| // |
| // 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/Observer.h" |
| #include "libANGLE/renderer/VertexArrayImpl.h" |
| #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" |
| #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" |
| |
| namespace rx |
| { |
| class Renderer11; |
| |
| class VertexArray11 : public angle::ObserverInterface, public VertexArrayImpl |
| { |
| 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, |
| const gl::VertexArray::DirtyAttribBitsArray &attribBits, |
| const gl::VertexArray::DirtyBindingBitsArray &bindingBits) 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 gl::DrawCallParams &drawCallParams); |
| void clearDirtyAndPromoteDynamicAttribs(const gl::Context *context, |
| const gl::DrawCallParams &drawCallParams); |
| |
| const std::vector<TranslatedAttribute> &getTranslatedAttribs() const; |
| |
| // Observer implementation |
| void onSubjectStateChange(const gl::Context *context, |
| angle::SubjectIndex index, |
| angle::SubjectMessage message) 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<angle::ObserverBinding> mOnArrayBufferDataDirty; |
| angle::ObserverBinding 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_ |