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.
//
// Implementation of the state class for mananging GLES 3 Vertex Array Objects.
//
#include "libANGLE/VertexArray.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/GLImplFactory.h"
#include "libANGLE/renderer/VertexArrayImpl.h"
namespace gl
{
VertexArrayState::VertexArrayState(size_t maxAttribs, size_t maxAttribBindings)
: mLabel(), mVertexBindings(maxAttribBindings), mMaxEnabledAttribute(0)
{
ASSERT(maxAttribs <= maxAttribBindings);
for (size_t i = 0; i < maxAttribs; i++)
{
mVertexAttributes.emplace_back(static_cast<GLuint>(i));
}
}
VertexArrayState::~VertexArrayState()
{
}
VertexArray::VertexArray(rx::GLImplFactory *factory,
GLuint id,
size_t maxAttribs,
size_t maxAttribBindings)
: mId(id),
mState(maxAttribs, maxAttribBindings),
mVertexArray(factory->createVertexArray(mState))
{
}
void VertexArray::onDestroy(const Context *context)
{
for (auto &binding : mState.mVertexBindings)
{
binding.setBuffer(context, nullptr);
}
mState.mElementArrayBuffer.set(context, nullptr);
mVertexArray->destroy(context);
SafeDelete(mVertexArray);
delete this;
}
VertexArray::~VertexArray()
{
ASSERT(!mVertexArray);
}
GLuint VertexArray::id() const
{
return mId;
}
void VertexArray::setLabel(const std::string &label)
{
mState.mLabel = label;
}
const std::string &VertexArray::getLabel() const
{
return mState.mLabel;
}
void VertexArray::detachBuffer(const Context *context, GLuint bufferName)
{
for (auto &binding : mState.mVertexBindings)
{
if (binding.getBuffer().id() == bufferName)
{
binding.setBuffer(context, nullptr);
}
}
if (mState.mElementArrayBuffer.id() == bufferName)
{
mState.mElementArrayBuffer.set(context, nullptr);
}
}
const VertexAttribute &VertexArray::getVertexAttribute(size_t attribIndex) const
{
ASSERT(attribIndex < getMaxAttribs());
return mState.mVertexAttributes[attribIndex];
}
const VertexBinding &VertexArray::getVertexBinding(size_t bindingIndex) const
{
ASSERT(bindingIndex < getMaxBindings());
return mState.mVertexBindings[bindingIndex];
}
size_t VertexArray::GetAttribIndex(size_t dirtyBit)
{
static_assert(gl::MAX_VERTEX_ATTRIBS == gl::MAX_VERTEX_ATTRIB_BINDINGS,
"The stride of vertex attributes should equal to that of vertex bindings.");
ASSERT(dirtyBit > DIRTY_BIT_ELEMENT_ARRAY_BUFFER);
return (dirtyBit - DIRTY_BIT_ATTRIB_0_ENABLED) % gl::MAX_VERTEX_ATTRIBS;
}
void VertexArray::bindVertexBuffer(const Context *context,
size_t bindingIndex,
Buffer *boundBuffer,
GLintptr offset,
GLsizei stride)
{
ASSERT(bindingIndex < getMaxBindings());
VertexBinding *binding = &mState.mVertexBindings[bindingIndex];
binding->setBuffer(context, boundBuffer);
binding->setOffset(offset);
binding->setStride(stride);
mDirtyBits.set(DIRTY_BIT_BINDING_0_BUFFER + bindingIndex);
}
void VertexArray::setVertexAttribBinding(size_t attribIndex, size_t bindingIndex)
{
ASSERT(attribIndex < getMaxAttribs() && bindingIndex < getMaxBindings());
mState.mVertexAttributes[attribIndex].bindingIndex = static_cast<GLuint>(bindingIndex);
mDirtyBits.set(DIRTY_BIT_ATTRIB_0_BINDING + attribIndex);
}
void VertexArray::setVertexBindingDivisor(size_t bindingIndex, GLuint divisor)
{
ASSERT(bindingIndex < getMaxBindings());
mState.mVertexBindings[bindingIndex].setDivisor(divisor);
mDirtyBits.set(DIRTY_BIT_BINDING_0_DIVISOR + bindingIndex);
}
void VertexArray::setVertexAttribFormat(size_t attribIndex,
GLint size,
GLenum type,
bool normalized,
bool pureInteger,
GLintptr relativeOffset)
{
ASSERT(attribIndex < getMaxAttribs());
VertexAttribute *attrib = &mState.mVertexAttributes[attribIndex];
attrib->size = size;
attrib->type = type;
attrib->normalized = normalized;
attrib->pureInteger = pureInteger;
attrib->relativeOffset = relativeOffset;
mDirtyBits.set(DIRTY_BIT_ATTRIB_0_FORMAT + attribIndex);
}
void VertexArray::setVertexAttribDivisor(size_t index, GLuint divisor)
{
ASSERT(index < getMaxAttribs());
setVertexAttribBinding(index, index);
setVertexBindingDivisor(index, divisor);
}
void VertexArray::enableAttribute(size_t attribIndex, bool enabledState)
{
ASSERT(attribIndex < getMaxAttribs());
mState.mVertexAttributes[attribIndex].enabled = enabledState;
mDirtyBits.set(DIRTY_BIT_ATTRIB_0_ENABLED + attribIndex);
// Update state cache
if (enabledState)
{
mState.mMaxEnabledAttribute = std::max(attribIndex + 1, mState.mMaxEnabledAttribute);
}
else if (mState.mMaxEnabledAttribute == attribIndex + 1)
{
while (mState.mMaxEnabledAttribute > 0 &&
!mState.mVertexAttributes[mState.mMaxEnabledAttribute - 1].enabled)
{
--mState.mMaxEnabledAttribute;
}
}
}
void VertexArray::setAttributeState(const Context *context,
size_t attribIndex,
gl::Buffer *boundBuffer,
GLint size,
GLenum type,
bool normalized,
bool pureInteger,
GLsizei stride,
const void *pointer)
{
ASSERT(attribIndex < getMaxAttribs());
GLintptr offset = boundBuffer ? reinterpret_cast<GLintptr>(pointer) : 0;
setVertexAttribFormat(attribIndex, size, type, normalized, pureInteger, 0);
setVertexAttribBinding(attribIndex, attribIndex);
VertexAttribute &attrib = mState.mVertexAttributes[attribIndex];
GLsizei effectiveStride =
stride != 0 ? stride : static_cast<GLsizei>(ComputeVertexAttributeTypeSize(attrib));
attrib.pointer = pointer;
attrib.vertexAttribArrayStride = stride;
bindVertexBuffer(context, attribIndex, boundBuffer, offset, effectiveStride);
mDirtyBits.set(DIRTY_BIT_ATTRIB_0_POINTER + attribIndex);
}
void VertexArray::setElementArrayBuffer(const Context *context, Buffer *buffer)
{
mState.mElementArrayBuffer.set(context, buffer);
mDirtyBits.set(DIRTY_BIT_ELEMENT_ARRAY_BUFFER);
}
void VertexArray::syncImplState(const Context *context)
{
if (mDirtyBits.any())
{
mVertexArray->syncState(context, mDirtyBits);
mDirtyBits.reset();
}
}
} // namespace gl