Example #1
0
gl::Error RendererD3D::generateSwizzles(const gl::Data &data)
{
    gl::Error error = generateSwizzles(data, gl::SAMPLER_VERTEX);
    if (error.isError())
    {
        return error;
    }

    error = generateSwizzles(data, gl::SAMPLER_PIXEL);
    if (error.isError())
    {
        return error;
    }

    return gl::Error(GL_NO_ERROR);
}
Example #2
0
gl::Error RendererD3D::drawElements(const gl::Data &data,
                                    GLenum mode, GLsizei count, GLenum type,
                                    const GLvoid *indices, GLsizei instances,
                                    const gl::RangeUI &indexRange)
{
    if (data.state->isPrimitiveRestartEnabled())
    {
        UNIMPLEMENTED();
        return gl::Error(GL_INVALID_OPERATION, "Primitive restart not implemented");
    }

    gl::Program *program = data.state->getProgram();
    ASSERT(program != NULL);

    program->updateSamplerMapping();

    gl::Error error = generateSwizzles(data);
    if (error.isError())
    {
        return error;
    }

    if (!applyPrimitiveType(mode, count, program->usesPointSize()))
    {
        return gl::Error(GL_NO_ERROR);
    }

    error = applyRenderTarget(data, mode, false);
    if (error.isError())
    {
        return error;
    }

    error = applyState(data, mode);
    if (error.isError())
    {
        return error;
    }

    gl::VertexArray *vao = data.state->getVertexArray();
    TranslatedIndexData indexInfo;
    indexInfo.indexRange = indexRange;

    SourceIndexData sourceIndexInfo;

    error = applyIndexBuffer(indices, vao->getElementArrayBuffer().get(), count, mode, type, &indexInfo, &sourceIndexInfo);
    if (error.isError())
    {
        return error;
    }

    applyTransformFeedbackBuffers(*data.state);
    // Transform feedback is not allowed for DrawElements, this error should have been caught at the API validation
    // layer.
    ASSERT(!data.state->isTransformFeedbackActiveUnpaused());

    GLsizei vertexCount = indexInfo.indexRange.length() + 1;
    error = applyVertexBuffer(*data.state, mode, indexInfo.indexRange.start, vertexCount, instances, &sourceIndexInfo);
    if (error.isError())
    {
        return error;
    }

    error = applyShaders(data);
    if (error.isError())
    {
        return error;
    }

    error = applyTextures(data);
    if (error.isError())
    {
        return error;
    }

    error = program->applyUniformBuffers(data);
    if (error.isError())
    {
        return error;
    }

    if (!skipDraw(data, mode))
    {
        error = drawElements(mode, count, type, indices, vao->getElementArrayBuffer().get(), indexInfo, instances, program->usesPointSize());
        if (error.isError())
        {
            return error;
        }
    }

    return gl::Error(GL_NO_ERROR);
}
Example #3
0
gl::Error RendererD3D::drawArrays(const gl::Data &data,
                                  GLenum mode, GLint first,
                                  GLsizei count, GLsizei instances)
{
    gl::Program *program = data.state->getProgram();
    ASSERT(program != NULL);

    program->updateSamplerMapping();

    gl::Error error = generateSwizzles(data);
    if (error.isError())
    {
        return error;
    }

    if (!applyPrimitiveType(mode, count, program->usesPointSize()))
    {
        return gl::Error(GL_NO_ERROR);
    }

    error = applyRenderTarget(data, mode, false);
    if (error.isError())
    {
        return error;
    }

    error = applyState(data, mode);
    if (error.isError())
    {
        return error;
    }

    applyTransformFeedbackBuffers(*data.state);

    error = applyVertexBuffer(*data.state, mode, first, count, instances, nullptr);
    if (error.isError())
    {
        return error;
    }

    error = applyShaders(data);
    if (error.isError())
    {
        return error;
    }

    error = applyTextures(data);
    if (error.isError())
    {
        return error;
    }

    error = program->applyUniformBuffers(data);
    if (error.isError())
    {
        return error;
    }

    if (!skipDraw(data, mode))
    {
        error = drawArrays(data, mode, count, instances, program->usesPointSize());
        if (error.isError())
        {
            return error;
        }

        if (data.state->isTransformFeedbackActiveUnpaused())
        {
            markTransformFeedbackUsage(data);
        }
    }

    return gl::Error(GL_NO_ERROR);
}
Example #4
0
gl::Error RendererD3D::genericDrawElements(const gl::Data &data,
                                           GLenum mode,
                                           GLsizei count,
                                           GLenum type,
                                           const GLvoid *indices,
                                           GLsizei instances,
                                           const gl::IndexRange &indexRange)
{
    gl::Program *program = data.state->getProgram();
    ASSERT(program != nullptr);
    ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
    bool usesPointSize     = programD3D->usesPointSize();

    programD3D->updateSamplerMapping();

    gl::Error error = generateSwizzles(data);
    if (error.isError())
    {
        return error;
    }

    if (!applyPrimitiveType(mode, count, usesPointSize))
    {
        return gl::Error(GL_NO_ERROR);
    }

    error = updateState(data, mode);
    if (error.isError())
    {
        return error;
    }

    TranslatedIndexData indexInfo;
    indexInfo.indexRange = indexRange;

    error = applyIndexBuffer(data, indices, count, mode, type, &indexInfo);
    if (error.isError())
    {
        return error;
    }

    applyTransformFeedbackBuffers(*data.state);
    // Transform feedback is not allowed for DrawElements, this error should have been caught at the API validation
    // layer.
    ASSERT(!data.state->isTransformFeedbackActiveUnpaused());

    size_t vertexCount = indexInfo.indexRange.vertexCount();
    error = applyVertexBuffer(*data.state, mode, static_cast<GLsizei>(indexInfo.indexRange.start),
                              static_cast<GLsizei>(vertexCount), instances, &indexInfo);
    if (error.isError())
    {
        return error;
    }

    error = applyTextures(data);
    if (error.isError())
    {
        return error;
    }

    error = applyShaders(data, mode);
    if (error.isError())
    {
        return error;
    }

    error = programD3D->applyUniformBuffers(data);
    if (error.isError())
    {
        return error;
    }

    if (!skipDraw(data, mode))
    {
        error = drawElementsImpl(data, indexInfo, mode, count, type, indices, instances);
        if (error.isError())
        {
            return error;
        }
    }

    return gl::Error(GL_NO_ERROR);
}