Hash :
d5451f11
Author :
Date :
2015-06-05T10:59:04
Inline comparison operators of several small ANGLE structs. Improves draw call overhead of RendererGL. DrawCallPerf_gl: Before: 129779 score After: 136973 score Improvement: 5.543% No noticeable difference in DLL size or draw call perf of the D3D renderers. BUG=angleproject:959 Change-Id: Id54d49e9e2cfb69431ee26d632c58fee2c42b82c Reviewed-on: https://chromium-review.googlesource.com/275408 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 2012-2013 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
#ifndef LIBANGLE_ANGLETYPES_H_
#define LIBANGLE_ANGLETYPES_H_
#include "libANGLE/Constants.h"
#include "libANGLE/RefCountObject.h"
#include <stdint.h>
namespace gl
{
class Buffer;
class State;
class Program;
struct VertexAttribute;
struct VertexAttribCurrentValueData;
enum SamplerType
{
SAMPLER_PIXEL,
SAMPLER_VERTEX
};
template <typename T>
struct Color
{
T red;
T green;
T blue;
T alpha;
Color() : red(0), green(0), blue(0), alpha(0) { }
Color(T r, T g, T b, T a) : red(r), green(g), blue(b), alpha(a) { }
};
template <typename T>
bool operator==(const Color<T> &a, const Color<T> &b);
template <typename T>
bool operator!=(const Color<T> &a, const Color<T> &b);
typedef Color<float> ColorF;
typedef Color<int> ColorI;
typedef Color<unsigned int> ColorUI;
struct Rectangle
{
int x;
int y;
int width;
int height;
Rectangle() : x(0), y(0), width(0), height(0) { }
Rectangle(int x_in, int y_in, int width_in, int height_in) : x(x_in), y(y_in), width(width_in), height(height_in) { }
};
bool operator==(const Rectangle &a, const Rectangle &b);
bool operator!=(const Rectangle &a, const Rectangle &b);
bool ClipRectangle(const Rectangle &source, const Rectangle &clip, Rectangle *intersection);
struct Offset
{
int x;
int y;
int z;
Offset() : x(0), y(0), z(0) { }
Offset(int x_in, int y_in, int z_in) : x(x_in), y(y_in), z(z_in) { }
};
struct Extents
{
int width;
int height;
int depth;
Extents() : width(0), height(0), depth(0) { }
Extents(int width_, int height_, int depth_) : width(width_), height(height_), depth(depth_) { }
bool empty() const { return (width * height * depth) == 0; }
};
struct Box
{
int x;
int y;
int z;
int width;
int height;
int depth;
Box() : x(0), y(0), z(0), width(0), height(0), depth(0) { }
Box(int x_in, int y_in, int z_in, int width_in, int height_in, int depth_in) : x(x_in), y(y_in), z(z_in), width(width_in), height(height_in), depth(depth_in) { }
Box(const Offset &offset, const Extents &size) : x(offset.x), y(offset.y), z(offset.z), width(size.width), height(size.height), depth(size.depth) { }
bool operator==(const Box &other) const;
bool operator!=(const Box &other) const;
};
struct RasterizerState
{
bool cullFace;
GLenum cullMode;
GLenum frontFace;
bool polygonOffsetFill;
GLfloat polygonOffsetFactor;
GLfloat polygonOffsetUnits;
bool pointDrawMode;
bool multiSample;
bool rasterizerDiscard;
};
struct BlendState
{
bool blend;
GLenum sourceBlendRGB;
GLenum destBlendRGB;
GLenum sourceBlendAlpha;
GLenum destBlendAlpha;
GLenum blendEquationRGB;
GLenum blendEquationAlpha;
bool colorMaskRed;
bool colorMaskGreen;
bool colorMaskBlue;
bool colorMaskAlpha;
bool sampleAlphaToCoverage;
bool dither;
};
struct DepthStencilState
{
bool depthTest;
GLenum depthFunc;
bool depthMask;
bool stencilTest;
GLenum stencilFunc;
GLuint stencilMask;
GLenum stencilFail;
GLenum stencilPassDepthFail;
GLenum stencilPassDepthPass;
GLuint stencilWritemask;
GLenum stencilBackFunc;
GLuint stencilBackMask;
GLenum stencilBackFail;
GLenum stencilBackPassDepthFail;
GLenum stencilBackPassDepthPass;
GLuint stencilBackWritemask;
};
struct SamplerState
{
SamplerState();
GLenum minFilter;
GLenum magFilter;
GLenum wrapS;
GLenum wrapT;
GLenum wrapR;
float maxAnisotropy;
GLint baseLevel;
GLint maxLevel;
GLfloat minLod;
GLfloat maxLod;
GLenum compareMode;
GLenum compareFunc;
GLenum swizzleRed;
GLenum swizzleGreen;
GLenum swizzleBlue;
GLenum swizzleAlpha;
bool swizzleRequired() const;
};
bool operator==(const SamplerState &a, const SamplerState &b);
bool operator!=(const SamplerState &a, const SamplerState &b);
struct PixelUnpackState
{
BindingPointer<Buffer> pixelBuffer;
GLint alignment;
GLint rowLength;
GLint skipRows;
GLint skipPixels;
GLint imageHeight;
GLint skipImages;
PixelUnpackState()
: alignment(4),
rowLength(0),
skipRows(0),
skipPixels(0),
imageHeight(0),
skipImages(0)
{}
PixelUnpackState(GLint alignmentIn, GLint rowLengthIn)
: alignment(alignmentIn),
rowLength(rowLengthIn),
skipRows(0),
skipPixels(0),
imageHeight(0),
skipImages(0)
{}
};
struct PixelPackState
{
BindingPointer<Buffer> pixelBuffer;
GLint alignment;
bool reverseRowOrder;
GLint rowLength;
GLint skipRows;
GLint skipPixels;
PixelPackState()
: alignment(4),
reverseRowOrder(false),
rowLength(0),
skipRows(0),
skipPixels(0)
{}
explicit PixelPackState(GLint alignmentIn, bool reverseRowOrderIn)
: alignment(alignmentIn),
reverseRowOrder(reverseRowOrderIn),
rowLength(0),
skipRows(0),
skipPixels(0)
{}
};
}
namespace rx
{
enum VendorID : uint32_t
{
VENDOR_ID_AMD = 0x1002,
VENDOR_ID_INTEL = 0x8086,
VENDOR_ID_NVIDIA = 0x10DE,
};
// A macro that determines whether an object has a given runtime type.
#if defined(__clang__)
#if __has_feature(cxx_rtti)
#define ANGLE_HAS_DYNAMIC_CAST 1
#endif
#elif !defined(NDEBUG) && (!defined(_MSC_VER) || defined(_CPPRTTI)) && (!defined(__GNUC__) || __GNUC__ < 4 || (__GNUC__ == 4 && __GNUC_MINOR__ < 3) || defined(__GXX_RTTI))
#define ANGLE_HAS_DYNAMIC_CAST 1
#endif
#ifdef ANGLE_HAS_DYNAMIC_CAST
#define ANGLE_HAS_DYNAMIC_TYPE(type, obj) (dynamic_cast<type >(obj) != nullptr)
#undef ANGLE_HAS_DYNAMIC_CAST
#else
#define ANGLE_HAS_DYNAMIC_TYPE(type, obj) (obj != nullptr)
#endif
// Downcast a base implementation object (EG TextureImpl to TextureD3D)
template <typename DestT, typename SrcT>
inline DestT *GetAs(SrcT *src)
{
ASSERT(ANGLE_HAS_DYNAMIC_TYPE(DestT*, src));
return static_cast<DestT*>(src);
}
template <typename DestT, typename SrcT>
inline const DestT *GetAs(const SrcT *src)
{
ASSERT(ANGLE_HAS_DYNAMIC_TYPE(const DestT*, src));
return static_cast<const DestT*>(src);
}
#undef ANGLE_HAS_DYNAMIC_TYPE
// Downcast a GL object to an Impl (EG gl::Texture to rx::TextureD3D)
template <typename DestT, typename SrcT>
inline DestT *GetImplAs(SrcT *src)
{
return GetAs<DestT>(src->getImplementation());
}
template <typename DestT, typename SrcT>
inline const DestT *GetImplAs(const SrcT *src)
{
return GetAs<const DestT>(src->getImplementation());
}
}
#include "angletypes.inl"
#endif // LIBANGLE_ANGLETYPES_H_