ES31: Implement DrawArraysIndirect D3D part
There are four buffer types for vertex attribute storage in D3D11:
DIRECT
STATIC
DYNAMIC
CURRENT_VALUE
When drawing, it will call applyVertexBuffer to bind the right type
buffers in D3D11.
DIRECT uses the gl buffer directly without any translation.
CURRENT_VALUE uses a single value for the attribute.
STATIC translates the whole vertex buffer once. So it doesn't need the
first, count and instance informations since it always translates the
whole buffer.
DYNAMIC translates the data every frame. To improve the performance,
in implementation, it only translates 'count' vertexes from 'first'
location in vertex buffer with one drawing for non-instanced vertices.
'first' and 'count' are got from draw parameter list. And for the
translated vertex buffer, when drawing, the first vertex location is 0.
From above analysis, we can see that if all attribute storages are
non-dynamic, we can directly use the indirect buffer to draw. But for
dynamic storages, we have to calculate the first, count, and instances
from indirect buffer and apply them to translate the dynamic type
buffers. Meanwhile, we have to set the first to 0 (see above
description)when drawing.
DrawArrysIndirect implementation is like below:
1. Check whether all vertex attributes are non-dynamic
2. If yes, applyVertexBuffer and DrawInstancedIndirect
3. If no, 1) calculate first, count, and instances from indirect buffer.
2) applyVertexBuffer with these parameters.
4) Use DrawInstanced instead of DrawInstancedIndirect.
BUG=angleproject:1595
TEST=dEQP-GLES31.functional.draw_indirect.draw_arrays_indirect*
Change-Id: I36431f416443279d51de523b07ce60727914cbbf
Reviewed-on: https://chromium-review.googlesource.com/446690
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by:
Jamie Madill <jmadill@chromium.org>
Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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