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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.
//
// 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"
namespace rx
{
class Renderer11;
class VertexArray11 : public VertexArrayImpl
{
public:
VertexArray11(const gl::VertexArrayState &data);
~VertexArray11() override;
void destroy(const gl::Context *context) override;
// Does not apply any state updates - these are done in syncStateForDraw which as access to
// the draw call parameters.
angle::Result syncState(const gl::Context *context,
const gl::VertexArray::DirtyBits &dirtyBits,
gl::VertexArray::DirtyAttribBitsArray *attribBits,
gl::VertexArray::DirtyBindingBitsArray *bindingBits) override;
// Applied buffer pointers are updated here.
angle::Result syncStateForDraw(const gl::Context *context,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
GLsizei instances,
GLint baseVertex);
// This will check the dynamic attribs mask.
bool hasActiveDynamicAttrib(const gl::Context *context);
const std::vector<TranslatedAttribute> &getTranslatedAttribs() const;
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);
const TranslatedIndexData &getCachedIndexInfo() const;
void updateCachedIndexInfo(const TranslatedIndexData &indexInfo);
bool isCachedIndexInfoValid() const;
gl::DrawElementsType getCachedDestinationIndexType() const;
private:
void updateVertexAttribStorage(const gl::Context *context,
StateManager11 *stateManager,
size_t attribIndex);
angle::Result updateDirtyAttribs(const gl::Context *context,
const gl::AttributesMask &activeDirtyAttribs);
angle::Result updateDynamicAttribs(const gl::Context *context,
VertexDataManager *vertexDataManager,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
GLsizei instances,
GLint baseVertex,
const gl::AttributesMask &activeDynamicAttribs);
angle::Result updateElementArrayStorage(const gl::Context *context,
GLsizei indexCount,
gl::DrawElementsType indexType,
const void *indices,
bool restartEnabled);
std::vector<VertexStorageType> mAttributeStorageTypes;
std::vector<TranslatedAttribute> mTranslatedAttribs;
// The mask of attributes marked as dynamic.
gl::AttributesMask mDynamicAttribsMask;
// A set of attributes we know are dirty, and need to be re-translated.
gl::AttributesMask mAttribsToTranslate;
Serial mCurrentStateSerial;
// The numViews value used to adjust the divisor.
int mAppliedNumViewsToDivisor;
// If the index buffer needs re-streaming.
Optional<gl::DrawElementsType> mLastDrawElementsType;
Optional<const void *> mLastDrawElementsIndices;
Optional<bool> mLastPrimitiveRestartEnabled;
IndexStorageType mCurrentElementArrayStorage;
Optional<TranslatedIndexData> mCachedIndexInfo;
gl::DrawElementsType mCachedDestinationIndexType;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_