getCurrentStateSerial() const { return mCurrentStateSerial; }
// In case of a multi-view program change, we have to update all attributes so that the divisor
// is adjusted.
void markAllAttributeDivisorsForAdjustment(int numViews);
const TranslatedIndexData &getCachedIndexInfo() const;
void updateCachedIndexInfo(const TranslatedIndexData &indexInfo);
bool isCachedIndexInfoValid() const;
gl::DrawElementsType getCachedDestinationIndexType() const;
private:
void updateVertexAttribStorage(const gl::Context *context,
StateManager11 *stateManager,
size_t attribIndex);
angle::Result updateDirtyAttribs(const gl::Context *context,
const gl::AttributesMask &activeDirtyAttribs);
angle::Result updateDynamicAttribs(const gl::Context *context,
VertexDataManager *vertexDataManager,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
GLsizei instances,
GLint baseVertex,
GLuint baseInstance,
bool promoteDynamic,
const gl::AttributesMask &activeDynamicAttribs);
angle::Result updateElementArrayStorage(const gl::Context *context,
GLsizei indexCount,
gl::DrawElementsType indexType,
const void *indices,
bool restartEnabled);
std::vector<VertexStorageType> mAttributeStorageTypes;
std::vector<TranslatedAttribute> mTranslatedAttribs;
// The mask of attributes marked as dynamic.
gl::AttributesMask mDynamicAttribsMask;
// A set of attributes we know are dirty, and need to be re-translated.
gl::AttributesMask mAttribsToTranslate;
UniqueSerial mCurrentStateSerial;
// The numViews value used to adjust the divisor.
int mAppliedNumViewsToDivisor;
// If the index buffer needs re-streaming.
Optional<gl::DrawElementsType> mLastDrawElementsType;
Optional<const void *> mLastDrawElementsIndices;
Optional<bool> mLastPrimitiveRestartEnabled;
IndexStorageType mCurrentElementArrayStorage;
Optional<TranslatedIndexData> mCachedIndexInfo;
gl::DrawElementsType mCachedDestinationIndexType;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_