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//
// Copyright 2014 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.
//

// VertexAttribImpl.h: Defines the abstract rx::VertexAttribImpl class.

#ifndef LIBANGLE_RENDERER_VERTEXARRAYIMPL_H_
#define LIBANGLE_RENDERER_VERTEXARRAYIMPL_H_

#include "common/angleutils.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/VertexArray.h"

// This is a helper X macro for iterating over all dirty attribs/bindings. Useful for dirty bits.
static_assert(gl::MAX_VERTEX_ATTRIBS == 16, "Invalid max vertex attribs");
static_assert(gl::MAX_VERTEX_ATTRIB_BINDINGS == 16, "Invalid max vertex bindings");
#define ANGLE_VERTEX_INDEX_CASES(FUNC) \
    FUNC(0)                            \
    FUNC(1)                            \
    FUNC(2)                            \
    FUNC(3)                            \
    FUNC(4)                            \
    FUNC(5) FUNC(6) FUNC(7) FUNC(8) FUNC(9) FUNC(10) FUNC(11) FUNC(12) FUNC(13) FUNC(14) FUNC(15)

namespace rx
{
class ContextImpl;

class VertexArrayImpl : angle::NonCopyable
{
  public:
    VertexArrayImpl(const gl::VertexArrayState &state) : mState(state) {}

    // It's up to the implementation to reset the attrib and binding dirty bits.
    // This is faster than the front-end having to clear all the bits after they have been scanned.
    virtual angle::Result syncState(const gl::Context *context,
                                    const gl::VertexArray::DirtyBits &dirtyBits,
                                    gl::VertexArray::DirtyAttribBitsArray *attribBits,
                                    gl::VertexArray::DirtyBindingBitsArray *bindingBits);

    virtual void destroy(const gl::Context *context) {}
    virtual ~VertexArrayImpl() {}

    const gl::VertexArrayState &getState() const { return mState; }

    void setContentsObservers(gl::VertexArrayBufferContentsObservers *observers)
    {
        mContentsObservers = observers;
    }

    virtual angle::Result onLabelUpdate(const gl::Context *context);

  protected:
    const gl::VertexArrayState &mState;
    gl::VertexArrayBufferContentsObservers *mContentsObservers = nullptr;
};

inline angle::Result VertexArrayImpl::syncState(const gl::Context *context,
                                                const gl::VertexArray::DirtyBits &dirtyBits,
                                                gl::VertexArray::DirtyAttribBitsArray *attribBits,
                                                gl::VertexArray::DirtyBindingBitsArray *bindingBits)
{
    return angle::Result::Continue;
}

}  // namespace rx

#endif  // LIBANGLE_RENDERER_VERTEXARRAYIMPL_H_