// // 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. // // Implementation of the state classes for mananging GLES 3.1 Vertex Array Objects. // #include "libANGLE/VertexAttribute.h" namespace gl { // [OpenGL ES 3.1] (November 3, 2016) Section 20 Page 361 // Table 20.2: Vertex Array Object State VertexBinding::VertexBinding() : mStride(16u), mDivisor(0), mOffset(0) { } VertexBinding::VertexBinding(VertexBinding &&binding) { *this = std::move(binding); } VertexBinding::~VertexBinding() { } VertexBinding &VertexBinding::operator=(VertexBinding &&binding) { if (this != &binding) { mStride = binding.mStride; mDivisor = binding.mDivisor; mOffset = binding.mOffset; std::swap(binding.mBuffer, mBuffer); } return *this; } VertexAttribute::VertexAttribute(GLuint bindingIndex) : enabled(false), type(GL_FLOAT), size(4u), normalized(false), pureInteger(false), pointer(nullptr), relativeOffset(0), vertexAttribArrayStride(0), bindingIndex(bindingIndex) { } VertexAttribute::VertexAttribute(VertexAttribute &&attrib) : enabled(attrib.enabled), type(attrib.type), size(attrib.size), normalized(attrib.normalized), pureInteger(attrib.pureInteger), pointer(attrib.pointer), relativeOffset(attrib.relativeOffset), vertexAttribArrayStride(attrib.vertexAttribArrayStride), bindingIndex(attrib.bindingIndex) { } VertexAttribute &VertexAttribute::operator=(VertexAttribute &&attrib) { if (this != &attrib) { enabled = attrib.enabled; type = attrib.type; size = attrib.size; normalized = attrib.normalized; pureInteger = attrib.pureInteger; pointer = attrib.pointer; relativeOffset = attrib.relativeOffset; vertexAttribArrayStride = attrib.vertexAttribArrayStride; bindingIndex = attrib.bindingIndex; } return *this; } size_t ComputeVertexAttributeTypeSize(const VertexAttribute& attrib) { GLuint size = attrib.size; switch (attrib.type) { case GL_BYTE: return size * sizeof(GLbyte); case GL_UNSIGNED_BYTE: return size * sizeof(GLubyte); case GL_SHORT: return size * sizeof(GLshort); case GL_UNSIGNED_SHORT: return size * sizeof(GLushort); case GL_INT: return size * sizeof(GLint); case GL_UNSIGNED_INT: return size * sizeof(GLuint); case GL_INT_2_10_10_10_REV: return 4; case GL_UNSIGNED_INT_2_10_10_10_REV: return 4; case GL_FIXED: return size * sizeof(GLfixed); case GL_HALF_FLOAT: return size * sizeof(GLhalf); case GL_FLOAT: return size * sizeof(GLfloat); default: UNREACHABLE(); return size * sizeof(GLfloat); } } size_t ComputeVertexAttributeStride(const VertexAttribute &attrib, const VertexBinding &binding) { // In ES 3.1, VertexAttribPointer will store the type size in the binding stride. // Hence, rendering always uses the binding's stride. return attrib.enabled ? binding.getStride() : 16u; } // Warning: you should ensure binding really matches attrib.bindingIndex before using this function. GLintptr ComputeVertexAttributeOffset(const VertexAttribute &attrib, const VertexBinding &binding) { return attrib.relativeOffset + binding.getOffset(); } size_t ComputeVertexBindingElementCount(GLuint divisor, size_t drawCount, size_t instanceCount) { // For instanced rendering, we draw "instanceDrawCount" sets of "vertexDrawCount" vertices. // // A vertex attribute with a positive divisor loads one instanced vertex for every set of // non-instanced vertices, and the instanced vertex index advances once every "mDivisor" // instances. if (instanceCount > 0 && divisor > 0) { // When instanceDrawCount is not a multiple attrib.divisor, the division must round up. // For instance, with 5 non-instanced vertices and a divisor equal to 3, we need 2 instanced // vertices. return (instanceCount + divisor - 1u) / divisor; } return drawCount; } GLenum GetVertexAttributeBaseType(const VertexAttribute &attrib) { if (attrib.pureInteger) { switch (attrib.type) { case GL_BYTE: case GL_SHORT: case GL_INT: return GL_INT; case GL_UNSIGNED_BYTE: case GL_UNSIGNED_SHORT: case GL_UNSIGNED_INT: return GL_UNSIGNED_INT; default: UNREACHABLE(); return GL_NONE; } } else { return GL_FLOAT; } } } // namespace gl