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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"
#include "libANGLE/angletypes.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,
const gl::VertexArrayBuffers &vertexArrayBuffers)
: mState(state), mVertexArrayBuffers(vertexArrayBuffers)
{
// ElementBuffer always observe the buffer content change.
mContentsObserverBindingsMask.set(gl::kElementArrayBufferIndex);
}
// This gives backend an opportunity to check buffers to see if buffer has been modified that
// requires VertexArray sync.
virtual gl::VertexArray::DirtyBits checkBufferForDirtyBits(
const gl::Context *context,
const gl::VertexArrayBufferBindingMask bufferBindingMask);
// 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; }
gl::VertexArrayBufferBindingMask getContentObserversBindingMask() const
{
return mContentsObserverBindingsMask;
}
virtual angle::Result onLabelUpdate(const gl::Context *context);
gl::Buffer *getElementArrayBuffer() const
{
return mVertexArrayBuffers[gl::kElementArrayBufferIndex].get();
}
gl::Buffer *getVertexArrayBuffer(size_t bindingIndex) const
{
ASSERT(bindingIndex != gl::kElementArrayBufferIndex);
return mVertexArrayBuffers[bindingIndex].get();
}
const gl::BindingPointer<gl::Buffer> &getBufferBindingPointer(size_t bindingIndex) const
{
return mVertexArrayBuffers[bindingIndex];
}
protected:
const gl::VertexArrayState &mState;
const gl::VertexArrayBuffers &mVertexArrayBuffers;
// Tracks back end's needs for buffer content change at each binding index. If the bit is set,
// current context's VertexArray will be notified when a related buffer data has changed along
// with this bit mask.
gl::VertexArrayBufferBindingMask mContentsObserverBindingsMask;
};
inline gl::VertexArray::DirtyBits VertexArrayImpl::checkBufferForDirtyBits(
const gl::Context *context,
const gl::VertexArrayBufferBindingMask bufferBindingMask)
{
// For now we just simply assume buffer storage has changed and always dirty all
// binding points.
uint64_t bits = bufferBindingMask.bits();
bits <<= gl::VertexArray::DIRTY_BIT_BINDING_0;
return gl::VertexArray::DirtyBits(bits);
}
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_