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kc3-lang/angle/src/libANGLE/VertexAttribute.h

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  • Author : Jamie Madill
    Date : 2017-06-20 12:57:39
    Hash : 4928b7ca
    Message : 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>

  • src/libANGLE/VertexAttribute.h
  • //
    // 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.
    //
    // Helper structures about Generic Vertex Attribute.
    //
    
    #ifndef LIBANGLE_VERTEXATTRIBUTE_H_
    #define LIBANGLE_VERTEXATTRIBUTE_H_
    
    #include "libANGLE/Buffer.h"
    
    namespace gl
    {
    class VertexArray;
    
    //
    // Implementation of Generic Vertex Attribute Bindings for ES3.1. The members are intentionally made
    // private in order to hide implementation details.
    //
    class VertexBinding final : angle::NonCopyable
    {
      public:
        VertexBinding();
        explicit VertexBinding(VertexBinding &&binding);
        VertexBinding &operator=(VertexBinding &&binding);
    
        GLuint getStride() const { return mStride; }
        void setStride(GLuint strideIn) { mStride = strideIn; }
    
        GLuint getDivisor() const { return mDivisor; }
        void setDivisor(GLuint divisorIn) { mDivisor = divisorIn; }
    
        GLintptr getOffset() const { return mOffset; }
        void setOffset(GLintptr offsetIn) { mOffset = offsetIn; }
    
        const BindingPointer<Buffer> &getBuffer() const { return mBuffer; }
        void setBuffer(const gl::Context *context, Buffer *bufferIn) { mBuffer.set(context, bufferIn); }
    
      private:
        GLuint mStride;
        GLuint mDivisor;
        GLintptr mOffset;
    
        BindingPointer<Buffer> mBuffer;
    };
    
    //
    // Implementation of Generic Vertex Attributes for ES3.1
    //
    struct VertexAttribute final : private angle::NonCopyable
    {
        explicit VertexAttribute(GLuint bindingIndex);
        explicit VertexAttribute(VertexAttribute &&attrib);
        VertexAttribute &operator=(VertexAttribute &&attrib);
    
        bool enabled;  // For glEnable/DisableVertexAttribArray
        GLenum type;
        GLuint size;
        bool normalized;
        bool pureInteger;
    
        const void *pointer;
        GLintptr relativeOffset;
    
        GLuint vertexAttribArrayStride;  // ONLY for queries of VERTEX_ATTRIB_ARRAY_STRIDE
        GLuint bindingIndex;
    };
    
    size_t ComputeVertexAttributeTypeSize(const VertexAttribute &attrib);
    
    // Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
    size_t ComputeVertexAttributeStride(const VertexAttribute &attrib, const VertexBinding &binding);
    
    // Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
    GLintptr ComputeVertexAttributeOffset(const VertexAttribute &attrib, const VertexBinding &binding);
    
    size_t ComputeVertexBindingElementCount(const VertexBinding &binding,
                                            size_t drawCount,
                                            size_t instanceCount);
    
    GLenum GetVertexAttributeBaseType(const VertexAttribute &attrib);
    
    struct VertexAttribCurrentValueData
    {
        union {
            GLfloat FloatValues[4];
            GLint IntValues[4];
            GLuint UnsignedIntValues[4];
        };
        GLenum Type;
    
        VertexAttribCurrentValueData();
    
        void setFloatValues(const GLfloat floatValues[4]);
        void setIntValues(const GLint intValues[4]);
        void setUnsignedIntValues(const GLuint unsignedIntValues[4]);
    };
    
    bool operator==(const VertexAttribCurrentValueData &a, const VertexAttribCurrentValueData &b);
    bool operator!=(const VertexAttribCurrentValueData &a, const VertexAttribCurrentValueData &b);
    
    }  // namespace gl
    
    #include "VertexAttribute.inl"
    
    #endif  // LIBANGLE_VERTEXATTRIBUTE_H_