#include "precompiled.h" // // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Implementation of the state class for mananging GLES 3 Vertex Array Objects. // #include "libGLESv2/VertexArray.h" #include "libGLESv2/Buffer.h" namespace gl { VertexArray::VertexArray(rx::Renderer *renderer, GLuint id) : RefCountObject(id) { } VertexArray::~VertexArray() { for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { mVertexAttributes[i].mBoundBuffer.set(NULL); } mElementArrayBuffer.set(NULL); } void VertexArray::detachBuffer(GLuint bufferName) { for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) { if (mVertexAttributes[attribute].mBoundBuffer.id() == bufferName) { mVertexAttributes[attribute].mBoundBuffer.set(NULL); } } if (mElementArrayBuffer.id() == bufferName) { mElementArrayBuffer.set(NULL); } } const VertexAttribute& VertexArray::getVertexAttribute(unsigned int attributeIndex) const { ASSERT(attributeIndex < MAX_VERTEX_ATTRIBS); return mVertexAttributes[attributeIndex]; } void VertexArray::setVertexAttribDivisor(GLuint index, GLuint divisor) { ASSERT(index < gl::MAX_VERTEX_ATTRIBS); mVertexAttributes[index].mDivisor = divisor; } void VertexArray::enableAttribute(unsigned int attributeIndex, bool enabledState) { ASSERT(attributeIndex < gl::MAX_VERTEX_ATTRIBS); mVertexAttributes[attributeIndex].mArrayEnabled = enabledState; } void VertexArray::setAttributeState(unsigned int attributeIndex, gl::Buffer *boundBuffer, GLint size, GLenum type, bool normalized, bool pureInteger, GLsizei stride, const void *pointer) { ASSERT(attributeIndex < gl::MAX_VERTEX_ATTRIBS); mVertexAttributes[attributeIndex].setState(boundBuffer, size, type, normalized, pureInteger, stride, pointer); } }