// 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. // VertexArray.h: Defines the es2::VertexArray class #ifndef LIBGLESV2_VERTEX_ARRAY_H_ #define LIBGLESV2_VERTEX_ARRAY_H_ #include "Buffer.h" #include "Context.h" #include <GLES2/gl2.h> namespace es2 { class VertexArray : public gl::NamedObject { public: VertexArray(GLuint name); ~VertexArray(); const VertexAttribute& getVertexAttribute(size_t attributeIndex) const; VertexAttributeArray& getVertexAttributes() { return mVertexAttributes; } void detachBuffer(GLuint bufferName); void setVertexAttribDivisor(GLuint index, GLuint divisor); void enableAttribute(unsigned int attributeIndex, bool enabledState); void setAttributeState(unsigned int attributeIndex, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, bool pureInteger, GLsizei stride, const void *pointer); Buffer *getElementArrayBuffer() const { return mElementArrayBuffer; } void setElementArrayBuffer(Buffer *buffer); private: VertexAttributeArray mVertexAttributes; gl::BindingPointer<Buffer> mElementArrayBuffer; }; } #endif // LIBGLESV2_VERTEX_ARRAY_H_