mirror of
https://github.com/MobileGL-Dev/MobileGL
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325 lines
14 KiB
C++
325 lines
14 KiB
C++
// MobileGL - MobileGL/MG_State/GLState/VertexArrayState/VertexArrayObject.cpp
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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#include "VertexArrayObject.h"
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#include <atomic>
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namespace MobileGL::MG_State::GLState {
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// Starts at 1 so a zero-initialized memo slot can never carry a live object's id.
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// Atomic because VAOs are GL-thread-only today but the counter costs nothing to
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// make safe, and a duplicate id would resurrect exactly the bug it exists to kill.
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static std::atomic<Uint64> s_nextVertexArrayLifetimeId{1};
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Uint64 VertexArrayObject::AllocateLifetimeId() {
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return s_nextVertexArrayLifetimeId.fetch_add(1, std::memory_order_relaxed);
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}
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VertexArrayObject::VertexArrayObject(Uint externIndex) : m_externalIndex(externIndex) {
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for (int index = 0; index < MAX_VERTEX_ATTRIBS; ++index) {
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auto& attr = m_attributes[index];
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attr.Enabled = false;
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attr.Size = 4;
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attr.Type = DataType::Float32;
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attr.Normalized = false;
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attr.Stride = 0;
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attr.Offset = 0;
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attr.LegacyStride = 0;
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attr.LegacyPointer = 0;
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attr.Buffer = nullptr;
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BumpAttributeFormatVersion(index);
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}
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}
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void VertexArrayObject::EnableAttribute(Uint index) {
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if (index >= MAX_VERTEX_ATTRIBS) return;
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if (m_attributes[index].Enabled) return;
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m_attributes[index].Enabled = true;
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BumpAttributeSwitchVersion(index);
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}
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void VertexArrayObject::DisableAttribute(Uint index) {
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if (index >= MAX_VERTEX_ATTRIBS) return;
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if (!m_attributes[index].Enabled) return;
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m_attributes[index].Enabled = false;
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BumpAttributeSwitchVersion(index);
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}
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Bool VertexArrayObject::IsAttributeEnabled(Uint index) const {
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if (index >= MAX_VERTEX_ATTRIBS) return false;
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return m_attributes[index].Enabled;
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}
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void VertexArrayObject::SetAttributeFormat(Uint index, int size, DataType type, Bool normalized, int stride,
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SizeT offset, Bool isInteger, Bool isBgra, int effectiveStride) {
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if (index >= MAX_VERTEX_ATTRIBS) return;
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if (size < 1 || size > 4) {
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return;
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}
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// See VertexAttribute::Stride: the resolved field carries the effective stride so that
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// a zero in it can only ever mean the binding model's "do not advance".
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const int resolvedStride = effectiveStride >= 0 ? effectiveStride : stride;
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// The classic pointer-style API takes back full ownership of the resolved fields.
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m_attributeUsesBindingModel[index] = false;
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// The legacy query shadows: written here and nowhere else, so a later binding-model
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// mutation cannot leak into VERTEX_ATTRIB_ARRAY_STRIDE / _POINTER. They are pure
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// query state, so they carry no version bump of their own.
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m_attributes[index].LegacyStride = stride;
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m_attributes[index].LegacyPointer = offset;
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if (m_attributes[index].Size == size && m_attributes[index].Type == type &&
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m_attributes[index].Normalized == normalized && m_attributes[index].Stride == resolvedStride &&
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m_attributes[index].Offset == offset && m_attributes[index].IsInteger == isInteger &&
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m_attributes[index].IsBgra == isBgra && !m_attributes[index].IsLong) {
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return;
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}
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auto& attr = m_attributes[index];
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attr.Size = size;
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attr.Type = type;
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attr.Normalized = normalized;
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attr.Stride = resolvedStride;
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attr.Offset = offset;
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attr.IsInteger = isInteger;
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attr.IsBgra = isBgra;
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// glVertexAttribPointer / glVertexAttribIPointer are never the long form, so they always
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// take the attribute back out of it - and "only IsLong changed" is a real change that has to
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// reach the backends, which is why the early-out above tests it too. Cleared inside the
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// mutation block so the clear and the version bump stay atomic.
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attr.IsLong = false;
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BumpAttributeFormatVersion(index);
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}
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void VertexArrayObject::MirrorPointerIntoBinding(Uint index, const SharedPtr<BufferObject>& buffer, SizeT offset,
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int effectiveStride) {
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if (index >= MAX_VERTEX_ATTRIBS || index >= MAX_VERTEX_ATTRIB_BINDINGS) return;
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// glVertexAttribPointer is defined in terms of the binding model (GL 4.6 core 10.3.2): it
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// also sets binding point `index` to the buffer, the pointer as the offset, and the
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// *effective* stride, and points the attribute at that binding point with relative offset 0.
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// The flat attribute view keeps the raw stride, because VERTEX_ATTRIB_ARRAY_STRIDE reports
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// that argument verbatim, so the binding point is recorded alongside the resolved attribute
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// rather than being resolved into it.
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m_attributeBindingIndex[index] = index;
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m_attributeRelativeOffset[index] = 0;
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auto& binding = m_bindingPoints[index];
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binding.Buffer = buffer;
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binding.Offset = offset;
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binding.Stride = effectiveStride;
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binding.Divisor = m_attributes[index].Divisor;
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// Other attributes may already be pointed at this binding point through
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// glVertexAttribBinding; they see the new buffer/offset/stride too (basic-state3
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// checks exactly that after a glVertexAttribPointer). They are not adopted into the
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// binding model here - only the ones already in it re-resolve.
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ResolveAttributesForBinding(index, /*adopt: */ false);
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}
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void VertexArrayObject::BindAttributeBuffer(Uint index, const SharedPtr<BufferObject>& buffer) {
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if (index >= MAX_VERTEX_ATTRIBS) return;
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if (m_attributes[index].Buffer == buffer) return;
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m_attributes[index].Buffer = buffer;
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BumpAttributeBufferVersion(index);
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}
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BindingSlot<BufferObject>& VertexArrayObject::GetIndexBufferBindingSlot() {
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return m_indexBufferBindingSlot;
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}
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const BindingSlot<BufferObject>& VertexArrayObject::GetIndexBufferBindingSlot() const {
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return m_indexBufferBindingSlot;
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}
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const VertexAttribute& VertexArrayObject::GetAttribute(Uint index) const {
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static VertexAttribute emptyAttr;
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if (index >= MAX_VERTEX_ATTRIBS) return emptyAttr;
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return m_attributes[index];
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}
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const Array<VertexAttribute, VertexArrayObject::MAX_VERTEX_ATTRIBS>& VertexArrayObject::GetAllAttributes() const {
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return m_attributes;
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}
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Uint VertexArrayObject::GetExternalIndex() const {
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return m_externalIndex;
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}
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void VertexArrayObject::SetAttributeDivisor(Uint index, Uint divisor) {
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if (index >= MAX_VERTEX_ATTRIBS) return;
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// GL 4.6 core 10.3.2 defines VertexAttribDivisor(i, d) as
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// VertexAttribBinding(i, i); VertexBindingDivisor(i, d)
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// - the binding is RE-POINTED at i, it is not merely written through when it already
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// happens to be i. Guarding the write on "binding == index" (which is what this did)
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// left an attribute that glVertexAttribBinding had moved elsewhere pointing at the old
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// binding, so the next resolve restored that binding's divisor and the new one was
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// lost (KHR-GL4x.vertex_attrib_binding.basic-state4).
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//
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// What is deliberately NOT copied from VertexAttribBinding is the adoption into the
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// binding model: an attribute configured the classic way keeps its pointer-resolved
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// stride/offset, exactly as before. The binding point mirrors that state already
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// (MirrorPointerIntoBinding), so nothing observable differs - and adopting it here
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// would silently swap the raw pointer stride for the effective one under every
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// application that calls glVertexAttribDivisor after glVertexAttribPointer.
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if (index < MAX_VERTEX_ATTRIB_BINDINGS) {
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m_attributeBindingIndex[index] = index;
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m_bindingPoints[index].Divisor = divisor;
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ResolveAttributesForBinding(index, /*adopt: */ false);
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}
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if (m_attributes[index].Divisor == divisor) return;
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m_attributes[index].Divisor = divisor;
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BumpAttributeFormatVersion(index);
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}
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Uint VertexArrayObject::GetAttributeDivisor(Uint index) const {
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if (index >= MAX_VERTEX_ATTRIBS) return 0;
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return m_attributes[index].Divisor;
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}
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void VertexArrayObject::ResolveAttributeFromBinding(Uint attribIndex) {
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if (attribIndex >= MAX_VERTEX_ATTRIBS) return;
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const Uint bindingIndex = m_attributeBindingIndex[attribIndex];
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if (bindingIndex >= MAX_VERTEX_ATTRIB_BINDINGS) return;
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const auto& binding = m_bindingPoints[bindingIndex];
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auto& attr = m_attributes[attribIndex];
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// VERTEX_ATTRIB_ARRAY_DIVISOR is not independent per-attribute state: it IS the divisor
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// of the binding point the attribute is attached to (GL 4.6 core 10.3.2), whichever API
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// configured the attribute. glVertexBindingDivisor therefore has to reach a classic
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// pointer-configured attribute as well - basic-state4 alternates the two spellings on
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// the same attribute and expects each to win in turn.
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if (attr.Divisor != binding.Divisor) {
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attr.Divisor = binding.Divisor;
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BumpAttributeFormatVersion(attribIndex);
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}
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// Everything else stays owned by whichever API configured the attribute: a classic
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// glVertexAttrib*Pointer attribute keeps its pointer-resolved stride and offset.
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if (!m_attributeUsesBindingModel[attribIndex]) return;
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const SizeT resolvedOffset = binding.Offset + m_attributeRelativeOffset[attribIndex];
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if (attr.Stride != binding.Stride || attr.Offset != resolvedOffset) {
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attr.Stride = binding.Stride;
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attr.Offset = resolvedOffset;
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BumpAttributeFormatVersion(attribIndex);
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}
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if (attr.Buffer != binding.Buffer) {
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attr.Buffer = binding.Buffer;
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BumpAttributeBufferVersion(attribIndex);
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}
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}
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void VertexArrayObject::ResolveAttributesForBinding(Uint bindingIndex, Bool adopt) {
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for (Uint attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; ++attribIndex) {
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if (m_attributeBindingIndex[attribIndex] != bindingIndex) continue;
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if (adopt) m_attributeUsesBindingModel[attribIndex] = true;
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ResolveAttributeFromBinding(attribIndex);
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}
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}
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void VertexArrayObject::SetBindingBuffer(Uint bindingIndex, const SharedPtr<BufferObject>& buffer, SizeT offset,
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int stride) {
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if (bindingIndex >= MAX_VERTEX_ATTRIB_BINDINGS) return;
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auto& binding = m_bindingPoints[bindingIndex];
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binding.Buffer = buffer;
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binding.Offset = offset;
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binding.Stride = stride;
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// Binding a vertex buffer to a binding point adopts every attribute currently mapped to
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// that binding point into the binding model (the default mapping is attribute i ->
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// binding i, which matches the GL 4.3 rules for state mixing).
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ResolveAttributesForBinding(bindingIndex, /*adopt: */ true);
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}
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void VertexArrayObject::SetBindingDivisor(Uint bindingIndex, Uint divisor) {
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if (bindingIndex >= MAX_VERTEX_ATTRIB_BINDINGS) return;
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m_bindingPoints[bindingIndex].Divisor = divisor;
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ResolveAttributesForBinding(bindingIndex, /*adopt: */ false);
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}
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void VertexArrayObject::SetAttributeBinding(Uint attribIndex, Uint bindingIndex) {
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if (attribIndex >= MAX_VERTEX_ATTRIBS) return;
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if (bindingIndex >= MAX_VERTEX_ATTRIB_BINDINGS) return;
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m_attributeBindingIndex[attribIndex] = bindingIndex;
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m_attributeUsesBindingModel[attribIndex] = true;
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ResolveAttributeFromBinding(attribIndex);
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}
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void VertexArrayObject::SetAttributeFormatSeparate(Uint attribIndex, int size, DataType type, Bool normalized,
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Bool isInteger, Uint relativeOffset, Bool isBgra,
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Bool isLong) {
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if (attribIndex >= MAX_VERTEX_ATTRIBS) return;
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if (size < 1 || size > 4) return;
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auto& attr = m_attributes[attribIndex];
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if (attr.Size != size || attr.Type != type || attr.Normalized != normalized || attr.IsInteger != isInteger ||
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attr.IsBgra != isBgra || attr.IsLong != isLong ||
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m_attributeRelativeOffset[attribIndex] != relativeOffset) {
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attr.Size = size;
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attr.Type = type;
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attr.Normalized = normalized;
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attr.IsInteger = isInteger;
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attr.IsBgra = isBgra;
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attr.IsLong = isLong;
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m_attributeRelativeOffset[attribIndex] = relativeOffset;
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BumpAttributeFormatVersion(attribIndex);
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}
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m_attributeUsesBindingModel[attribIndex] = true;
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ResolveAttributeFromBinding(attribIndex);
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}
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void VertexArrayObject::BumpAttributeFormatVersion(Uint index) {
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if (index >= MAX_VERTEX_ATTRIBS) return;
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++m_attributeVersions[index].FormatVersion;
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++m_configVersion;
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}
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void VertexArrayObject::BumpAttributeBufferVersion(Uint index) {
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if (index >= MAX_VERTEX_ATTRIBS) return;
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++m_attributeVersions[index].BufferVersion;
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++m_configVersion;
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}
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void VertexArrayObject::BumpAttributeSwitchVersion(Uint index) {
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if (index >= MAX_VERTEX_ATTRIBS) return;
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++m_attributeVersions[index].SwitchVersion;
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++m_configVersion;
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}
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const VertexAttributeVersion& VertexArrayObject::GetAttributeVersion(Uint index) const {
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static VertexAttributeVersion emptyVersion;
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if (index >= MAX_VERTEX_ATTRIBS) return emptyVersion;
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return m_attributeVersions[index];
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}
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const Array<VertexAttributeVersion, VertexArrayObject::MAX_VERTEX_ATTRIBS>& VertexArrayObject::
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GetAllAttributeVersions() const {
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return m_attributeVersions;
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}
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} // namespace MobileGL::MG_State::GLState
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