//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//

// VertexArrayGL.cpp: Implements the class methods for VertexArrayGL.

#include "libANGLE/renderer/gl/VertexArrayGL.h"

#include "common/bitset_utils.h"
#include "common/debug.h"
#include "common/mathutil.h"
#include "common/utilities.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/Context.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/gl/BufferGL.h"
#include "libANGLE/renderer/gl/ContextGL.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
#include "libANGLE/renderer/gl/renderergl_utils.h"

using namespace gl;

namespace rx
{
namespace
{
bool SameVertexAttribFormat(const VertexAttribute &a, const VertexAttribute &b)
{
    return a.size == b.size && a.type == b.type && a.normalized == b.normalized &&
           a.pureInteger == b.pureInteger && a.relativeOffset == b.relativeOffset;
}

bool SameVertexBuffer(const VertexBinding &a, const VertexBinding &b)
{
    return a.getStride() == b.getStride() && a.getOffset() == b.getOffset() &&
           a.getBuffer().get() == b.getBuffer().get();
}

bool IsVertexAttribPointerSupported(size_t attribIndex, const VertexAttribute &attrib)
{
    return (attribIndex == attrib.bindingIndex && attrib.relativeOffset == 0);
}

GLuint GetAdjustedDivisor(GLuint numViews, GLuint divisor)
{
    return numViews * divisor;
}

}  // anonymous namespace

VertexArrayGL::VertexArrayGL(const VertexArrayState &state,
                             const FunctionsGL *functions,
                             StateManagerGL *stateManager)
    : VertexArrayImpl(state),
      mFunctions(functions),
      mStateManager(stateManager),
      mVertexArrayID(0),
      mAppliedNumViews(1),
      mAppliedElementArrayBuffer(),
      mAppliedBindings(state.getMaxBindings()),
      mStreamingElementArrayBufferSize(0),
      mStreamingElementArrayBuffer(0),
      mStreamingArrayBufferSize(0),
      mStreamingArrayBuffer(0)
{
    ASSERT(mFunctions);
    ASSERT(mStateManager);
    mFunctions->genVertexArrays(1, &mVertexArrayID);

    // Set the cached vertex attribute array and vertex attribute binding array size
    GLuint maxVertexAttribs = static_cast<GLuint>(state.getMaxAttribs());
    for (GLuint i = 0; i < maxVertexAttribs; i++)
    {
        mAppliedAttributes.emplace_back(i);
    }
}

VertexArrayGL::~VertexArrayGL()
{
}

void VertexArrayGL::destroy(const gl::Context *context)
{
    mStateManager->deleteVertexArray(mVertexArrayID);
    mVertexArrayID = 0;
    mAppliedNumViews = 1;

    mStateManager->deleteBuffer(mStreamingElementArrayBuffer);
    mStreamingElementArrayBufferSize = 0;
    mStreamingElementArrayBuffer     = 0;

    mStateManager->deleteBuffer(mStreamingArrayBuffer);
    mStreamingArrayBufferSize = 0;
    mStreamingArrayBuffer     = 0;

    mAppliedElementArrayBuffer.set(context, nullptr);
    for (auto &binding : mAppliedBindings)
    {
        binding.setBuffer(context, nullptr, false);
    }
}

angle::Result VertexArrayGL::syncDrawArraysState(const gl::Context *context,
                                                 const gl::AttributesMask &activeAttributesMask,
                                                 GLint first,
                                                 GLsizei count,
                                                 GLsizei instanceCount) const
{
    return syncDrawState(context, activeAttributesMask, first, count, GL_NONE, nullptr,
                         instanceCount, false, nullptr);
}

angle::Result VertexArrayGL::syncDrawElementsState(const gl::Context *context,
                                                   const gl::AttributesMask &activeAttributesMask,
                                                   GLsizei count,
                                                   GLenum type,
                                                   const void *indices,
                                                   GLsizei instanceCount,
                                                   bool primitiveRestartEnabled,
                                                   const void **outIndices) const
{
    return syncDrawState(context, activeAttributesMask, 0, count, type, indices, instanceCount,
                         primitiveRestartEnabled, outIndices);
}

void VertexArrayGL::updateElementArrayBufferBinding(const gl::Context *context) const
{
    gl::Buffer *elementArrayBuffer = mState.getElementArrayBuffer().get();
    if (elementArrayBuffer != nullptr && elementArrayBuffer != mAppliedElementArrayBuffer.get())
    {
        const BufferGL *bufferGL = GetImplAs<BufferGL>(elementArrayBuffer);
        mStateManager->bindBuffer(gl::BufferBinding::ElementArray, bufferGL->getBufferID());
        mAppliedElementArrayBuffer.set(context, elementArrayBuffer);
    }
}

angle::Result VertexArrayGL::syncDrawState(const gl::Context *context,
                                           const gl::AttributesMask &activeAttributesMask,
                                           GLint first,
                                           GLsizei count,
                                           GLenum type,
                                           const void *indices,
                                           GLsizei instanceCount,
                                           bool primitiveRestartEnabled,
                                           const void **outIndices) const
{
    // Check if any attributes need to be streamed, determines if the index range needs to be
    // computed
    const gl::AttributesMask &needsStreamingAttribs =
        context->getStateCache().getActiveClientAttribsMask();

    // Determine if an index buffer needs to be streamed and the range of vertices that need to be
    // copied
    IndexRange indexRange;
    if (type != GL_NONE)
    {
        ANGLE_TRY(syncIndexData(context, count, type, indices, primitiveRestartEnabled,
                                needsStreamingAttribs.any(), &indexRange, outIndices));
    }
    else
    {
        // Not an indexed call, set the range to [first, first + count - 1]
        indexRange.start = first;
        indexRange.end   = first + count - 1;
    }

    if (needsStreamingAttribs.any())
    {
        ANGLE_TRY(streamAttributes(context, needsStreamingAttribs, instanceCount, indexRange));
    }

    return angle::Result::Continue();
}

angle::Result VertexArrayGL::syncIndexData(const gl::Context *context,
                                           GLsizei count,
                                           GLenum type,
                                           const void *indices,
                                           bool primitiveRestartEnabled,
                                           bool attributesNeedStreaming,
                                           IndexRange *outIndexRange,
                                           const void **outIndices) const
{
    ASSERT(outIndices);

    gl::Buffer *elementArrayBuffer = mState.getElementArrayBuffer().get();

    // Need to check the range of indices if attributes need to be streamed
    if (elementArrayBuffer != nullptr)
    {
        ASSERT(elementArrayBuffer == mAppliedElementArrayBuffer.get());
        // Only compute the index range if the attributes also need to be streamed
        if (attributesNeedStreaming)
        {
            ptrdiff_t elementArrayBufferOffset = reinterpret_cast<ptrdiff_t>(indices);
            ANGLE_TRY_HANDLE(context, mState.getElementArrayBuffer()->getIndexRange(
                                          context, type, elementArrayBufferOffset, count,
                                          primitiveRestartEnabled, outIndexRange));
        }

        // Indices serves as an offset into the index buffer in this case, use the same value for
        // the draw call
        *outIndices = indices;
    }
    else
    {
        // Need to stream the index buffer
        // TODO: if GLES, nothing needs to be streamed

        // Only compute the index range if the attributes also need to be streamed
        if (attributesNeedStreaming)
        {
            *outIndexRange = ComputeIndexRange(type, indices, count, primitiveRestartEnabled);
        }

        // Allocate the streaming element array buffer
        if (mStreamingElementArrayBuffer == 0)
        {
            mFunctions->genBuffers(1, &mStreamingElementArrayBuffer);
            mStreamingElementArrayBufferSize = 0;
        }

        mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID());

        mStateManager->bindBuffer(gl::BufferBinding::ElementArray, mStreamingElementArrayBuffer);
        mAppliedElementArrayBuffer.set(context, nullptr);

        // Make sure the element array buffer is large enough
        const Type &indexTypeInfo          = GetTypeInfo(type);
        size_t requiredStreamingBufferSize = indexTypeInfo.bytes * count;
        if (requiredStreamingBufferSize > mStreamingElementArrayBufferSize)
        {
            // Copy the indices in while resizing the buffer
            mFunctions->bufferData(GL_ELEMENT_ARRAY_BUFFER, requiredStreamingBufferSize, indices,
                                   GL_DYNAMIC_DRAW);
            mStreamingElementArrayBufferSize = requiredStreamingBufferSize;
        }
        else
        {
            // Put the indices at the beginning of the buffer
            mFunctions->bufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, requiredStreamingBufferSize,
                                      indices);
        }

        // Set the index offset for the draw call to zero since the supplied index pointer is to
        // client data
        *outIndices = nullptr;
    }

    return angle::Result::Continue();
}

void VertexArrayGL::computeStreamingAttributeSizes(const gl::AttributesMask &attribsToStream,
                                                   GLsizei instanceCount,
                                                   const gl::IndexRange &indexRange,
                                                   size_t *outStreamingDataSize,
                                                   size_t *outMaxAttributeDataSize) const
{
    *outStreamingDataSize    = 0;
    *outMaxAttributeDataSize = 0;

    ASSERT(attribsToStream.any());

    const auto &attribs  = mState.getVertexAttributes();
    const auto &bindings = mState.getVertexBindings();

    for (auto idx : attribsToStream)
    {
        const auto &attrib  = attribs[idx];
        const auto &binding = bindings[attrib.bindingIndex];

        // If streaming is going to be required, compute the size of the required buffer
        // and how much slack space at the beginning of the buffer will be required by determining
        // the attribute with the largest data size.
        size_t typeSize = ComputeVertexAttributeTypeSize(attrib);
        GLuint adjustedDivisor = GetAdjustedDivisor(mAppliedNumViews, binding.getDivisor());
        *outStreamingDataSize +=
            typeSize * ComputeVertexBindingElementCount(adjustedDivisor, indexRange.vertexCount(),
                                                        instanceCount);
        *outMaxAttributeDataSize = std::max(*outMaxAttributeDataSize, typeSize);
    }
}

angle::Result VertexArrayGL::streamAttributes(const gl::Context *context,
                                              const gl::AttributesMask &attribsToStream,
                                              GLsizei instanceCount,
                                              const gl::IndexRange &indexRange) const
{
    // Sync the vertex attribute state and track what data needs to be streamed
    size_t streamingDataSize    = 0;
    size_t maxAttributeDataSize = 0;

    computeStreamingAttributeSizes(attribsToStream, instanceCount, indexRange, &streamingDataSize,
                                   &maxAttributeDataSize);

    if (streamingDataSize == 0)
    {
        return angle::Result::Continue();
    }

    if (mStreamingArrayBuffer == 0)
    {
        mFunctions->genBuffers(1, &mStreamingArrayBuffer);
        mStreamingArrayBufferSize = 0;
    }

    // If first is greater than zero, a slack space needs to be left at the beginning of the buffer
    // so that the same 'first' argument can be passed into the draw call.
    const size_t bufferEmptySpace   = maxAttributeDataSize * indexRange.start;
    const size_t requiredBufferSize = streamingDataSize + bufferEmptySpace;

    mStateManager->bindBuffer(gl::BufferBinding::Array, mStreamingArrayBuffer);
    if (requiredBufferSize > mStreamingArrayBufferSize)
    {
        mFunctions->bufferData(GL_ARRAY_BUFFER, requiredBufferSize, nullptr, GL_DYNAMIC_DRAW);
        mStreamingArrayBufferSize = requiredBufferSize;
    }

    mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID());

    // Unmapping a buffer can return GL_FALSE to indicate that the system has corrupted the data
    // somehow (such as by a screen change), retry writing the data a few times and return
    // OUT_OF_MEMORY if that fails.
    GLboolean unmapResult     = GL_FALSE;
    size_t unmapRetryAttempts = 5;
    while (unmapResult != GL_TRUE && --unmapRetryAttempts > 0)
    {
        uint8_t *bufferPointer = MapBufferRangeWithFallback(mFunctions, GL_ARRAY_BUFFER, 0,
                                                            requiredBufferSize, GL_MAP_WRITE_BIT);
        size_t curBufferOffset = bufferEmptySpace;

        const auto &attribs  = mState.getVertexAttributes();
        const auto &bindings = mState.getVertexBindings();

        for (auto idx : attribsToStream)
        {
            const auto &attrib  = attribs[idx];
            ASSERT(IsVertexAttribPointerSupported(idx, attrib));

            const auto &binding = bindings[attrib.bindingIndex];

            GLuint adjustedDivisor = GetAdjustedDivisor(mAppliedNumViews, binding.getDivisor());
            const size_t streamedVertexCount = ComputeVertexBindingElementCount(
                adjustedDivisor, indexRange.vertexCount(), instanceCount);

            const size_t sourceStride = ComputeVertexAttributeStride(attrib, binding);
            const size_t destStride   = ComputeVertexAttributeTypeSize(attrib);

            // Vertices do not apply the 'start' offset when the divisor is non-zero even when doing
            // a non-instanced draw call
            const size_t firstIndex = adjustedDivisor == 0 ? indexRange.start : 0;

            // Attributes using client memory ignore the VERTEX_ATTRIB_BINDING state.
            // https://www.opengl.org/registry/specs/ARB/vertex_attrib_binding.txt
            const uint8_t *inputPointer = static_cast<const uint8_t *>(attrib.pointer);

            // Pack the data when copying it, user could have supplied a very large stride that
            // would cause the buffer to be much larger than needed.
            if (destStride == sourceStride)
            {
                // Can copy in one go, the data is packed
                memcpy(bufferPointer + curBufferOffset, inputPointer + (sourceStride * firstIndex),
                       destStride * streamedVertexCount);
            }
            else
            {
                // Copy each vertex individually
                for (size_t vertexIdx = 0; vertexIdx < streamedVertexCount; vertexIdx++)
                {
                    uint8_t *out      = bufferPointer + curBufferOffset + (destStride * vertexIdx);
                    const uint8_t *in = inputPointer + sourceStride * (vertexIdx + firstIndex);
                    memcpy(out, in, destStride);
                }
            }

            // Compute where the 0-index vertex would be.
            const size_t vertexStartOffset = curBufferOffset - (firstIndex * destStride);

            callVertexAttribPointer(static_cast<GLuint>(idx), attrib,
                                    static_cast<GLsizei>(destStride),
                                    static_cast<GLintptr>(vertexStartOffset));

            curBufferOffset += destStride * streamedVertexCount;
        }

        unmapResult = mFunctions->unmapBuffer(GL_ARRAY_BUFFER);
    }

    ANGLE_CHECK(GetImplAs<ContextGL>(context), unmapResult == GL_TRUE,
                "Failed to unmap the client data streaming buffer.", GL_OUT_OF_MEMORY);
    return angle::Result::Continue();
}

GLuint VertexArrayGL::getVertexArrayID() const
{
    return mVertexArrayID;
}

GLuint VertexArrayGL::getAppliedElementArrayBufferID() const
{
    if (mAppliedElementArrayBuffer.get() == nullptr)
    {
        return mStreamingElementArrayBuffer;
    }

    return GetImplAs<BufferGL>(mAppliedElementArrayBuffer.get())->getBufferID();
}

void VertexArrayGL::updateAttribEnabled(size_t attribIndex)
{
    const bool enabled = mState.getVertexAttribute(attribIndex).enabled &
                         mProgramActiveAttribLocationsMask.test(attribIndex);
    if (mAppliedAttributes[attribIndex].enabled == enabled)
    {
        return;
    }

    if (enabled)
    {
        mFunctions->enableVertexAttribArray(static_cast<GLuint>(attribIndex));
    }
    else
    {
        mFunctions->disableVertexAttribArray(static_cast<GLuint>(attribIndex));
    }

    mAppliedAttributes[attribIndex].enabled = enabled;
}

void VertexArrayGL::updateAttribPointer(const gl::Context *context, size_t attribIndex)
{
    const VertexAttribute &attrib = mState.getVertexAttribute(attribIndex);

    // According to SPEC, VertexAttribPointer should update the binding indexed attribIndex instead
    // of the binding indexed attrib.bindingIndex (unless attribIndex == attrib.bindingIndex).
    const VertexBinding &binding = mState.getVertexBinding(attribIndex);

    // Early return when the vertex attribute isn't using a buffer object:
    // - If we need to stream, defer the attribPointer to the draw call.
    // - Skip the attribute that is disabled and uses a client memory pointer.
    // - Skip the attribute whose buffer is detached by BindVertexBuffer. Since it cannot have a
    //   client memory pointer either, it must be disabled and shouldn't affect the draw.
    const auto &bindingBuffer = binding.getBuffer();
    const Buffer *arrayBuffer = bindingBuffer.get();
    if (arrayBuffer == nullptr)
    {
        // Mark the applied binding isn't using a buffer by setting its buffer to nullptr so that if
        // it starts to use a buffer later, there is no chance that the caching will skip it.
        mAppliedBindings[attribIndex].setBuffer(context, nullptr, false);
        return;
    }

    // We do not need to compare attrib.pointer because when we use a different client memory
    // pointer, we don't need to update mAttributesNeedStreaming by binding.buffer and we won't
    // update attribPointer in this function.
    if ((SameVertexAttribFormat(mAppliedAttributes[attribIndex], attrib)) &&
        (mAppliedAttributes[attribIndex].bindingIndex == attrib.bindingIndex) &&
        (SameVertexBuffer(mAppliedBindings[attribIndex], binding)))
    {
        return;
    }

    // Since ANGLE always uses a non-zero VAO, we cannot use a client memory pointer on it:
    // [OpenGL ES 3.0.2] Section 2.8 page 24:
    // An INVALID_OPERATION error is generated when a non-zero vertex array object is bound,
    // zero is bound to the ARRAY_BUFFER buffer object binding point, and the pointer argument
    // is not NULL.

    const BufferGL *arrayBufferGL = GetImplAs<BufferGL>(arrayBuffer);
    mStateManager->bindBuffer(gl::BufferBinding::Array, arrayBufferGL->getBufferID());
    callVertexAttribPointer(static_cast<GLuint>(attribIndex), attrib, binding.getStride(),
                            binding.getOffset());

    mAppliedAttributes[attribIndex].size        = attrib.size;
    mAppliedAttributes[attribIndex].type        = attrib.type;
    mAppliedAttributes[attribIndex].normalized  = attrib.normalized;
    mAppliedAttributes[attribIndex].pureInteger = attrib.pureInteger;

    // After VertexAttribPointer, attrib.relativeOffset is set to 0 and attrib.bindingIndex is set
    // to attribIndex in driver. If attrib.relativeOffset != 0 or attrib.bindingIndex !=
    // attribIndex, they should be set in updateAttribFormat and updateAttribBinding. The cache
    // should be consistent with driver so that we won't miss anything.
    mAppliedAttributes[attribIndex].relativeOffset = 0;
    mAppliedAttributes[attribIndex].bindingIndex   = static_cast<GLuint>(attribIndex);

    mAppliedBindings[attribIndex].setStride(binding.getStride());
    mAppliedBindings[attribIndex].setOffset(binding.getOffset());
    mAppliedBindings[attribIndex].setBuffer(context, binding.getBuffer().get(), false);
}

void VertexArrayGL::callVertexAttribPointer(GLuint attribIndex,
                                            const VertexAttribute &attrib,
                                            GLsizei stride,
                                            GLintptr offset) const
{
    const GLvoid *pointer = reinterpret_cast<const GLvoid *>(offset);
    if (attrib.pureInteger)
    {
        ASSERT(!attrib.normalized);
        mFunctions->vertexAttribIPointer(attribIndex, attrib.size, attrib.type, stride, pointer);
    }
    else
    {
        mFunctions->vertexAttribPointer(attribIndex, attrib.size, attrib.type, attrib.normalized,
                                        stride, pointer);
    }
}

bool VertexArrayGL::supportVertexAttribBinding() const
{
    ASSERT(mFunctions);
    return (mFunctions->vertexAttribBinding != nullptr);
}

void VertexArrayGL::updateAttribFormat(size_t attribIndex)
{
    ASSERT(supportVertexAttribBinding());

    const VertexAttribute &attrib = mState.getVertexAttribute(attribIndex);
    if (SameVertexAttribFormat(mAppliedAttributes[attribIndex], attrib))
    {
        return;
    }

    if (attrib.pureInteger)
    {
        ASSERT(!attrib.normalized);
        mFunctions->vertexAttribIFormat(static_cast<GLuint>(attribIndex), attrib.size, attrib.type,
                                        attrib.relativeOffset);
    }
    else
    {
        mFunctions->vertexAttribFormat(static_cast<GLuint>(attribIndex), attrib.size, attrib.type,
                                       attrib.normalized, attrib.relativeOffset);
    }

    mAppliedAttributes[attribIndex].size           = attrib.size;
    mAppliedAttributes[attribIndex].type           = attrib.type;
    mAppliedAttributes[attribIndex].normalized     = attrib.normalized;
    mAppliedAttributes[attribIndex].pureInteger    = attrib.pureInteger;
    mAppliedAttributes[attribIndex].relativeOffset = attrib.relativeOffset;
}

void VertexArrayGL::updateAttribBinding(size_t attribIndex)
{
    ASSERT(supportVertexAttribBinding());

    GLuint bindingIndex = mState.getVertexAttribute(attribIndex).bindingIndex;
    if (mAppliedAttributes[attribIndex].bindingIndex == bindingIndex)
    {
        return;
    }

    mFunctions->vertexAttribBinding(static_cast<GLuint>(attribIndex), bindingIndex);

    mAppliedAttributes[attribIndex].bindingIndex = bindingIndex;
}

void VertexArrayGL::updateBindingBuffer(const gl::Context *context, size_t bindingIndex)
{
    ASSERT(supportVertexAttribBinding());

    const VertexBinding &binding = mState.getVertexBinding(bindingIndex);
    if (SameVertexBuffer(mAppliedBindings[bindingIndex], binding))
    {
        return;
    }

    const Buffer *arrayBuffer = binding.getBuffer().get();
    GLuint bufferId           = 0;
    if (arrayBuffer != nullptr)
    {
        bufferId = GetImplAs<BufferGL>(arrayBuffer)->getBufferID();
    }

    mFunctions->bindVertexBuffer(static_cast<GLuint>(bindingIndex), bufferId, binding.getOffset(),
                                 binding.getStride());

    mAppliedBindings[bindingIndex].setStride(binding.getStride());
    mAppliedBindings[bindingIndex].setOffset(binding.getOffset());
    mAppliedBindings[bindingIndex].setBuffer(context, binding.getBuffer().get(), false);
}

void VertexArrayGL::updateBindingDivisor(size_t bindingIndex)
{
    GLuint adjustedDivisor =
        GetAdjustedDivisor(mAppliedNumViews, mState.getVertexBinding(bindingIndex).getDivisor());
    if (mAppliedBindings[bindingIndex].getDivisor() == adjustedDivisor)
    {
        return;
    }

    if (supportVertexAttribBinding())
    {
        mFunctions->vertexBindingDivisor(static_cast<GLuint>(bindingIndex), adjustedDivisor);
    }
    else
    {
        // We can only use VertexAttribDivisor on platforms that don't support Vertex Attrib
        // Binding.
        mFunctions->vertexAttribDivisor(static_cast<GLuint>(bindingIndex), adjustedDivisor);
    }

    mAppliedBindings[bindingIndex].setDivisor(adjustedDivisor);
}

void VertexArrayGL::syncDirtyAttrib(const gl::Context *context,
                                    size_t attribIndex,
                                    const gl::VertexArray::DirtyAttribBits &dirtyAttribBits)
{
    ASSERT(dirtyAttribBits.any());

    for (size_t dirtyBit : dirtyAttribBits)
    {
        switch (dirtyBit)
        {
            case VertexArray::DIRTY_ATTRIB_ENABLED:
                updateAttribEnabled(attribIndex);
                break;

            case VertexArray::DIRTY_ATTRIB_POINTER:
                updateAttribPointer(context, attribIndex);
                break;

            case VertexArray::DIRTY_ATTRIB_FORMAT:
                ASSERT(supportVertexAttribBinding());
                updateAttribFormat(attribIndex);
                break;

            case VertexArray::DIRTY_ATTRIB_BINDING:
                ASSERT(supportVertexAttribBinding());
                updateAttribBinding(attribIndex);
                break;

            default:
                UNREACHABLE();
                break;
        }
    }
}

void VertexArrayGL::syncDirtyBinding(const gl::Context *context,
                                     size_t bindingIndex,
                                     const gl::VertexArray::DirtyBindingBits &dirtyBindingBits)
{
    // Dependent state changes in buffers can trigger updates with no dirty bits set.

    for (size_t dirtyBit : dirtyBindingBits)
    {
        switch (dirtyBit)
        {
            case VertexArray::DIRTY_BINDING_BUFFER:
                ASSERT(supportVertexAttribBinding());
                updateBindingBuffer(context, bindingIndex);
                break;

            case VertexArray::DIRTY_BINDING_DIVISOR:
                updateBindingDivisor(bindingIndex);
                break;

            default:
                UNREACHABLE();
                break;
        }
    }
}

#define ANGLE_DIRTY_ATTRIB_FUNC(INDEX)                      \
    case VertexArray::DIRTY_BIT_ATTRIB_0 + INDEX:           \
        syncDirtyAttrib(context, INDEX, attribBits[INDEX]); \
        break;

#define ANGLE_DIRTY_BINDING_FUNC(INDEX)                       \
    case VertexArray::DIRTY_BIT_BINDING_0 + INDEX:            \
        syncDirtyBinding(context, INDEX, bindingBits[INDEX]); \
        break;

#define ANGLE_DIRTY_BUFFER_DATA_FUNC(INDEX)            \
    case VertexArray::DIRTY_BIT_BUFFER_DATA_0 + INDEX: \
        break;

angle::Result VertexArrayGL::syncState(const gl::Context *context,
                                       const gl::VertexArray::DirtyBits &dirtyBits,
                                       const gl::VertexArray::DirtyAttribBitsArray &attribBits,
                                       const gl::VertexArray::DirtyBindingBitsArray &bindingBits)
{
    mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID());

    for (size_t dirtyBit : dirtyBits)
    {
        switch (dirtyBit)
        {
            case VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER:
                updateElementArrayBufferBinding(context);
                break;

            case VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER_DATA:
                break;

                ANGLE_VERTEX_INDEX_CASES(ANGLE_DIRTY_ATTRIB_FUNC);
                ANGLE_VERTEX_INDEX_CASES(ANGLE_DIRTY_BINDING_FUNC);
                ANGLE_VERTEX_INDEX_CASES(ANGLE_DIRTY_BUFFER_DATA_FUNC);

            default:
                UNREACHABLE();
                break;
        }
    }

    return angle::Result::Continue();
}

void VertexArrayGL::applyNumViewsToDivisor(int numViews)
{
    if (numViews != mAppliedNumViews)
    {
        mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID());
        mAppliedNumViews = numViews;
        for (size_t index = 0u; index < mAppliedBindings.size(); ++index)
        {
            updateBindingDivisor(index);
        }
    }
}

void VertexArrayGL::applyActiveAttribLocationsMask(const gl::AttributesMask &activeMask)
{
    gl::AttributesMask updateMask     = mProgramActiveAttribLocationsMask ^ activeMask;
    if (!updateMask.any())
    {
        return;
    }
    ASSERT(mVertexArrayID == mStateManager->getVertexArrayID());
    mProgramActiveAttribLocationsMask = activeMask;

    for (size_t attribIndex : updateMask)
    {
        updateAttribEnabled(attribIndex);
    }
}

}  // namespace rx
