1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 15 #include "VertexArray.h" 16 17 namespace es2 18 { 19 20 VertexArray::VertexArray(GLuint name) : gl::NamedObject(name) 21 { 22 } 23 24 VertexArray::~VertexArray() 25 { 26 for(size_t i = 0; i < MAX_VERTEX_ATTRIBS; i++) 27 { 28 mVertexAttributes[i].mBoundBuffer = nullptr; 29 } 30 mElementArrayBuffer = nullptr; 31 } 32 33 void VertexArray::detachBuffer(GLuint bufferName) 34 { 35 for(size_t attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 36 { 37 if(mVertexAttributes[attribute].mBoundBuffer.name() == bufferName) 38 { 39 mVertexAttributes[attribute].mBoundBuffer = nullptr; 40 } 41 } 42 43 if(mElementArrayBuffer.name() == bufferName) 44 { 45 mElementArrayBuffer = nullptr; 46 } 47 } 48 49 const VertexAttribute& VertexArray::getVertexAttribute(size_t attributeIndex) const 50 { 51 ASSERT(attributeIndex < MAX_VERTEX_ATTRIBS); 52 return mVertexAttributes[attributeIndex]; 53 } 54 55 void VertexArray::setVertexAttribDivisor(GLuint index, GLuint divisor) 56 { 57 ASSERT(index < MAX_VERTEX_ATTRIBS); 58 mVertexAttributes[index].mDivisor = divisor; 59 } 60 61 void VertexArray::enableAttribute(unsigned int attributeIndex, bool enabledState) 62 { 63 ASSERT(attributeIndex < MAX_VERTEX_ATTRIBS); 64 mVertexAttributes[attributeIndex].mArrayEnabled = enabledState; 65 } 66 67 void VertexArray::setAttributeState(unsigned int attributeIndex, Buffer *boundBuffer, GLint size, GLenum type, 68 bool normalized, GLsizei stride, const void *pointer) 69 { 70 ASSERT(attributeIndex < MAX_VERTEX_ATTRIBS); 71 mVertexAttributes[attributeIndex].mBoundBuffer = boundBuffer; 72 mVertexAttributes[attributeIndex].mSize = size; 73 mVertexAttributes[attributeIndex].mType = type; 74 mVertexAttributes[attributeIndex].mNormalized = normalized; 75 mVertexAttributes[attributeIndex].mStride = stride; 76 mVertexAttributes[attributeIndex].mPointer = pointer; 77 } 78 79 void VertexArray::setElementArrayBuffer(Buffer *buffer) 80 { 81 mElementArrayBuffer = buffer; 82 } 83 84 } 85