Implement GL_ANGLE_multi_draw
This patch adds entrypoints glMultiDrawArraysANGLE,
glMultiDrawElementsANGLE, glMultiDrawArraysInstancedANGLE,
annd glMultiDrawElementsInstancedANGLE
Bug: chromium:890539
Change-Id: Ic9c374c53892460f44ca6e73a253b78473ac2dff
Reviewed-on: https://chromium-review.googlesource.com/c/1282268
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
diff --git a/src/libANGLE/Context.cpp b/src/libANGLE/Context.cpp
index 098b4c8..b582f5b 100644
--- a/src/libANGLE/Context.cpp
+++ b/src/libANGLE/Context.cpp
@@ -5409,6 +5409,162 @@
handleError(mImplementation->memoryBarrierByRegion(this, barriers));
}
+void Context::multiDrawArrays(PrimitiveMode mode,
+ const GLint *firsts,
+ const GLsizei *counts,
+ GLsizei drawcount)
+{
+ ANGLE_CONTEXT_TRY(prepareForDraw(mode));
+ Program *programObject = mGLState.getLinkedProgram(this);
+ const bool hasDrawID = programObject && programObject->hasDrawIDUniform();
+ if (hasDrawID)
+ {
+ for (GLsizei drawID = 0; drawID < drawcount; ++drawID)
+ {
+ if (noopDraw(mode, counts[drawID]))
+ {
+ continue;
+ }
+ programObject->setDrawIDUniform(drawID);
+ ANGLE_CONTEXT_TRY(
+ mImplementation->drawArrays(this, mode, firsts[drawID], counts[drawID]));
+ MarkTransformFeedbackBufferUsage(this, mGLState.getCurrentTransformFeedback(),
+ counts[drawID], 1);
+ }
+ }
+ else
+ {
+ for (GLsizei drawID = 0; drawID < drawcount; ++drawID)
+ {
+ if (noopDraw(mode, counts[drawID]))
+ {
+ continue;
+ }
+ ANGLE_CONTEXT_TRY(
+ mImplementation->drawArrays(this, mode, firsts[drawID], counts[drawID]));
+ MarkTransformFeedbackBufferUsage(this, mGLState.getCurrentTransformFeedback(),
+ counts[drawID], 1);
+ }
+ }
+}
+
+void Context::multiDrawArraysInstanced(PrimitiveMode mode,
+ const GLint *firsts,
+ const GLsizei *counts,
+ const GLsizei *instanceCounts,
+ GLsizei drawcount)
+{
+ ANGLE_CONTEXT_TRY(prepareForDraw(mode));
+ Program *programObject = mGLState.getLinkedProgram(this);
+ const bool hasDrawID = programObject && programObject->hasDrawIDUniform();
+ if (hasDrawID)
+ {
+ for (GLsizei drawID = 0; drawID < drawcount; ++drawID)
+ {
+ if (noopDrawInstanced(mode, counts[drawID], instanceCounts[drawID]))
+ {
+ continue;
+ }
+ programObject->setDrawIDUniform(drawID);
+ ANGLE_CONTEXT_TRY(mImplementation->drawArraysInstanced(
+ this, mode, firsts[drawID], counts[drawID], instanceCounts[drawID]));
+ MarkTransformFeedbackBufferUsage(this, mGLState.getCurrentTransformFeedback(),
+ counts[drawID], instanceCounts[drawID]);
+ }
+ }
+ else
+ {
+ for (GLsizei drawID = 0; drawID < drawcount; ++drawID)
+ {
+ if (noopDrawInstanced(mode, counts[drawID], instanceCounts[drawID]))
+ {
+ continue;
+ }
+ ANGLE_CONTEXT_TRY(mImplementation->drawArraysInstanced(
+ this, mode, firsts[drawID], counts[drawID], instanceCounts[drawID]));
+ MarkTransformFeedbackBufferUsage(this, mGLState.getCurrentTransformFeedback(),
+ counts[drawID], instanceCounts[drawID]);
+ }
+ }
+}
+
+void Context::multiDrawElements(PrimitiveMode mode,
+ const GLsizei *counts,
+ GLenum type,
+ const GLsizei *offsets,
+ GLsizei drawcount)
+{
+ ANGLE_CONTEXT_TRY(prepareForDraw(mode));
+ Program *programObject = mGLState.getLinkedProgram(this);
+ const bool hasDrawID = programObject && programObject->hasDrawIDUniform();
+ if (hasDrawID)
+ {
+ for (GLsizei drawID = 0; drawID < drawcount; ++drawID)
+ {
+ if (noopDraw(mode, counts[drawID]))
+ {
+ continue;
+ }
+ programObject->setDrawIDUniform(drawID);
+ const void *indices = reinterpret_cast<void *>(static_cast<long>(offsets[drawID]));
+ ANGLE_CONTEXT_TRY(
+ mImplementation->drawElements(this, mode, counts[drawID], type, indices));
+ }
+ }
+ else
+ {
+ for (GLsizei drawID = 0; drawID < drawcount; ++drawID)
+ {
+ if (noopDraw(mode, counts[drawID]))
+ {
+ continue;
+ }
+ const void *indices = reinterpret_cast<void *>(static_cast<long>(offsets[drawID]));
+ ANGLE_CONTEXT_TRY(
+ mImplementation->drawElements(this, mode, counts[drawID], type, indices));
+ }
+ }
+}
+
+void Context::multiDrawElementsInstanced(PrimitiveMode mode,
+ const GLsizei *counts,
+ GLenum type,
+ const GLsizei *offsets,
+ const GLsizei *instanceCounts,
+ GLsizei drawcount)
+{
+ ANGLE_CONTEXT_TRY(prepareForDraw(mode));
+ Program *programObject = mGLState.getLinkedProgram(this);
+ const bool hasDrawID = programObject && programObject->hasDrawIDUniform();
+ if (hasDrawID)
+ {
+ for (GLsizei drawID = 0; drawID < drawcount; ++drawID)
+ {
+ if (noopDrawInstanced(mode, counts[drawID], instanceCounts[drawID]))
+ {
+ continue;
+ }
+ programObject->setDrawIDUniform(drawID);
+ const void *indices = reinterpret_cast<void *>(static_cast<long>(offsets[drawID]));
+ ANGLE_CONTEXT_TRY(mImplementation->drawElementsInstanced(
+ this, mode, counts[drawID], type, indices, instanceCounts[drawID]));
+ }
+ }
+ else
+ {
+ for (GLsizei drawID = 0; drawID < drawcount; ++drawID)
+ {
+ if (noopDrawInstanced(mode, counts[drawID], instanceCounts[drawID]))
+ {
+ continue;
+ }
+ const void *indices = reinterpret_cast<void *>(static_cast<long>(offsets[drawID]));
+ ANGLE_CONTEXT_TRY(mImplementation->drawElementsInstanced(
+ this, mode, counts[drawID], type, indices, instanceCounts[drawID]));
+ }
+ }
+}
+
GLenum Context::checkFramebufferStatus(GLenum target)
{
Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);