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