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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp | 245 |
1 files changed, 245 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp new file mode 100755 index 000000000..e06a6b22b --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp @@ -0,0 +1,245 @@ +// +// Copyright 2016 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: +// Implementation of rx::VertexArray11. +// + +#include "libANGLE/renderer/d3d/d3d11/VertexArray11.h" + +#include "common/BitSetIterator.h" +#include "libANGLE/renderer/d3d/d3d11/Buffer11.h" + +using namespace angle; + +namespace rx +{ + +namespace +{ +size_t GetAttribIndex(unsigned long dirtyBit) +{ + if (dirtyBit >= gl::VertexArray::DIRTY_BIT_ATTRIB_0_ENABLED && + dirtyBit < gl::VertexArray::DIRTY_BIT_ATTRIB_MAX_ENABLED) + { + return dirtyBit - gl::VertexArray::DIRTY_BIT_ATTRIB_0_ENABLED; + } + + if (dirtyBit >= gl::VertexArray::DIRTY_BIT_ATTRIB_0_POINTER && + dirtyBit < gl::VertexArray::DIRTY_BIT_ATTRIB_MAX_POINTER) + { + return dirtyBit - gl::VertexArray::DIRTY_BIT_ATTRIB_0_POINTER; + } + + ASSERT(dirtyBit >= gl::VertexArray::DIRTY_BIT_ATTRIB_0_DIVISOR && + dirtyBit < gl::VertexArray::DIRTY_BIT_ATTRIB_MAX_DIVISOR); + return static_cast<size_t>(dirtyBit) - gl::VertexArray::DIRTY_BIT_ATTRIB_0_DIVISOR; +} +} // anonymous namespace + +VertexArray11::VertexArray11(const gl::VertexArrayState &data) + : VertexArrayImpl(data), + mAttributeStorageTypes(data.getVertexAttributes().size(), VertexStorageType::CURRENT_VALUE), + mTranslatedAttribs(data.getVertexAttributes().size()), + mCurrentBuffers(data.getVertexAttributes().size()) +{ + for (size_t attribIndex = 0; attribIndex < mCurrentBuffers.size(); ++attribIndex) + { + mOnBufferDataDirty.push_back(ChannelBinding(this, static_cast<SignalToken>(attribIndex))); + } +} + +VertexArray11::~VertexArray11() +{ + for (size_t attribIndex = 0; attribIndex < mCurrentBuffers.size(); ++attribIndex) + { + if (mCurrentBuffers[attribIndex].get()) + { + mCurrentBuffers[attribIndex].set(nullptr); + } + } +} + +void VertexArray11::syncState(const gl::VertexArray::DirtyBits &dirtyBits) +{ + for (auto dirtyBit : angle::IterateBitSet(dirtyBits)) + { + if (dirtyBit == gl::VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER) + continue; + + size_t attribIndex = GetAttribIndex(dirtyBit); + mAttribsToUpdate.set(attribIndex); + } +} + +void VertexArray11::updateVertexAttribStorage(size_t attribIndex) +{ + const auto &attrib = mData.getVertexAttribute(attribIndex); + + // Note: having an unchanged storage type doesn't mean the attribute is clean. + auto oldStorageType = mAttributeStorageTypes[attribIndex]; + auto newStorageType = ClassifyAttributeStorage(attrib); + + mAttributeStorageTypes[attribIndex] = newStorageType; + + if (newStorageType == VertexStorageType::DYNAMIC) + { + if (oldStorageType != VertexStorageType::DYNAMIC) + { + // Sync dynamic attribs in a different set. + mAttribsToTranslate.reset(attribIndex); + mDynamicAttribsMask.set(attribIndex); + } + } + else + { + mAttribsToTranslate.set(attribIndex); + + if (oldStorageType == VertexStorageType::DYNAMIC) + { + ASSERT(mDynamicAttribsMask[attribIndex]); + mDynamicAttribsMask.reset(attribIndex); + } + } + + gl::Buffer *oldBufferGL = mCurrentBuffers[attribIndex].get(); + gl::Buffer *newBufferGL = attrib.buffer.get(); + Buffer11 *oldBuffer11 = oldBufferGL ? GetImplAs<Buffer11>(oldBufferGL) : nullptr; + Buffer11 *newBuffer11 = newBufferGL ? GetImplAs<Buffer11>(newBufferGL) : nullptr; + + if (oldBuffer11 != newBuffer11 || oldStorageType != newStorageType) + { + // Note that for static callbacks, promotion to a static buffer from a dynamic buffer means + // we need to tag dynamic buffers with static callbacks. + BroadcastChannel *newChannel = nullptr; + if (newBuffer11 != nullptr) + { + switch (newStorageType) + { + case VertexStorageType::DIRECT: + newChannel = newBuffer11->getDirectBroadcastChannel(); + break; + case VertexStorageType::STATIC: + case VertexStorageType::DYNAMIC: + newChannel = newBuffer11->getStaticBroadcastChannel(); + break; + default: + break; + } + } + mOnBufferDataDirty[attribIndex].bind(newChannel); + mCurrentBuffers[attribIndex] = attrib.buffer; + } +} + +gl::Error VertexArray11::updateDirtyAndDynamicAttribs(VertexDataManager *vertexDataManager, + const gl::State &state, + GLint start, + GLsizei count, + GLsizei instances) +{ + const gl::Program *program = state.getProgram(); + const auto &activeLocations = program->getActiveAttribLocationsMask(); + + if (mAttribsToUpdate.any()) + { + // Skip attrib locations the program doesn't use. + const auto &activeToUpdate = (mAttribsToUpdate & activeLocations); + + for (auto toUpdateIndex : angle::IterateBitSet(activeToUpdate)) + { + mAttribsToUpdate.reset(toUpdateIndex); + updateVertexAttribStorage(toUpdateIndex); + } + } + + const auto &attribs = mData.getVertexAttributes(); + + if (mAttribsToTranslate.any()) + { + // Skip attrib locations the program doesn't use, saving for the next frame. + const auto &dirtyActiveAttribs = (mAttribsToTranslate & activeLocations); + + for (auto dirtyAttribIndex : angle::IterateBitSet(dirtyActiveAttribs)) + { + mAttribsToTranslate.reset(dirtyAttribIndex); + + auto *translatedAttrib = &mTranslatedAttribs[dirtyAttribIndex]; + const auto ¤tValue = + state.getVertexAttribCurrentValue(static_cast<unsigned int>(dirtyAttribIndex)); + + // Record basic attrib info + translatedAttrib->attribute = &attribs[dirtyAttribIndex]; + translatedAttrib->currentValueType = currentValue.Type; + translatedAttrib->divisor = translatedAttrib->attribute->divisor; + + switch (mAttributeStorageTypes[dirtyAttribIndex]) + { + case VertexStorageType::DIRECT: + VertexDataManager::StoreDirectAttrib(translatedAttrib); + break; + case VertexStorageType::STATIC: + { + ANGLE_TRY( + VertexDataManager::StoreStaticAttrib(translatedAttrib, count, instances)); + break; + } + case VertexStorageType::CURRENT_VALUE: + // Current value attribs are managed by the StateManager11. + break; + default: + UNREACHABLE(); + break; + } + } + } + + if (mDynamicAttribsMask.any()) + { + auto activeDynamicAttribs = (mDynamicAttribsMask & activeLocations); + + for (auto dynamicAttribIndex : angle::IterateBitSet(activeDynamicAttribs)) + { + auto *dynamicAttrib = &mTranslatedAttribs[dynamicAttribIndex]; + const auto ¤tValue = + state.getVertexAttribCurrentValue(static_cast<unsigned int>(dynamicAttribIndex)); + + // Record basic attrib info + dynamicAttrib->attribute = &attribs[dynamicAttribIndex]; + dynamicAttrib->currentValueType = currentValue.Type; + dynamicAttrib->divisor = dynamicAttrib->attribute->divisor; + } + + return vertexDataManager->storeDynamicAttribs(&mTranslatedAttribs, activeDynamicAttribs, + start, count, instances); + } + + return gl::Error(GL_NO_ERROR); +} + +const std::vector<TranslatedAttribute> &VertexArray11::getTranslatedAttribs() const +{ + return mTranslatedAttribs; +} + +void VertexArray11::signal(SignalToken token) +{ + ASSERT(mAttributeStorageTypes[token] != VertexStorageType::CURRENT_VALUE); + + // This can change a buffer's storage, we'll need to re-check. + mAttribsToUpdate.set(token); +} + +void VertexArray11::clearDirtyAndPromoteDynamicAttribs(const gl::State &state, GLsizei count) +{ + const gl::Program *program = state.getProgram(); + const auto &activeLocations = program->getActiveAttribLocationsMask(); + mAttribsToUpdate &= ~activeLocations; + + // Promote to static after we clear the dirty attributes, otherwise we can lose dirtyness. + auto activeDynamicAttribs = (mDynamicAttribsMask & activeLocations); + VertexDataManager::PromoteDynamicAttribs(mTranslatedAttribs, activeDynamicAttribs, count); +} +} // namespace rx |