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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.
//
// Implementation of the state classes for mananging GLES 3.1 Vertex Array Objects.
//
#include "libANGLE/VertexAttribute.h"
namespace gl
{
// [OpenGL ES 3.1] (November 3, 2016) Section 20 Page 361
// Table 20.2: Vertex Array Object State
VertexBinding::VertexBinding() : VertexBinding(0) {}
VertexBinding::VertexBinding(GLuint boundAttribute) : mStride(16u), mDivisor(0), mOffset(0)
{
mBoundAttributesMask.set(boundAttribute);
}
VertexBinding::VertexBinding(VertexBinding &&binding)
{
*this = std::move(binding);
}
VertexBinding::~VertexBinding() {}
VertexBinding &VertexBinding::operator=(VertexBinding &&binding)
{
if (this != &binding)
{
mStride = binding.mStride;
mDivisor = binding.mDivisor;
mOffset = binding.mOffset;
mBoundAttributesMask = binding.mBoundAttributesMask;
std::swap(binding.mBuffer, mBuffer);
}
return *this;
}
void VertexBinding::onContainerBindingChanged(const Context *context, int incr) const
{
if (mBuffer.get())
mBuffer->onNonTFBindingChanged(incr);
}
VertexAttribute::VertexAttribute(GLuint bindingIndex)
: enabled(false),
format(&angle::Format::Get(angle::FormatID::R32G32B32A32_FLOAT)),
pointer(nullptr),
relativeOffset(0),
vertexAttribArrayStride(0),
bindingIndex(bindingIndex),
mCachedElementLimit(0)
{}
VertexAttribute::VertexAttribute(VertexAttribute &&attrib)
: enabled(attrib.enabled),
format(attrib.format),
pointer(attrib.pointer),
relativeOffset(attrib.relativeOffset),
vertexAttribArrayStride(attrib.vertexAttribArrayStride),
bindingIndex(attrib.bindingIndex),
mCachedElementLimit(attrib.mCachedElementLimit)
{}
VertexAttribute &VertexAttribute::operator=(VertexAttribute &&attrib)
{
if (this != &attrib)
{
enabled = attrib.enabled;
format = attrib.format;
pointer = attrib.pointer;
relativeOffset = attrib.relativeOffset;
vertexAttribArrayStride = attrib.vertexAttribArrayStride;
bindingIndex = attrib.bindingIndex;
mCachedElementLimit = attrib.mCachedElementLimit;
}
return *this;
}
void VertexAttribute::updateCachedElementLimit(const VertexBinding &binding)
{
Buffer *buffer = binding.getBuffer().get();
if (!buffer)
{
mCachedElementLimit = 0;
return;
}
angle::CheckedNumeric<GLint64> bufferSize(buffer->getSize());
angle::CheckedNumeric<GLint64> bufferOffset(binding.getOffset());
angle::CheckedNumeric<GLint64> attribOffset(relativeOffset);
angle::CheckedNumeric<GLint64> attribSize(ComputeVertexAttributeTypeSize(*this));
// (buffer.size - buffer.offset - attrib.relativeOffset - attrib.size) / binding.stride
angle::CheckedNumeric<GLint64> elementLimit =
(bufferSize - bufferOffset - attribOffset - attribSize);
// Use the special integer overflow value if there was a math error.
if (!elementLimit.IsValid())
{
static_assert(kIntegerOverflow < 0, "Unexpected value");
mCachedElementLimit = kIntegerOverflow;
return;
}
mCachedElementLimit = elementLimit.ValueOrDie();
if (mCachedElementLimit < 0)
{
return;
}
if (binding.getStride() == 0)
{
// Special case for a zero stride. If we can fit one vertex we can fit infinite vertices.
mCachedElementLimit = std::numeric_limits<GLint64>::max();
return;
}
angle::CheckedNumeric<GLint64> bindingStride(binding.getStride());
elementLimit /= bindingStride;
if (binding.getDivisor() > 0)
{
// For instanced draws, the element count is floor(instanceCount - 1) / binding.divisor.
angle::CheckedNumeric<GLint64> bindingDivisor(binding.getDivisor());
elementLimit *= bindingDivisor;
// We account for the floor() part rounding by adding a rounding constant.
elementLimit += bindingDivisor - 1;
}
mCachedElementLimit = elementLimit.ValueOrDefault(kIntegerOverflow);
}
size_t ComputeVertexAttributeStride(const VertexAttribute &attrib, const VertexBinding &binding)
{
// In ES 3.1, VertexAttribPointer will store the type size in the binding stride.
// Hence, rendering always uses the binding's stride.
return attrib.enabled ? binding.getStride() : 16u;
}
// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
GLintptr ComputeVertexAttributeOffset(const VertexAttribute &attrib, const VertexBinding &binding)
{
return attrib.relativeOffset + binding.getOffset();
}
size_t ComputeVertexBindingElementCount(GLuint divisor, size_t drawCount, size_t instanceCount)
{
// For instanced rendering, we draw "instanceDrawCount" sets of "vertexDrawCount" vertices.
//
// A vertex attribute with a positive divisor loads one instanced vertex for every set of
// non-instanced vertices, and the instanced vertex index advances once every "mDivisor"
// instances.
if (instanceCount > 0 && divisor > 0)
{
// When instanceDrawCount is not a multiple attrib.divisor, the division must round up.
// For instance, with 5 non-instanced vertices and a divisor equal to 3, we need 2 instanced
// vertices.
return (instanceCount + divisor - 1u) / divisor;
}
return drawCount;
}
} // namespace gl