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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/VertexDataManager.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/VertexDataManager.cpp
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+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/VertexDataManager.cpp
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+//
+// Copyright 2002 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.
+//
+
+// VertexDataManager.h: Defines the VertexDataManager, a class that
+// runs the Buffer translation process.
+
+#include "libANGLE/renderer/d3d/VertexDataManager.h"
+
+#include "common/bitset_utils.h"
+#include "libANGLE/Buffer.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/State.h"
+#include "libANGLE/VertexArray.h"
+#include "libANGLE/VertexAttribute.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/BufferD3D.h"
+#include "libANGLE/renderer/d3d/ContextD3D.h"
+#include "libANGLE/renderer/d3d/VertexBuffer.h"
+
+using namespace angle;
+
+namespace rx
+{
+namespace
+{
+enum
+{
+ INITIAL_STREAM_BUFFER_SIZE = 1024 * 1024
+};
+// This has to be at least 4k or else it fails on ATI cards.
+enum
+{
+ CONSTANT_VERTEX_BUFFER_SIZE = 4096
+};
+
+// Warning: ensure the binding matches attrib.bindingIndex before using these functions.
+int64_t GetMaxAttributeByteOffsetForDraw(const gl::VertexAttribute &attrib,
+ const gl::VertexBinding &binding,
+ int64_t elementCount)
+{
+ CheckedNumeric<int64_t> stride = ComputeVertexAttributeStride(attrib, binding);
+ CheckedNumeric<int64_t> offset = ComputeVertexAttributeOffset(attrib, binding);
+ CheckedNumeric<int64_t> size = ComputeVertexAttributeTypeSize(attrib);
+
+ ASSERT(elementCount > 0);
+
+ CheckedNumeric<int64_t> result =
+ stride * (CheckedNumeric<int64_t>(elementCount) - 1) + size + offset;
+ return result.ValueOrDefault(std::numeric_limits<int64_t>::max());
+}
+
+// Warning: ensure the binding matches attrib.bindingIndex before using these functions.
+int ElementsInBuffer(const gl::VertexAttribute &attrib,
+ const gl::VertexBinding &binding,
+ unsigned int size)
+{
+ angle::CheckedNumeric<int64_t> bufferSize(size);
+ angle::CheckedNumeric<int64_t> stride = ComputeVertexAttributeStride(attrib, binding);
+ angle::CheckedNumeric<int64_t> offset = ComputeVertexAttributeOffset(attrib, binding);
+ angle::CheckedNumeric<int64_t> elementSize = ComputeVertexAttributeTypeSize(attrib);
+
+ auto elementsInBuffer = (bufferSize - (offset % stride) + (stride - elementSize)) / stride;
+ auto elementsInBufferInt = elementsInBuffer.Cast<int>();
+
+ return elementsInBufferInt.ValueOrDefault(0);
+}
+
+// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
+bool DirectStoragePossible(const gl::Context *context,
+ const gl::VertexAttribute &attrib,
+ const gl::VertexBinding &binding)
+{
+ // Current value attribs may not use direct storage.
+ if (!attrib.enabled)
+ {
+ return false;
+ }
+
+ gl::Buffer *buffer = binding.getBuffer().get();
+ if (!buffer)
+ {
+ return false;
+ }
+
+ BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
+ ASSERT(bufferD3D);
+ if (!bufferD3D->supportsDirectBinding())
+ {
+ return false;
+ }
+
+ // Alignment restrictions: In D3D, vertex data must be aligned to the format stride, or to a
+ // 4-byte boundary, whichever is smaller. (Undocumented, and experimentally confirmed)
+ size_t alignment = 4;
+
+ // TODO(jmadill): add VertexFormatCaps
+ BufferFactoryD3D *factory = bufferD3D->getFactory();
+
+ angle::FormatID vertexFormatID = attrib.format->id;
+
+ // CPU-converted vertex data must be converted (naturally).
+ if ((factory->getVertexConversionType(vertexFormatID) & VERTEX_CONVERT_CPU) != 0)
+ {
+ return false;
+ }
+
+ if (attrib.format->vertexAttribType != gl::VertexAttribType::Float)
+ {
+ unsigned int elementSize = 0;
+ angle::Result error =
+ factory->getVertexSpaceRequired(context, attrib, binding, 1, 0, 0, &elementSize);
+ ASSERT(error == angle::Result::Continue);
+ alignment = std::min<size_t>(elementSize, 4);
+ }
+
+ GLintptr offset = ComputeVertexAttributeOffset(attrib, binding);
+ // Final alignment check - unaligned data must be converted.
+ return (static_cast<size_t>(ComputeVertexAttributeStride(attrib, binding)) % alignment == 0) &&
+ (static_cast<size_t>(offset) % alignment == 0);
+}
+} // anonymous namespace
+
+TranslatedAttribute::TranslatedAttribute()
+ : active(false),
+ attribute(nullptr),
+ binding(nullptr),
+ currentValueType(gl::VertexAttribType::InvalidEnum),
+ baseOffset(0),
+ usesFirstVertexOffset(false),
+ stride(0),
+ vertexBuffer(),
+ storage(nullptr),
+ serial(0),
+ divisor(0)
+{}
+
+TranslatedAttribute::TranslatedAttribute(const TranslatedAttribute &other) = default;
+
+angle::Result TranslatedAttribute::computeOffset(const gl::Context *context,
+ GLint startVertex,
+ unsigned int *offsetOut) const
+{
+ if (!usesFirstVertexOffset)
+ {
+ *offsetOut = baseOffset;
+ return angle::Result::Continue;
+ }
+
+ CheckedNumeric<unsigned int> offset(baseOffset);
+ CheckedNumeric<unsigned int> checkedStride(stride);
+
+ offset += checkedStride * static_cast<unsigned int>(startVertex);
+ ANGLE_CHECK_GL_MATH(GetImplAs<ContextD3D>(context), offset.IsValid());
+ *offsetOut = offset.ValueOrDie();
+ return angle::Result::Continue;
+}
+
+// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
+VertexStorageType ClassifyAttributeStorage(const gl::Context *context,
+ const gl::VertexAttribute &attrib,
+ const gl::VertexBinding &binding)
+{
+ // If attribute is disabled, we use the current value.
+ if (!attrib.enabled)
+ {
+ return VertexStorageType::CURRENT_VALUE;
+ }
+
+ // If specified with immediate data, we must use dynamic storage.
+ gl::Buffer *buffer = binding.getBuffer().get();
+ if (!buffer)
+ {
+ return VertexStorageType::DYNAMIC;
+ }
+
+ // Check if the buffer supports direct storage.
+ if (DirectStoragePossible(context, attrib, binding))
+ {
+ return VertexStorageType::DIRECT;
+ }
+
+ // Otherwise the storage is static or dynamic.
+ BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
+ ASSERT(bufferD3D);
+ switch (bufferD3D->getUsage())
+ {
+ case D3DBufferUsage::DYNAMIC:
+ return VertexStorageType::DYNAMIC;
+ case D3DBufferUsage::STATIC:
+ return VertexStorageType::STATIC;
+ default:
+ UNREACHABLE();
+ return VertexStorageType::UNKNOWN;
+ }
+}
+
+VertexDataManager::CurrentValueState::CurrentValueState(BufferFactoryD3D *factory)
+ : buffer(new StreamingVertexBufferInterface(factory)), offset(0)
+{
+ data.Values.FloatValues[0] = std::numeric_limits<float>::quiet_NaN();
+ data.Values.FloatValues[1] = std::numeric_limits<float>::quiet_NaN();
+ data.Values.FloatValues[2] = std::numeric_limits<float>::quiet_NaN();
+ data.Values.FloatValues[3] = std::numeric_limits<float>::quiet_NaN();
+ data.Type = gl::VertexAttribType::Float;
+}
+
+VertexDataManager::CurrentValueState::CurrentValueState(CurrentValueState &&other)
+{
+ std::swap(buffer, other.buffer);
+ std::swap(data, other.data);
+ std::swap(offset, other.offset);
+}
+
+VertexDataManager::CurrentValueState::~CurrentValueState() {}
+
+VertexDataManager::VertexDataManager(BufferFactoryD3D *factory)
+ : mFactory(factory), mStreamingBuffer(factory)
+{
+ mCurrentValueCache.reserve(gl::MAX_VERTEX_ATTRIBS);
+ for (int currentValueIndex = 0; currentValueIndex < gl::MAX_VERTEX_ATTRIBS; ++currentValueIndex)
+ {
+ mCurrentValueCache.emplace_back(factory);
+ }
+}
+
+VertexDataManager::~VertexDataManager() {}
+
+angle::Result VertexDataManager::initialize(const gl::Context *context)
+{
+ return mStreamingBuffer.initialize(context, INITIAL_STREAM_BUFFER_SIZE);
+}
+
+void VertexDataManager::deinitialize()
+{
+ mStreamingBuffer.reset();
+ mCurrentValueCache.clear();
+}
+
+angle::Result VertexDataManager::prepareVertexData(
+ const gl::Context *context,
+ GLint start,
+ GLsizei count,
+ std::vector<TranslatedAttribute> *translatedAttribs,
+ GLsizei instances)
+{
+ const gl::State &state = context->getState();
+ const gl::ProgramExecutable *executable = state.getProgramExecutable();
+ const gl::VertexArray *vertexArray = state.getVertexArray();
+ const auto &vertexAttributes = vertexArray->getVertexAttributes();
+ const auto &vertexBindings = vertexArray->getVertexBindings();
+
+ mDynamicAttribsMaskCache.reset();
+
+ translatedAttribs->clear();
+
+ for (size_t attribIndex = 0; attribIndex < vertexAttributes.size(); ++attribIndex)
+ {
+ // Skip attrib locations the program doesn't use.
+ if (!executable->isAttribLocationActive(attribIndex))
+ continue;
+
+ const auto &attrib = vertexAttributes[attribIndex];
+ const auto &binding = vertexBindings[attrib.bindingIndex];
+
+ // Resize automatically puts in empty attribs
+ translatedAttribs->resize(attribIndex + 1);
+
+ TranslatedAttribute *translated = &(*translatedAttribs)[attribIndex];
+ auto currentValueData = state.getVertexAttribCurrentValue(attribIndex);
+
+ // Record the attribute now
+ translated->active = true;
+ translated->attribute = &attrib;
+ translated->binding = &binding;
+ translated->currentValueType = currentValueData.Type;
+ translated->divisor = binding.getDivisor();
+
+ switch (ClassifyAttributeStorage(context, attrib, binding))
+ {
+ case VertexStorageType::STATIC:
+ {
+ // Store static attribute.
+ ANGLE_TRY(StoreStaticAttrib(context, translated));
+ break;
+ }
+ case VertexStorageType::DYNAMIC:
+ // Dynamic attributes must be handled together.
+ mDynamicAttribsMaskCache.set(attribIndex);
+ break;
+ case VertexStorageType::DIRECT:
+ // Update translated data for direct attributes.
+ StoreDirectAttrib(context, translated);
+ break;
+ case VertexStorageType::CURRENT_VALUE:
+ {
+ ANGLE_TRY(storeCurrentValue(context, currentValueData, translated, attribIndex));
+ break;
+ }
+ default:
+ UNREACHABLE();
+ break;
+ }
+ }
+
+ if (mDynamicAttribsMaskCache.none())
+ {
+ return angle::Result::Continue;
+ }
+
+ // prepareVertexData is only called by Renderer9 which don't support baseInstance
+ ANGLE_TRY(storeDynamicAttribs(context, translatedAttribs, mDynamicAttribsMaskCache, start,
+ count, instances, 0u));
+
+ PromoteDynamicAttribs(context, *translatedAttribs, mDynamicAttribsMaskCache, count);
+
+ return angle::Result::Continue;
+}
+
+// static
+void VertexDataManager::StoreDirectAttrib(const gl::Context *context,
+ TranslatedAttribute *directAttrib)
+{
+ ASSERT(directAttrib->attribute && directAttrib->binding);
+ const auto &attrib = *directAttrib->attribute;
+ const auto &binding = *directAttrib->binding;
+
+ gl::Buffer *buffer = binding.getBuffer().get();
+ ASSERT(buffer);
+ BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
+
+ ASSERT(DirectStoragePossible(context, attrib, binding));
+ directAttrib->vertexBuffer.set(nullptr);
+ directAttrib->storage = bufferD3D;
+ directAttrib->serial = bufferD3D->getSerial();
+ directAttrib->stride = static_cast<unsigned int>(ComputeVertexAttributeStride(attrib, binding));
+ directAttrib->baseOffset =
+ static_cast<unsigned int>(ComputeVertexAttributeOffset(attrib, binding));
+
+ // Instanced vertices do not apply the 'start' offset
+ directAttrib->usesFirstVertexOffset = (binding.getDivisor() == 0);
+}
+
+// static
+angle::Result VertexDataManager::StoreStaticAttrib(const gl::Context *context,
+ TranslatedAttribute *translated)
+{
+ ASSERT(translated->attribute && translated->binding);
+ const auto &attrib = *translated->attribute;
+ const auto &binding = *translated->binding;
+
+ gl::Buffer *buffer = binding.getBuffer().get();
+ ASSERT(buffer && attrib.enabled && !DirectStoragePossible(context, attrib, binding));
+ BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
+
+ // Compute source data pointer
+ const uint8_t *sourceData = nullptr;
+ const int offset = static_cast<int>(ComputeVertexAttributeOffset(attrib, binding));
+
+ ANGLE_TRY(bufferD3D->getData(context, &sourceData));
+
+ if (sourceData)
+ {
+ sourceData += offset;
+ }
+
+ unsigned int streamOffset = 0;
+
+ translated->storage = nullptr;
+ ANGLE_TRY(bufferD3D->getFactory()->getVertexSpaceRequired(context, attrib, binding, 1, 0, 0,
+ &translated->stride));
+
+ auto *staticBuffer = bufferD3D->getStaticVertexBuffer(attrib, binding);
+ ASSERT(staticBuffer);
+
+ if (staticBuffer->empty())
+ {
+ // Convert the entire buffer
+ int totalCount =
+ ElementsInBuffer(attrib, binding, static_cast<unsigned int>(bufferD3D->getSize()));
+ int startIndex = offset / static_cast<int>(ComputeVertexAttributeStride(attrib, binding));
+
+ if (totalCount > 0)
+ {
+ ANGLE_TRY(staticBuffer->storeStaticAttribute(context, attrib, binding, -startIndex,
+ totalCount, 0, sourceData));
+ }
+ }
+
+ unsigned int firstElementOffset =
+ (static_cast<unsigned int>(offset) /
+ static_cast<unsigned int>(ComputeVertexAttributeStride(attrib, binding))) *
+ translated->stride;
+
+ VertexBuffer *vertexBuffer = staticBuffer->getVertexBuffer();
+
+ CheckedNumeric<unsigned int> checkedOffset(streamOffset);
+ checkedOffset += firstElementOffset;
+
+ ANGLE_CHECK_GL_MATH(GetImplAs<ContextD3D>(context), checkedOffset.IsValid());
+
+ translated->vertexBuffer.set(vertexBuffer);
+ translated->serial = vertexBuffer->getSerial();
+ translated->baseOffset = streamOffset + firstElementOffset;
+
+ // Instanced vertices do not apply the 'start' offset
+ translated->usesFirstVertexOffset = (binding.getDivisor() == 0);
+
+ return angle::Result::Continue;
+}
+
+angle::Result VertexDataManager::storeDynamicAttribs(
+ const gl::Context *context,
+ std::vector<TranslatedAttribute> *translatedAttribs,
+ const gl::AttributesMask &dynamicAttribsMask,
+ GLint start,
+ size_t count,
+ GLsizei instances,
+ GLuint baseInstance)
+{
+ // Instantiating this class will ensure the streaming buffer is never left mapped.
+ class StreamingBufferUnmapper final : NonCopyable
+ {
+ public:
+ StreamingBufferUnmapper(StreamingVertexBufferInterface *streamingBuffer)
+ : mStreamingBuffer(streamingBuffer)
+ {
+ ASSERT(mStreamingBuffer);
+ }
+ ~StreamingBufferUnmapper() { mStreamingBuffer->getVertexBuffer()->hintUnmapResource(); }
+
+ private:
+ StreamingVertexBufferInterface *mStreamingBuffer;
+ };
+
+ // Will trigger unmapping on return.
+ StreamingBufferUnmapper localUnmapper(&mStreamingBuffer);
+
+ // Reserve the required space for the dynamic buffers.
+ for (auto attribIndex : dynamicAttribsMask)
+ {
+ const auto &dynamicAttrib = (*translatedAttribs)[attribIndex];
+ ANGLE_TRY(
+ reserveSpaceForAttrib(context, dynamicAttrib, start, count, instances, baseInstance));
+ }
+
+ // Store dynamic attributes
+ for (auto attribIndex : dynamicAttribsMask)
+ {
+ auto *dynamicAttrib = &(*translatedAttribs)[attribIndex];
+ ANGLE_TRY(
+ storeDynamicAttrib(context, dynamicAttrib, start, count, instances, baseInstance));
+ }
+
+ return angle::Result::Continue;
+}
+
+void VertexDataManager::PromoteDynamicAttribs(
+ const gl::Context *context,
+ const std::vector<TranslatedAttribute> &translatedAttribs,
+ const gl::AttributesMask &dynamicAttribsMask,
+ size_t count)
+{
+ for (auto attribIndex : dynamicAttribsMask)
+ {
+ const auto &dynamicAttrib = translatedAttribs[attribIndex];
+ ASSERT(dynamicAttrib.attribute && dynamicAttrib.binding);
+ const auto &binding = *dynamicAttrib.binding;
+
+ gl::Buffer *buffer = binding.getBuffer().get();
+ if (buffer)
+ {
+ // Note: this multiplication can overflow. It should not be a security problem.
+ BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
+ size_t typeSize = ComputeVertexAttributeTypeSize(*dynamicAttrib.attribute);
+ bufferD3D->promoteStaticUsage(context, count * typeSize);
+ }
+ }
+}
+
+angle::Result VertexDataManager::reserveSpaceForAttrib(const gl::Context *context,
+ const TranslatedAttribute &translatedAttrib,
+ GLint start,
+ size_t count,
+ GLsizei instances,
+ GLuint baseInstance)
+{
+ ASSERT(translatedAttrib.attribute && translatedAttrib.binding);
+ const auto &attrib = *translatedAttrib.attribute;
+ const auto &binding = *translatedAttrib.binding;
+
+ ASSERT(!DirectStoragePossible(context, attrib, binding));
+
+ gl::Buffer *buffer = binding.getBuffer().get();
+ BufferD3D *bufferD3D = buffer ? GetImplAs<BufferD3D>(buffer) : nullptr;
+ ASSERT(!bufferD3D || bufferD3D->getStaticVertexBuffer(attrib, binding) == nullptr);
+
+ size_t totalCount = gl::ComputeVertexBindingElementCount(binding.getDivisor(), count,
+ static_cast<size_t>(instances));
+ // TODO(jiajia.qin@intel.com): force the index buffer to clamp any out of range indices instead
+ // of invalid operation here.
+ if (bufferD3D)
+ {
+ // Vertices do not apply the 'start' offset when the divisor is non-zero even when doing
+ // a non-instanced draw call
+ GLint firstVertexIndex = binding.getDivisor() > 0
+ ? UnsignedCeilDivide(baseInstance, binding.getDivisor())
+ : start;
+ int64_t maxVertexCount =
+ static_cast<int64_t>(firstVertexIndex) + static_cast<int64_t>(totalCount);
+
+ int64_t maxByte = GetMaxAttributeByteOffsetForDraw(attrib, binding, maxVertexCount);
+
+ ASSERT(bufferD3D->getSize() <= static_cast<size_t>(std::numeric_limits<int64_t>::max()));
+ ANGLE_CHECK(GetImplAs<ContextD3D>(context),
+ maxByte <= static_cast<int64_t>(bufferD3D->getSize()),
+ "Vertex buffer is not big enough for the draw call.", GL_INVALID_OPERATION);
+ }
+ return mStreamingBuffer.reserveVertexSpace(context, attrib, binding, totalCount, instances,
+ baseInstance);
+}
+
+angle::Result VertexDataManager::storeDynamicAttrib(const gl::Context *context,
+ TranslatedAttribute *translated,
+ GLint start,
+ size_t count,
+ GLsizei instances,
+ GLuint baseInstance)
+{
+ ASSERT(translated->attribute && translated->binding);
+ const auto &attrib = *translated->attribute;
+ const auto &binding = *translated->binding;
+
+ gl::Buffer *buffer = binding.getBuffer().get();
+ ASSERT(buffer || attrib.pointer);
+ ASSERT(attrib.enabled);
+
+ BufferD3D *storage = buffer ? GetImplAs<BufferD3D>(buffer) : nullptr;
+
+ // Instanced vertices do not apply the 'start' offset
+ GLint firstVertexIndex =
+ (binding.getDivisor() > 0 ? UnsignedCeilDivide(baseInstance, binding.getDivisor()) : start);
+
+ // Compute source data pointer
+ const uint8_t *sourceData = nullptr;
+
+ if (buffer)
+ {
+ ANGLE_TRY(storage->getData(context, &sourceData));
+ sourceData += static_cast<int>(ComputeVertexAttributeOffset(attrib, binding));
+ }
+ else
+ {
+ // Attributes using client memory ignore the VERTEX_ATTRIB_BINDING state.
+ // https://www.opengl.org/registry/specs/ARB/vertex_attrib_binding.txt
+ sourceData = static_cast<const uint8_t *>(attrib.pointer);
+ }
+
+ unsigned int streamOffset = 0;
+
+ translated->storage = nullptr;
+ ANGLE_TRY(
+ mFactory->getVertexSpaceRequired(context, attrib, binding, 1, 0, 0, &translated->stride));
+
+ size_t totalCount = gl::ComputeVertexBindingElementCount(binding.getDivisor(), count,
+ static_cast<size_t>(instances));
+
+ ANGLE_TRY(mStreamingBuffer.storeDynamicAttribute(
+ context, attrib, binding, translated->currentValueType, firstVertexIndex,
+ static_cast<GLsizei>(totalCount), instances, baseInstance, &streamOffset, sourceData));
+
+ VertexBuffer *vertexBuffer = mStreamingBuffer.getVertexBuffer();
+
+ translated->vertexBuffer.set(vertexBuffer);
+ translated->serial = vertexBuffer->getSerial();
+ translated->baseOffset = streamOffset;
+ translated->usesFirstVertexOffset = false;
+
+ return angle::Result::Continue;
+}
+
+angle::Result VertexDataManager::storeCurrentValue(
+ const gl::Context *context,
+ const gl::VertexAttribCurrentValueData &currentValue,
+ TranslatedAttribute *translated,
+ size_t attribIndex)
+{
+ CurrentValueState *cachedState = &mCurrentValueCache[attribIndex];
+ StreamingVertexBufferInterface &buffer = *cachedState->buffer;
+
+ if (buffer.getBufferSize() == 0)
+ {
+ ANGLE_TRY(buffer.initialize(context, CONSTANT_VERTEX_BUFFER_SIZE));
+ }
+
+ if (cachedState->data != currentValue)
+ {
+ ASSERT(translated->attribute && translated->binding);
+ const auto &attrib = *translated->attribute;
+ const auto &binding = *translated->binding;
+
+ ANGLE_TRY(buffer.reserveVertexSpace(context, attrib, binding, 1, 0, 0));
+
+ const uint8_t *sourceData =
+ reinterpret_cast<const uint8_t *>(currentValue.Values.FloatValues);
+ unsigned int streamOffset;
+ ANGLE_TRY(buffer.storeDynamicAttribute(context, attrib, binding, currentValue.Type, 0, 1, 0,
+ 0, &streamOffset, sourceData));
+
+ buffer.getVertexBuffer()->hintUnmapResource();
+
+ cachedState->data = currentValue;
+ cachedState->offset = streamOffset;
+ }
+
+ translated->vertexBuffer.set(buffer.getVertexBuffer());
+
+ translated->storage = nullptr;
+ translated->serial = buffer.getSerial();
+ translated->divisor = 0;
+ translated->stride = 0;
+ translated->baseOffset = static_cast<unsigned int>(cachedState->offset);
+ translated->usesFirstVertexOffset = false;
+
+ return angle::Result::Continue;
+}
+
+// VertexBufferBinding implementation
+VertexBufferBinding::VertexBufferBinding() : mBoundVertexBuffer(nullptr) {}
+
+VertexBufferBinding::VertexBufferBinding(const VertexBufferBinding &other)
+ : mBoundVertexBuffer(other.mBoundVertexBuffer)
+{
+ if (mBoundVertexBuffer)
+ {
+ mBoundVertexBuffer->addRef();
+ }
+}
+
+VertexBufferBinding::~VertexBufferBinding()
+{
+ if (mBoundVertexBuffer)
+ {
+ mBoundVertexBuffer->release();
+ }
+}
+
+VertexBufferBinding &VertexBufferBinding::operator=(const VertexBufferBinding &other)
+{
+ mBoundVertexBuffer = other.mBoundVertexBuffer;
+ if (mBoundVertexBuffer)
+ {
+ mBoundVertexBuffer->addRef();
+ }
+ return *this;
+}
+
+void VertexBufferBinding::set(VertexBuffer *vertexBuffer)
+{
+ if (mBoundVertexBuffer == vertexBuffer)
+ return;
+
+ if (mBoundVertexBuffer)
+ {
+ mBoundVertexBuffer->release();
+ }
+ if (vertexBuffer)
+ {
+ vertexBuffer->addRef();
+ }
+
+ mBoundVertexBuffer = vertexBuffer;
+}
+
+VertexBuffer *VertexBufferBinding::get() const
+{
+ return mBoundVertexBuffer;
+}
+
+} // namespace rx