| // |
| // 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/signal_utils.h" |
| |
| namespace rx |
| { |
| class Renderer11; |
| |
| class VertexArray11 : public VertexArrayImpl, public OnBufferDataDirtyReceiver |
| { |
| public: |
| VertexArray11(const gl::VertexArrayState &data); |
| ~VertexArray11() override; |
| |
| void syncState(ContextImpl *contextImpl, const gl::VertexArray::DirtyBits &dirtyBits) override; |
| // This will flush any pending attrib updates and then check the dynamic attribs mask. |
| bool hasDynamicAttrib(const gl::State &state); |
| gl::Error updateDirtyAndDynamicAttribs(VertexDataManager *vertexDataManager, |
| const gl::State &state, |
| GLint start, |
| GLsizei count, |
| GLsizei instances); |
| void clearDirtyAndPromoteDynamicAttribs(const gl::State &state, GLsizei count); |
| |
| const std::vector<TranslatedAttribute> &getTranslatedAttribs() const; |
| |
| // SignalReceiver implementation |
| void signal(size_t channelID) override; |
| |
| private: |
| void updateVertexAttribStorage(size_t attribIndex); |
| void flushAttribUpdates(const gl::State &state); |
| |
| std::vector<VertexStorageType> mAttributeStorageTypes; |
| std::vector<TranslatedAttribute> mTranslatedAttribs; |
| |
| // The mask of attributes marked as dynamic. |
| gl::AttributesMask mDynamicAttribsMask; |
| |
| // A mask of attributes that need to be re-evaluated. |
| gl::AttributesMask mAttribsToUpdate; |
| |
| // A set of attributes we know are dirty, and need to be re-translated. |
| gl::AttributesMask mAttribsToTranslate; |
| |
| // We need to keep a safe pointer to the Buffer so we can attach the correct dirty callbacks. |
| std::vector<BindingPointer<gl::Buffer>> mCurrentBuffers; |
| |
| std::vector<OnBufferDataDirtyBinding> mOnBufferDataDirty; |
| }; |
| |
| } // namespace rx |
| |
| #endif // LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_ |