blob: bd2df391695ae50f3f6214cc95e0b1b8fdb65ab4 [file] [log] [blame]
#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);
}
}