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//
// Copyright (c) 2002-2012 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.
//
// VertexDataManager.h: Defines the VertexDataManager, a class that
// runs the Buffer translation process.
#ifndef LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_
#define LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_
#include "common/angleutils.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/Constants.h"
#include "libANGLE/VertexAttribute.h"
namespace gl
{
class State;
struct VertexAttribute;
struct VertexBinding;
struct VertexAttribCurrentValueData;
}
namespace rx
{
class BufferD3D;
class BufferFactoryD3D;
class StreamingVertexBufferInterface;
class VertexBuffer;
class VertexBufferBinding final
{
public:
VertexBufferBinding();
VertexBufferBinding(const VertexBufferBinding &other);
~VertexBufferBinding();
void set(VertexBuffer *vertexBuffer);
VertexBuffer *get() const;
VertexBufferBinding &operator=(const VertexBufferBinding &other);
private:
VertexBuffer *mBoundVertexBuffer;
};
struct TranslatedAttribute
{
TranslatedAttribute();
// Computes the correct offset from baseOffset, usesFirstVertexOffset, stride and startVertex.
// Can throw an error on integer overflow.
gl::ErrorOrResult<unsigned int> computeOffset(GLint startVertex) const;
bool active;
const gl::VertexAttribute *attribute;
const gl::VertexBinding *binding;
GLenum currentValueType;
unsigned int baseOffset;
bool usesFirstVertexOffset;
unsigned int stride; // 0 means not to advance the read pointer at all
VertexBufferBinding vertexBuffer;
BufferD3D *storage;
unsigned int serial;
unsigned int divisor;
};
enum class VertexStorageType
{
UNKNOWN,
STATIC, // Translate the vertex data once and re-use it.
DYNAMIC, // Translate the data every frame into a ring buffer.
DIRECT, // Bind a D3D buffer directly without any translation.
CURRENT_VALUE, // Use a single value for the attribute.
};
// Given a vertex attribute, return the type of storage it will use.
VertexStorageType ClassifyAttributeStorage(const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding);
class VertexDataManager : angle::NonCopyable
{
public:
VertexDataManager(BufferFactoryD3D *factory);
virtual ~VertexDataManager();
gl::Error prepareVertexData(const gl::State &state,
GLint start,
GLsizei count,
std::vector<TranslatedAttribute> *translatedAttribs,
GLsizei instances);
static void StoreDirectAttrib(TranslatedAttribute *directAttrib);
static gl::Error StoreStaticAttrib(TranslatedAttribute *translated);
gl::Error storeDynamicAttribs(std::vector<TranslatedAttribute> *translatedAttribs,
const gl::AttributesMask &dynamicAttribsMask,
GLint start,
GLsizei count,
GLsizei instances);
// Promote static usage of dynamic buffers.
static void PromoteDynamicAttribs(const std::vector<TranslatedAttribute> &translatedAttribs,
const gl::AttributesMask &dynamicAttribsMask,
GLsizei count);
gl::Error storeCurrentValue(const gl::VertexAttribCurrentValueData &currentValue,
TranslatedAttribute *translated,
size_t attribIndex);
private:
struct CurrentValueState
{
CurrentValueState();
~CurrentValueState();
StreamingVertexBufferInterface *buffer;
gl::VertexAttribCurrentValueData data;
size_t offset;
};
gl::Error reserveSpaceForAttrib(const TranslatedAttribute &translatedAttrib,
GLsizei count,
GLsizei instances) const;
gl::Error storeDynamicAttrib(TranslatedAttribute *translated,
GLint start,
GLsizei count,
GLsizei instances);
BufferFactoryD3D *const mFactory;
StreamingVertexBufferInterface *mStreamingBuffer;
std::vector<CurrentValueState> mCurrentValueCache;
gl::AttributesMask mDynamicAttribsMaskCache;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_