Store the applied element array buffer as a binding pointer.
to be consistent with how we start vertex attributes. A null pointer
indicates we're using the streaming buffer.
Will also aid the dirty state bits refactor.
BUG=angleproject:1040
TEST=WebGL CTS, end2end_tests, unittests
Change-Id: I7a9167282b60dbe0cbb9f0e5d9e3770890ffeb71
Reviewed-on: https://chromium-review.googlesource.com/284619
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/gl/VertexArrayGL.cpp b/src/libANGLE/renderer/gl/VertexArrayGL.cpp
index f345ab1..84722a4 100644
--- a/src/libANGLE/renderer/gl/VertexArrayGL.cpp
+++ b/src/libANGLE/renderer/gl/VertexArrayGL.cpp
@@ -26,7 +26,7 @@
mFunctions(functions),
mStateManager(stateManager),
mVertexArrayID(0),
- mAppliedElementArrayBuffer(0),
+ mAppliedElementArrayBuffer(),
mStreamingElementArrayBufferSize(0),
mStreamingElementArrayBuffer(0),
mStreamingArrayBufferSize(0),
@@ -55,34 +55,13 @@
mStreamingArrayBufferSize = 0;
mStreamingArrayBuffer = 0;
+ mAppliedElementArrayBuffer.set(nullptr);
for (size_t idx = 0; idx < mAppliedAttributes.size(); idx++)
{
mAppliedAttributes[idx].buffer.set(nullptr);
}
}
-void VertexArrayGL::setElementArrayBuffer(const gl::Buffer *buffer)
-{
- // If the buffer is being unbound/deleted, reset the currently applied buffer ID
- // so that even if a new buffer is generated with the same ID, it will be re-bound.
- if (buffer == nullptr && mAppliedElementArrayBuffer != mStreamingElementArrayBuffer)
- {
- mAppliedElementArrayBuffer = 0;
- }
-}
-
-void VertexArrayGL::setAttribute(size_t idx, const gl::VertexAttribute &attr)
-{
-}
-
-void VertexArrayGL::setAttributeDivisor(size_t idx, GLuint divisor)
-{
-}
-
-void VertexArrayGL::enableAttribute(size_t idx, bool enabledState)
-{
-}
-
gl::Error VertexArrayGL::syncDrawArraysState(const std::vector<GLuint> &activeAttribLocations, GLint first, GLsizei count) const
{
return syncDrawState(activeAttribLocations, first, count, GL_NONE, nullptr, nullptr);
@@ -96,7 +75,7 @@
gl::Error VertexArrayGL::syncDrawState(const std::vector<GLuint> &activeAttribLocations, GLint first, GLsizei count, GLenum type, const GLvoid *indices, const GLvoid **outIndices) const
{
- mStateManager->bindVertexArray(mVertexArrayID, mAppliedElementArrayBuffer);
+ mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID());
// Check if any attributes need to be streamed, determines if the index range needs to be computed
bool attributesNeedStreaming = doAttributesNeedStreaming(activeAttribLocations);
@@ -250,12 +229,11 @@
// Need to check the range of indices if attributes need to be streamed
if (elementArrayBuffer != nullptr)
{
- const BufferGL *bufferGL = GetImplAs<BufferGL>(elementArrayBuffer);
- GLuint elementArrayBufferID = bufferGL->getBufferID();
- if (elementArrayBufferID != mAppliedElementArrayBuffer)
+ if (elementArrayBuffer != mAppliedElementArrayBuffer.get())
{
- mStateManager->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementArrayBufferID);
- mAppliedElementArrayBuffer = elementArrayBufferID;
+ const BufferGL *bufferGL = GetImplAs<BufferGL>(elementArrayBuffer);
+ mStateManager->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferGL->getBufferID());
+ mAppliedElementArrayBuffer.set(elementArrayBuffer);
}
// Only compute the index range if the attributes also need to be streamed
@@ -291,7 +269,7 @@
}
mStateManager->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, mStreamingElementArrayBuffer);
- mAppliedElementArrayBuffer = mStreamingElementArrayBuffer;
+ mAppliedElementArrayBuffer.set(nullptr);
// Make sure the element array buffer is large enough
const gl::Type &indexTypeInfo = gl::GetTypeInfo(type);
@@ -414,7 +392,8 @@
GLuint VertexArrayGL::getAppliedElementArrayBufferID() const
{
- return mAppliedElementArrayBuffer;
+ return mAppliedElementArrayBuffer.get() == nullptr ? mStreamingElementArrayBuffer
+ : mAppliedElementArrayBuffer.id();
}
}