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  • IndexDataManagerTest.cpp
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  • Cooper Partin's avatar
    Implemented instanced rendering for emulated point sprites · 534bf87b
    Cooper Partin authored Feb 09, 2016
    Non-instanced PointSprite emulation for lower feature levels is
    implemented using D3D DrawIndexedInstanced and an instanced vertex
    buffer containing a pointsprite quad.
    
    GL instanced rendering using glDrawArraysInstanced and
    glDrawElementsInstanced with pointsprite emulation is performed using
    a for-loop.  The loop iterates over each instance to render and adjusts
    the buffer offsets accordingly. This is not performant and is only used
    and required by this chosen pointsprite emulation method.
    
    Indexed instanced (glDrawElementsInstanced), uses the same offset loop
    because the vertex buffer containing the data to be rendered has already
    been expanded using getEmulatedIndexedBuffer().  Expanding the buffer
    makes the two rendering operations similar enough to share code.
    
    BUG=angleproject:1279
    TEST=angle_end2end_tests
    
    Change-Id: If46cc9f158e29f5518c70ad630b3228f474a9f8b
    Reviewed-on: https://chromium-review.googlesource.com/321407Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
    Commit-Queue: Geoff Lang <geofflang@chromium.org>
    534bf87b
IndexDataManagerTest.cpp 4.73 KB
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