// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "VertexArray.h" namespace es2 { VertexArray::VertexArray(GLuint name) : gl::NamedObject(name) { } VertexArray::~VertexArray() { for(size_t i = 0; i < MAX_VERTEX_ATTRIBS; i++) { mVertexAttributes[i].mBoundBuffer = nullptr; } mElementArrayBuffer = nullptr; } void VertexArray::detachBuffer(GLuint bufferName) { for(size_t attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) { if(mVertexAttributes[attribute].mBoundBuffer.name() == bufferName) { mVertexAttributes[attribute].mBoundBuffer = nullptr; } } if(mElementArrayBuffer.name() == bufferName) { mElementArrayBuffer = nullptr; } } const VertexAttribute& VertexArray::getVertexAttribute(size_t attributeIndex) const { ASSERT(attributeIndex < MAX_VERTEX_ATTRIBS); return mVertexAttributes[attributeIndex]; } void VertexArray::setVertexAttribDivisor(GLuint index, GLuint divisor) { ASSERT(index < MAX_VERTEX_ATTRIBS); mVertexAttributes[index].mDivisor = divisor; } void VertexArray::enableAttribute(unsigned int attributeIndex, bool enabledState) { ASSERT(attributeIndex < MAX_VERTEX_ATTRIBS); mVertexAttributes[attributeIndex].mArrayEnabled = enabledState; } void VertexArray::setAttributeState(unsigned int attributeIndex, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, bool pureInteger, GLsizei stride, const void *pointer) { ASSERT(attributeIndex < MAX_VERTEX_ATTRIBS); mVertexAttributes[attributeIndex].mBoundBuffer = boundBuffer; mVertexAttributes[attributeIndex].mSize = size; mVertexAttributes[attributeIndex].mType = type; mVertexAttributes[attributeIndex].mNormalized = normalized; mVertexAttributes[attributeIndex].mPureInteger = pureInteger; mVertexAttributes[attributeIndex].mStride = stride; mVertexAttributes[attributeIndex].mPointer = pointer; } void VertexArray::setElementArrayBuffer(Buffer *buffer) { mElementArrayBuffer = buffer; } }