| // |
| // 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() : VertexBinding(0) {} |
| |
| VertexBinding::VertexBinding(GLuint boundAttribute) : mStride(16u), mDivisor(0), mOffset(0) |
| { |
| mBoundAttributesMask.set(boundAttribute); |
| } |
| |
| 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; |
| mBoundAttributesMask = binding.mBoundAttributesMask; |
| std::swap(binding.mBuffer, mBuffer); |
| } |
| return *this; |
| } |
| |
| void VertexBinding::onContainerBindingChanged(const Context *context, int incr) const |
| { |
| if (mBuffer.get()) |
| mBuffer->onNonTFBindingChanged(incr); |
| } |
| |
| VertexAttribute::VertexAttribute(GLuint bindingIndex) |
| : enabled(false), |
| format(&angle::Format::Get(angle::FormatID::R32G32B32A32_FLOAT)), |
| pointer(nullptr), |
| relativeOffset(0), |
| vertexAttribArrayStride(0), |
| bindingIndex(bindingIndex), |
| mCachedElementLimit(0) |
| {} |
| |
| VertexAttribute::VertexAttribute(VertexAttribute &&attrib) |
| : enabled(attrib.enabled), |
| format(attrib.format), |
| pointer(attrib.pointer), |
| relativeOffset(attrib.relativeOffset), |
| vertexAttribArrayStride(attrib.vertexAttribArrayStride), |
| bindingIndex(attrib.bindingIndex), |
| mCachedElementLimit(attrib.mCachedElementLimit) |
| {} |
| |
| VertexAttribute &VertexAttribute::operator=(VertexAttribute &&attrib) |
| { |
| if (this != &attrib) |
| { |
| enabled = attrib.enabled; |
| format = attrib.format; |
| pointer = attrib.pointer; |
| relativeOffset = attrib.relativeOffset; |
| vertexAttribArrayStride = attrib.vertexAttribArrayStride; |
| bindingIndex = attrib.bindingIndex; |
| mCachedElementLimit = attrib.mCachedElementLimit; |
| } |
| return *this; |
| } |
| |
| void VertexAttribute::updateCachedElementLimit(const VertexBinding &binding) |
| { |
| Buffer *buffer = binding.getBuffer().get(); |
| if (!buffer) |
| { |
| mCachedElementLimit = 0; |
| return; |
| } |
| |
| angle::CheckedNumeric<GLint64> bufferSize(buffer->getSize()); |
| angle::CheckedNumeric<GLint64> bufferOffset(binding.getOffset()); |
| angle::CheckedNumeric<GLint64> attribOffset(relativeOffset); |
| angle::CheckedNumeric<GLint64> attribSize(ComputeVertexAttributeTypeSize(*this)); |
| |
| // (buffer.size - buffer.offset - attrib.relativeOffset - attrib.size) / binding.stride |
| angle::CheckedNumeric<GLint64> elementLimit = |
| (bufferSize - bufferOffset - attribOffset - attribSize); |
| |
| // Use the special integer overflow value if there was a math error. |
| if (!elementLimit.IsValid()) |
| { |
| static_assert(kIntegerOverflow < 0, "Unexpected value"); |
| mCachedElementLimit = kIntegerOverflow; |
| return; |
| } |
| |
| mCachedElementLimit = elementLimit.ValueOrDie(); |
| if (mCachedElementLimit < 0) |
| { |
| return; |
| } |
| |
| if (binding.getStride() == 0) |
| { |
| // Special case for a zero stride. If we can fit one vertex we can fit infinite vertices. |
| mCachedElementLimit = std::numeric_limits<GLint64>::max(); |
| return; |
| } |
| |
| angle::CheckedNumeric<GLint64> bindingStride(binding.getStride()); |
| elementLimit /= bindingStride; |
| |
| if (binding.getDivisor() > 0) |
| { |
| // For instanced draws, the element count is floor(instanceCount - 1) / binding.divisor. |
| angle::CheckedNumeric<GLint64> bindingDivisor(binding.getDivisor()); |
| elementLimit *= bindingDivisor; |
| |
| // We account for the floor() part rounding by adding a rounding constant. |
| elementLimit += bindingDivisor - 1; |
| } |
| |
| mCachedElementLimit = elementLimit.ValueOrDefault(kIntegerOverflow); |
| } |
| |
| 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; |
| } |
| |
| } // namespace gl |