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
|
//
// 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.
//
// VertexArray11.h: Defines the rx::VertexArray11 class which implements rx::VertexArrayImpl.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_
#include "libANGLE/Framebuffer.h"
#include "libANGLE/renderer/VertexArrayImpl.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include "libANGLE/signal_utils.h"
namespace rx
{
class Renderer11;
class VertexArray11 : public VertexArrayImpl, public OnBufferDataDirtyReceiver
{
public:
VertexArray11(const gl::VertexArrayState &data);
~VertexArray11() override;
void destroy(const gl::Context *context) override;
void syncState(const gl::Context *context,
const gl::VertexArray::DirtyBits &dirtyBits) override;
// This will flush any pending attrib updates and then check the dynamic attribs mask.
bool hasActiveDynamicAttrib(const gl::Context *context);
gl::Error updateDirtyAndDynamicAttribs(const gl::Context *context,
VertexDataManager *vertexDataManager,
const DrawCallVertexParams &vertexParams);
void clearDirtyAndPromoteDynamicAttribs(const gl::Context *context,
const DrawCallVertexParams &vertexParams);
const std::vector<TranslatedAttribute> &getTranslatedAttribs() const;
// SignalReceiver implementation
void signal(size_t channelID, const gl::Context *context) override;
Serial getCurrentStateSerial() const { return mCurrentStateSerial; }
// In case of a multi-view program change, we have to update all attributes so that the divisor
// is adjusted.
void markAllAttributeDivisorsForAdjustment(int numViews);
bool flushAttribUpdates(const gl::Context *context);
// Returns true if the element array buffer needs to be translated.
bool updateElementArrayStorage(const gl::Context *context,
GLenum elementType,
GLenum destElementType,
const void *indices);
TranslatedIndexData *getCachedIndexInfo();
void setCachedIndexInfoValid();
bool isCachedIndexInfoValid() const;
private:
void updateVertexAttribStorage(const gl::Context *context, size_t attribIndex);
std::vector<VertexStorageType> mAttributeStorageTypes;
std::vector<TranslatedAttribute> mTranslatedAttribs;
// The mask of attributes marked as dynamic.
gl::AttributesMask mDynamicAttribsMask;
// A mask of attributes that need to be re-evaluated.
gl::AttributesMask mAttribsToUpdate;
// A set of attributes we know are dirty, and need to be re-translated.
gl::AttributesMask mAttribsToTranslate;
// We need to keep a safe pointer to the Buffer so we can attach the correct dirty callbacks.
std::vector<gl::BindingPointer<gl::Buffer>> mCurrentArrayBuffers;
gl::BindingPointer<gl::Buffer> mCurrentElementArrayBuffer;
std::vector<OnBufferDataDirtyBinding> mOnArrayBufferDataDirty;
OnBufferDataDirtyBinding mOnElementArrayBufferDataDirty;
Serial mCurrentStateSerial;
// The numViews value used to adjust the divisor.
int mAppliedNumViewsToDivisor;
// If the index buffer needs re-streaming.
GLenum mLastElementType;
unsigned int mLastDrawElementsOffset;
IndexStorageType mCurrentElementArrayStorage;
TranslatedIndexData mCachedIndexInfo;
bool mCachedIndexInfoValid;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_
|