Hash :
09e2d93b
Author :
Date :
2015-07-14T16:40:31
D3D11: Futher optimize input layout cache. *re-land with fix for matrix attributes* *re-re-land with fix for attributes with BindAttribLocation* Using the new vertex format type enum, we can shrink the size of the input layout tables and reduce draw call overhead further. BUG=angleproject:959 Change-Id: I181acd3d7d519f5587cbe180fb1bca8530b7cfc2 Reviewed-on: https://chromium-review.googlesource.com/285348 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224
//
// 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.
//
// formatutils.h: Queries for GL image formats.
#ifndef LIBANGLE_FORMATUTILS_H_
#define LIBANGLE_FORMATUTILS_H_
#include "libANGLE/Caps.h"
#include "libANGLE/angletypes.h"
#include "angle_gl.h"
#include <cstddef>
#include <stdint.h>
namespace gl
{
struct Type
{
Type();
GLuint bytes;
GLuint bytesShift; // Bit shift by this value to effectively divide/multiply by "bytes" in a more optimal way
bool specialInterpretation;
};
const Type &GetTypeInfo(GLenum type);
struct InternalFormat
{
InternalFormat();
GLuint redBits;
GLuint greenBits;
GLuint blueBits;
GLuint luminanceBits;
GLuint alphaBits;
GLuint sharedBits;
GLuint depthBits;
GLuint stencilBits;
GLuint pixelBytes;
GLuint componentCount;
bool compressed;
GLuint compressedBlockWidth;
GLuint compressedBlockHeight;
GLenum format;
GLenum type;
GLenum componentType;
GLenum colorEncoding;
typedef bool (*SupportCheckFunction)(GLuint, const Extensions &);
SupportCheckFunction textureSupport;
SupportCheckFunction renderSupport;
SupportCheckFunction filterSupport;
GLuint computeRowPitch(GLenum formatType, GLsizei width, GLint alignment, GLint rowLength) const;
GLuint computeDepthPitch(GLenum formatType, GLsizei width, GLsizei height, GLint alignment, GLint rowLength) const;
GLuint computeBlockSize(GLenum formatType, GLsizei width, GLsizei height) const;
};
const InternalFormat &GetInternalFormatInfo(GLenum internalFormat);
GLenum GetSizedInternalFormat(GLenum internalFormat, GLenum type);
typedef std::set<GLenum> FormatSet;
const FormatSet &GetAllSizedInternalFormats();
// From the ESSL 3.00.4 spec:
// Vertex shader inputs can only be float, floating-point vectors, matrices, signed and unsigned
// integers and integer vectors. Vertex shader inputs cannot be arrays or structures.
enum AttributeType
{
ATTRIBUTE_FLOAT,
ATTRIBUTE_VEC2,
ATTRIBUTE_VEC3,
ATTRIBUTE_VEC4,
ATTRIBUTE_INT,
ATTRIBUTE_IVEC2,
ATTRIBUTE_IVEC3,
ATTRIBUTE_IVEC4,
ATTRIBUTE_UINT,
ATTRIBUTE_UVEC2,
ATTRIBUTE_UVEC3,
ATTRIBUTE_UVEC4,
ATTRIBUTE_MAT2,
ATTRIBUTE_MAT3,
ATTRIBUTE_MAT4,
ATTRIBUTE_MAT2x3,
ATTRIBUTE_MAT2x4,
ATTRIBUTE_MAT3x2,
ATTRIBUTE_MAT3x4,
ATTRIBUTE_MAT4x2,
ATTRIBUTE_MAT4x3,
};
AttributeType GetAttributeType(GLenum enumValue);
enum VertexFormatType
{
VERTEX_FORMAT_INVALID,
VERTEX_FORMAT_SBYTE1,
VERTEX_FORMAT_SBYTE1_NORM,
VERTEX_FORMAT_SBYTE2,
VERTEX_FORMAT_SBYTE2_NORM,
VERTEX_FORMAT_SBYTE3,
VERTEX_FORMAT_SBYTE3_NORM,
VERTEX_FORMAT_SBYTE4,
VERTEX_FORMAT_SBYTE4_NORM,
VERTEX_FORMAT_UBYTE1,
VERTEX_FORMAT_UBYTE1_NORM,
VERTEX_FORMAT_UBYTE2,
VERTEX_FORMAT_UBYTE2_NORM,
VERTEX_FORMAT_UBYTE3,
VERTEX_FORMAT_UBYTE3_NORM,
VERTEX_FORMAT_UBYTE4,
VERTEX_FORMAT_UBYTE4_NORM,
VERTEX_FORMAT_SSHORT1,
VERTEX_FORMAT_SSHORT1_NORM,
VERTEX_FORMAT_SSHORT2,
VERTEX_FORMAT_SSHORT2_NORM,
VERTEX_FORMAT_SSHORT3,
VERTEX_FORMAT_SSHORT3_NORM,
VERTEX_FORMAT_SSHORT4,
VERTEX_FORMAT_SSHORT4_NORM,
VERTEX_FORMAT_USHORT1,
VERTEX_FORMAT_USHORT1_NORM,
VERTEX_FORMAT_USHORT2,
VERTEX_FORMAT_USHORT2_NORM,
VERTEX_FORMAT_USHORT3,
VERTEX_FORMAT_USHORT3_NORM,
VERTEX_FORMAT_USHORT4,
VERTEX_FORMAT_USHORT4_NORM,
VERTEX_FORMAT_SINT1,
VERTEX_FORMAT_SINT1_NORM,
VERTEX_FORMAT_SINT2,
VERTEX_FORMAT_SINT2_NORM,
VERTEX_FORMAT_SINT3,
VERTEX_FORMAT_SINT3_NORM,
VERTEX_FORMAT_SINT4,
VERTEX_FORMAT_SINT4_NORM,
VERTEX_FORMAT_UINT1,
VERTEX_FORMAT_UINT1_NORM,
VERTEX_FORMAT_UINT2,
VERTEX_FORMAT_UINT2_NORM,
VERTEX_FORMAT_UINT3,
VERTEX_FORMAT_UINT3_NORM,
VERTEX_FORMAT_UINT4,
VERTEX_FORMAT_UINT4_NORM,
VERTEX_FORMAT_SBYTE1_INT,
VERTEX_FORMAT_SBYTE2_INT,
VERTEX_FORMAT_SBYTE3_INT,
VERTEX_FORMAT_SBYTE4_INT,
VERTEX_FORMAT_UBYTE1_INT,
VERTEX_FORMAT_UBYTE2_INT,
VERTEX_FORMAT_UBYTE3_INT,
VERTEX_FORMAT_UBYTE4_INT,
VERTEX_FORMAT_SSHORT1_INT,
VERTEX_FORMAT_SSHORT2_INT,
VERTEX_FORMAT_SSHORT3_INT,
VERTEX_FORMAT_SSHORT4_INT,
VERTEX_FORMAT_USHORT1_INT,
VERTEX_FORMAT_USHORT2_INT,
VERTEX_FORMAT_USHORT3_INT,
VERTEX_FORMAT_USHORT4_INT,
VERTEX_FORMAT_SINT1_INT,
VERTEX_FORMAT_SINT2_INT,
VERTEX_FORMAT_SINT3_INT,
VERTEX_FORMAT_SINT4_INT,
VERTEX_FORMAT_UINT1_INT,
VERTEX_FORMAT_UINT2_INT,
VERTEX_FORMAT_UINT3_INT,
VERTEX_FORMAT_UINT4_INT,
VERTEX_FORMAT_FIXED1,
VERTEX_FORMAT_FIXED2,
VERTEX_FORMAT_FIXED3,
VERTEX_FORMAT_FIXED4,
VERTEX_FORMAT_HALF1,
VERTEX_FORMAT_HALF2,
VERTEX_FORMAT_HALF3,
VERTEX_FORMAT_HALF4,
VERTEX_FORMAT_FLOAT1,
VERTEX_FORMAT_FLOAT2,
VERTEX_FORMAT_FLOAT3,
VERTEX_FORMAT_FLOAT4,
VERTEX_FORMAT_SINT210,
VERTEX_FORMAT_UINT210,
VERTEX_FORMAT_SINT210_NORM,
VERTEX_FORMAT_UINT210_NORM,
VERTEX_FORMAT_SINT210_INT,
VERTEX_FORMAT_UINT210_INT,
};
typedef std::vector<gl::VertexFormatType> InputLayout;
struct VertexFormat : angle::NonCopyable
{
VertexFormat(GLenum typeIn, GLboolean normalizedIn, GLuint componentsIn, bool pureIntegerIn);
GLenum type;
GLboolean normalized;
GLuint components;
bool pureInteger;
};
VertexFormatType GetVertexFormatType(GLenum type, GLboolean normalized, GLuint components, bool pureInteger);
VertexFormatType GetVertexFormatType(const VertexAttribute &attrib);
VertexFormatType GetVertexFormatType(const VertexAttribute &attrib, GLenum currentValueType);
const VertexFormat &GetVertexFormatFromType(VertexFormatType vertexFormatType);
}
#endif // LIBANGLE_FORMATUTILS_H_