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//
// Copyright (c) 2012 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.
//
// VertexDeclarationCache.h: Defines a helper class to construct and cache vertex declarations.
#ifndef LIBGLESV2_RENDERER_VERTEXDECLARATIONCACHE_H_
#define LIBGLESV2_RENDERER_VERTEXDECLARATIONCACHE_H_
#include "libGLESv2/renderer/VertexDataManager.h"
namespace gl
{
class VertexDataManager;
}
namespace rx
{
class VertexDeclarationCache
{
public:
VertexDeclarationCache();
~VertexDeclarationCache();
GLenum applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], gl::ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw);
void markStateDirty();
private:
UINT mMaxLru;
enum { NUM_VERTEX_DECL_CACHE_ENTRIES = 32 };
struct VBData
{
unsigned int serial;
unsigned int stride;
unsigned int offset;
};
VBData mAppliedVBs[gl::MAX_VERTEX_ATTRIBS];
IDirect3DVertexDeclaration9 *mLastSetVDecl;
bool mInstancingEnabled;
struct VertexDeclCacheEntry
{
D3DVERTEXELEMENT9 cachedElements[gl::MAX_VERTEX_ATTRIBS + 1];
UINT lruCount;
IDirect3DVertexDeclaration9 *vertexDeclaration;
} mVertexDeclCache[NUM_VERTEX_DECL_CACHE_ENTRIES];
};
}
#endif // LIBGLESV2_RENDERER_VERTEXDECLARATIONCACHE_H_