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kc3-lang/angle/src/libGLESv2/angletypes.cpp

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  • Author : Jamie Madill
    Date : 2014-02-04 16:04:06
    Hash : 3078d0f7
    Message : Add VertexFormat internal struct to represent vertex inputs. A VertexFormat is similar to a simplified VertexAttribute, without extra unncessary data. VertexFormats will be useful for GPU vertex conversions with dynamic shader compilation. Change-Id: I4e60e0a12d5f081fb52d95c8977c43d481b33bff Reviewed-on: https://chromium-review.googlesource.com/184398 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>

  • src/libGLESv2/angletypes.cpp
  • #include "precompiled.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.
    //
    
    // angletypes.h : Defines a variety of structures and enum types that are used throughout libGLESv2
    
    #include "libGLESv2/angletypes.h"
    #include "libGLESv2/ProgramBinary.h"
    #include "libGLESv2/VertexAttribute.h"
    
    namespace gl
    {
    
    static void MinMax(int a, int b, int *minimum, int *maximum)
    {
        if (a < b)
        {
            *minimum = a;
            *maximum = b;
        }
        else
        {
            *minimum = b;
            *maximum = a;
        }
    }
    
    bool ClipRectangle(const Rectangle &source, const Rectangle &clip, Rectangle *intersection)
    {
        int minSourceX, maxSourceX, minSourceY, maxSourceY;
        MinMax(source.x, source.x + source.width, &minSourceX, &maxSourceX);
        MinMax(source.y, source.y + source.height, &minSourceY, &maxSourceY);
    
        int minClipX, maxClipX, minClipY, maxClipY;
        MinMax(clip.x, clip.x + clip.width, &minClipX, &maxClipX);
        MinMax(clip.y, clip.y + clip.height, &minClipY, &maxClipY);
    
        if (minSourceX >= maxClipX || maxSourceX <= minClipX || minSourceY >= maxClipY || maxSourceY <= minClipY)
        {
            if (intersection)
            {
                intersection->x = minSourceX;
                intersection->y = maxSourceY;
                intersection->width = maxSourceX - minSourceX;
                intersection->height = maxSourceY - minSourceY;
            }
    
            return false;
        }
        else
        {
            if (intersection)
            {
                intersection->x = std::max(minSourceX, minClipX);
                intersection->y = std::max(minSourceY, minClipY);
                intersection->width  = std::min(maxSourceX, maxClipX) - std::max(minSourceX, minClipX);
                intersection->height = std::min(maxSourceY, maxClipY) - std::max(minSourceY, minClipY);
            }
    
            return true;
        }
    }
    
    VertexFormat::VertexFormat()
        : mType(GL_NONE),
          mNormalized(GL_FALSE),
          mComponents(0),
          mPureInteger(false)
    {}
    
    VertexFormat::VertexFormat(GLenum type, GLboolean normalized, GLuint components, bool pureInteger)
        : mType(type),
          mNormalized(normalized),
          mComponents(components),
          mPureInteger(pureInteger)
    {
        // Float data can not be normalized, so ignore the user setting
        if (mType == GL_FLOAT || mType == GL_HALF_FLOAT || mType == GL_FIXED)
        {
            mNormalized = GL_FALSE;
        }
    }
    
    VertexFormat::VertexFormat(const VertexAttribute &attribute)
        : mType(attribute.mType),
          mNormalized(attribute.mNormalized ? GL_TRUE : GL_FALSE),
          mComponents(attribute.mSize),
          mPureInteger(attribute.mPureInteger)
    {
        // Ensure we aren't initializing a vertex format which should be using
        // the current-value type
        ASSERT(attribute.mArrayEnabled);
    
        // Float data can not be normalized, so ignore the user setting
        if (mType == GL_FLOAT || mType == GL_HALF_FLOAT || mType == GL_FIXED)
        {
            mNormalized = GL_FALSE;
        }
    }
    
    VertexFormat::VertexFormat(const VertexAttribute &attribute, GLenum currentValueType)
        : mType(attribute.mType),
          mNormalized(attribute.mNormalized ? GL_TRUE : GL_FALSE),
          mComponents(attribute.mSize),
          mPureInteger(attribute.mPureInteger)
    {
        if (!attribute.mArrayEnabled)
        {
            mType = currentValueType;
            mNormalized = GL_FALSE;
            mComponents = 4;
            mPureInteger = (currentValueType != GL_FLOAT);
        }
    
        // Float data can not be normalized, so ignore the user setting
        if (mType == GL_FLOAT || mType == GL_HALF_FLOAT || mType == GL_FIXED)
        {
            mNormalized = GL_FALSE;
        }
    }
    
    void VertexFormat::GetInputLayout(VertexFormat *inputLayout,
                                      ProgramBinary *programBinary,
                                      const VertexAttribute *attributes,
                                      const gl::VertexAttribCurrentValueData *currentValues)
    {
        for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
        {
            int semanticIndex = programBinary->getSemanticIndex(attributeIndex);
    
            if (semanticIndex != -1)
            {
                inputLayout[semanticIndex] = VertexFormat(attributes[attributeIndex], currentValues[attributeIndex].Type);
            }
        }
    }
    
    bool VertexFormat::operator==(const VertexFormat &other) const
    {
        return (mType == other.mType                &&
                mComponents == other.mComponents    &&
                mNormalized == other.mNormalized    &&
                mPureInteger == other.mPureInteger  );
    }
    
    bool VertexFormat::operator!=(const VertexFormat &other) const
    {
        return !(*this == other);
    }
    
    bool VertexFormat::operator<(const VertexFormat& other) const
    {
        if (mType != other.mType)
        {
            return mType < other.mType;
        }
        if (mNormalized != other.mNormalized)
        {
            return mNormalized < other.mNormalized;
        }
        if (mComponents != other.mComponents)
        {
            return mComponents < other.mComponents;
        }
        return mPureInteger < other.mPureInteger;
    }
    
    }