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      1 #include "precompiled.h"
      2 //
      3 // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
      4 // Use of this source code is governed by a BSD-style license that can be
      5 // found in the LICENSE file.
      6 //
      7 // Implementation of the state class for mananging GLES 3 Vertex Array Objects.
      8 //
      9 
     10 #include "libGLESv2/VertexArray.h"
     11 #include "libGLESv2/Buffer.h"
     12 
     13 namespace gl
     14 {
     15 
     16 VertexArray::VertexArray(rx::Renderer *renderer, GLuint id)
     17     : RefCountObject(id)
     18 {
     19 }
     20 
     21 VertexArray::~VertexArray()
     22 {
     23     for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
     24     {
     25         mVertexAttributes[i].mBoundBuffer.set(NULL);
     26     }
     27     mElementArrayBuffer.set(NULL);
     28 }
     29 
     30 void VertexArray::detachBuffer(GLuint bufferName)
     31 {
     32     for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
     33     {
     34         if (mVertexAttributes[attribute].mBoundBuffer.id() == bufferName)
     35         {
     36             mVertexAttributes[attribute].mBoundBuffer.set(NULL);
     37         }
     38     }
     39 
     40     if (mElementArrayBuffer.id() == bufferName)
     41     {
     42         mElementArrayBuffer.set(NULL);
     43     }
     44 }
     45 
     46 const VertexAttribute& VertexArray::getVertexAttribute(unsigned int attributeIndex) const
     47 {
     48     ASSERT(attributeIndex < MAX_VERTEX_ATTRIBS);
     49     return mVertexAttributes[attributeIndex];
     50 }
     51 
     52 void VertexArray::setVertexAttribDivisor(GLuint index, GLuint divisor)
     53 {
     54     ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
     55     mVertexAttributes[index].mDivisor = divisor;
     56 }
     57 
     58 void VertexArray::enableAttribute(unsigned int attributeIndex, bool enabledState)
     59 {
     60     ASSERT(attributeIndex < gl::MAX_VERTEX_ATTRIBS);
     61     mVertexAttributes[attributeIndex].mArrayEnabled = enabledState;
     62 }
     63 
     64 void VertexArray::setAttributeState(unsigned int attributeIndex, gl::Buffer *boundBuffer, GLint size, GLenum type,
     65                                     bool normalized, bool pureInteger, GLsizei stride, const void *pointer)
     66 {
     67     ASSERT(attributeIndex < gl::MAX_VERTEX_ATTRIBS);
     68     mVertexAttributes[attributeIndex].setState(boundBuffer, size, type, normalized, pureInteger, stride, pointer);
     69 }
     70 
     71 }