Apply the Apache 2.0 license.
Change-Id: I4a7aeefedcd2d891093520d5a10ebefadcddb5be
Reviewed-on: https://swiftshader-review.googlesource.com/5320
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
diff --git a/src/OpenGL/libGLESv2/VertexArray.cpp b/src/OpenGL/libGLESv2/VertexArray.cpp
index 81ce677..d52e7ca 100644
--- a/src/OpenGL/libGLESv2/VertexArray.cpp
+++ b/src/OpenGL/libGLESv2/VertexArray.cpp
@@ -1,81 +1,84 @@
-// SwiftShader Software Renderer
-//
-// Copyright(c) 2015 Google Inc.
-//
-// All rights reserved. No part of this software may be copied, distributed, transmitted,
-// transcribed, stored in a retrieval system, translated into any human or computer
-// language by any means, or disclosed to third parties without the explicit written
-// agreement of Google Inc. Without such an agreement, no rights or licenses, express
-// or implied, including but not limited to any patent rights, are granted to you.
-//
-
-#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 = NULL;
- }
- mElementArrayBuffer = NULL;
-}
-
-void VertexArray::detachBuffer(GLuint bufferName)
-{
- for(size_t attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
- {
- if(mVertexAttributes[attribute].mBoundBuffer.name() == bufferName)
- {
- mVertexAttributes[attribute].mBoundBuffer = NULL;
- }
- }
-
- if (mElementArrayBuffer.name() == bufferName)
- {
- mElementArrayBuffer = NULL;
- }
-}
-
-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, 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].mStride = stride;
- mVertexAttributes[attributeIndex].mPointer = pointer;
-}
-
-void VertexArray::setElementArrayBuffer(Buffer *buffer)
-{
- mElementArrayBuffer = buffer;
-}
-
-}
+// 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, 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].mStride = stride;
+ mVertexAttributes[attributeIndex].mPointer = pointer;
+}
+
+void VertexArray::setElementArrayBuffer(Buffer *buffer)
+{
+ mElementArrayBuffer = buffer;
+}
+
+}