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kc3-lang/angle/src/libGLESv2/VertexArray.h

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  • Author : Jamie Madill
    Date : 2013-07-10 15:13:38
    Hash : 004a6f9f
    Message : Move VAO buffer clearing code to the destructor, instead of the constructor. This fixes assertion failures during the VertexArray destructor in Debug mode. TRAC #23390 Signed-off-by: Shannon Woods Signed-off-by: Geoff Lang Authored-by: Jamie Madill

  • src/libGLESv2/VertexArray.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.
    //
    // This class contains prototypes for representing GLES 3 Vertex Array Objects:
    //
    //   The buffer objects that are to be used by the vertex stage of the GL are collected
    //   together to form a vertex array object. All state related to the definition of data used
    //   by the vertex processor is encapsulated in a vertex array object.
    //
    
    #ifndef LIBGLESV2_VERTEXARRAY_H_
    #define LIBGLESV2_VERTEXARRAY_H_
    
    #include "common/RefCountObject.h"
    #include "libGLESv2/constants.h"
    #include "libGLESv2/VertexAttribute.h"
    
    namespace rx
    {
    class Renderer;
    }
    
    namespace gl
    {
    class Buffer;
    
    class VertexArray : public RefCountObject
    {
      public:
        VertexArray(rx::Renderer *renderer, GLuint id);
        ~VertexArray();
    
        const VertexAttribute& getVertexAttribute(unsigned int attributeIndex) const;
        void detachBuffer(GLuint bufferName);
        void setVertexAttribDivisor(GLuint index, GLuint divisor);
        void enableAttribute(unsigned int attributeIndex, bool enabledState);
        void setAttributeState(unsigned int attributeIndex, gl::Buffer *boundBuffer, GLint size, GLenum type,
                               bool normalized, bool pureInteger, GLsizei stride, const void *pointer);
    
        const VertexAttribute* getVertexAttributes() const { return mVertexAttributes; }
        Buffer *getElementArrayBuffer() const { return mElementArrayBuffer.get(); }
        void setElementArrayBuffer(Buffer *elementArrayBuffer) { mElementArrayBuffer.set(elementArrayBuffer); }
        GLuint getElementArrayBufferId() const { return mElementArrayBuffer.id(); }
    
      private:
        VertexAttribute mVertexAttributes[MAX_VERTEX_ATTRIBS];
        BindingPointer<Buffer> mElementArrayBuffer;
    };
    
    }
    
    #endif // LIBGLESV2_VERTEXARRAY_H_