blob: bb0f480e6332e203cca50ddbe67b588fc7fc3b59 [file] [log] [blame]
// 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_