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diff --git a/gfx/angle/checkout/src/libANGLE/VertexAttribute.h b/gfx/angle/checkout/src/libANGLE/VertexAttribute.h
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+//
+// Copyright 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"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/renderer/Format.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(GLuint boundAttribute);
+ VertexBinding(VertexBinding &&binding);
+ ~VertexBinding();
+ 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; }
+
+ ANGLE_INLINE void setBuffer(const gl::Context *context, Buffer *bufferIn)
+ {
+ mBuffer.set(context, bufferIn);
+ }
+
+ // Skips ref counting for better inlined performance.
+ ANGLE_INLINE void assignBuffer(Buffer *bufferIn) { mBuffer.assign(bufferIn); }
+
+ void onContainerBindingChanged(const Context *context, int incr) const;
+
+ const AttributesMask &getBoundAttributesMask() const { return mBoundAttributesMask; }
+
+ void setBoundAttribute(size_t index) { mBoundAttributesMask.set(index); }
+
+ void resetBoundAttribute(size_t index) { mBoundAttributesMask.reset(index); }
+
+ private:
+ GLuint mStride;
+ GLuint mDivisor;
+ GLintptr mOffset;
+
+ BindingPointer<Buffer> mBuffer;
+
+ // Mapping from this binding to all of the attributes that are using this binding.
+ AttributesMask mBoundAttributesMask;
+};
+
+//
+// Implementation of Generic Vertex Attributes for ES3.1
+//
+struct VertexAttribute final : private angle::NonCopyable
+{
+ explicit VertexAttribute(GLuint bindingIndex);
+ VertexAttribute(VertexAttribute &&attrib);
+ VertexAttribute &operator=(VertexAttribute &&attrib);
+
+ // Called from VertexArray.
+ void updateCachedElementLimit(const VertexBinding &binding);
+ GLint64 getCachedElementLimit() const { return mCachedElementLimit; }
+
+ bool enabled; // For glEnable/DisableVertexAttribArray
+ const angle::Format *format;
+
+ const void *pointer;
+ GLuint relativeOffset;
+
+ GLuint vertexAttribArrayStride; // ONLY for queries of VERTEX_ATTRIB_ARRAY_STRIDE
+ GLuint bindingIndex;
+
+ // Special value for the cached element limit on the integer overflow case.
+ static constexpr GLint64 kIntegerOverflow = std::numeric_limits<GLint64>::min();
+
+ private:
+ // This is kept in sync by the VertexArray. It is used to optimize draw call validation.
+ GLint64 mCachedElementLimit;
+};
+
+ANGLE_INLINE size_t ComputeVertexAttributeTypeSize(const VertexAttribute &attrib)
+{
+ ASSERT(attrib.format);
+ return attrib.format->pixelBytes;
+}
+
+// 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(GLuint divisor, size_t drawCount, size_t instanceCount);
+
+struct VertexAttribCurrentValueData
+{
+ union
+ {
+ GLfloat FloatValues[4];
+ GLint IntValues[4];
+ GLuint UnsignedIntValues[4];
+ } Values;
+ VertexAttribType 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.inc"
+
+#endif // LIBANGLE_VERTEXATTRIBUTE_H_