blob: 81ce677af0a425512076daab67c6e28022724583 [file] [log] [blame]
// 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;
}
}