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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.
//
// InputLayoutCache.h: Defines InputLayoutCache, a class that builds and caches
// D3D11 input layouts.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_INPUTLAYOUTCACHE_H_
#define LIBANGLE_RENDERER_D3D_D3D11_INPUTLAYOUTCACHE_H_
#include <GLES2/gl2.h>
#include <cstddef>
#include <array>
#include <map>
#include "common/angleutils.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Error.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
namespace gl
{
class Program;
}
namespace rx
{
struct TranslatedAttribute;
struct TranslatedIndexData;
struct SourceIndexData;
class ProgramD3D;
class InputLayoutCache : angle::NonCopyable
{
public:
InputLayoutCache();
virtual ~InputLayoutCache();
void initialize(ID3D11Device *device, ID3D11DeviceContext *context);
void clear();
void markDirty();
gl::Error applyVertexBuffers(const gl::State &state,
const std::vector<TranslatedAttribute> &vertexArrayAttribs,
const std::vector<TranslatedAttribute> &currentValueAttribs,
GLenum mode,
GLint start,
TranslatedIndexData *indexInfo,
GLsizei numIndicesPerInstance);
gl::Error updateVertexOffsetsForPointSpritesEmulation(GLint startVertex,
GLsizei emulatedInstanceId);
// Useful for testing
void setCacheSize(unsigned int cacheSize) { mCacheSize = cacheSize; }
private:
struct PackedAttributeLayout
{
PackedAttributeLayout()
: numAttributes(0),
flags(0)
{
}
void addAttributeData(GLenum glType,
UINT semanticIndex,
gl::VertexFormatType vertexFormatType,
unsigned int divisor);
bool operator<(const PackedAttributeLayout &other) const;
enum Flags
{
FLAG_USES_INSTANCED_SPRITES = 0x1,
FLAG_INSTANCED_SPRITES_ACTIVE = 0x2,
FLAG_INSTANCED_RENDERING_ACTIVE = 0x4,
};
size_t numAttributes;
unsigned int flags;
uint32_t attributeData[gl::MAX_VERTEX_ATTRIBS];
};
gl::Error updateInputLayout(const gl::State &state,
GLenum mode,
const AttribIndexArray &sortedSemanticIndices,
GLsizei numIndicesPerInstance);
gl::Error createInputLayout(const AttribIndexArray &sortedSemanticIndices,
GLenum mode,
gl::Program *program,
GLsizei numIndicesPerInstance,
ID3D11InputLayout **inputLayoutOut);
std::map<PackedAttributeLayout, ID3D11InputLayout *> mLayoutMap;
ID3D11InputLayout *mCurrentIL;
std::array<ID3D11Buffer *, gl::MAX_VERTEX_ATTRIBS> mCurrentBuffers;
std::array<UINT, gl::MAX_VERTEX_ATTRIBS> mCurrentVertexStrides;
std::array<UINT, gl::MAX_VERTEX_ATTRIBS> mCurrentVertexOffsets;
std::vector<const TranslatedAttribute *> mCurrentAttributes;
ID3D11Buffer *mPointSpriteVertexBuffer;
ID3D11Buffer *mPointSpriteIndexBuffer;
unsigned int mCacheSize;
ID3D11Device *mDevice;
ID3D11DeviceContext *mDeviceContext;
D3D_FEATURE_LEVEL mFeatureLevel;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_INPUTLAYOUTCACHE_H_