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      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, bool pureInteger, 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].mPureInteger = pureInteger;
     76 	mVertexAttributes[attributeIndex].mStride = stride;
     77 	mVertexAttributes[attributeIndex].mPointer = pointer;
     78 }
     79 
     80 void VertexArray::setElementArrayBuffer(Buffer *buffer)
     81 {
     82 	mElementArrayBuffer = buffer;
     83 }
     84 
     85 }
     86