Hash :
0b7eef7c
Author :
Date :
2014-06-12T14:10:47
Removed common_includes.h reordered includes. Since we are not using precompiled headers anymore, remove common_includes.h so that fewer files are included in cpp files. Reordered includes to be in the following order: 1) Local ANGLE project headers, ordered by directory in descending depth 2) GL headers 3) STL headers This helps enforce the include-what-you-use principal by reducing the number of STL headers unexpectedly shared between files. This include order conflicts with some of the Google c++ style guide which states that STL includes should be first but this helps us catch more issues. Change-Id: I8f7785f4ad574e253dd3c7b4fb1e54d3ce3b99fc Reviewed-on: https://chromium-review.googlesource.com/214850 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
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//
// 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"
#include "libGLESv2/renderer/VertexArrayImpl.h"
namespace gl
{
VertexArray::VertexArray(rx::VertexArrayImpl *impl, GLuint id, size_t maxAttribs)
: mId(id),
mVertexArray(impl),
mVertexAttributes(maxAttribs)
{
ASSERT(impl != NULL);
}
VertexArray::~VertexArray()
{
SafeDelete(mVertexArray);
for (size_t i = 0; i < getMaxAttribs(); i++)
{
mVertexAttributes[i].buffer.set(NULL);
}
mElementArrayBuffer.set(NULL);
}
GLuint VertexArray::id() const
{
return mId;
}
void VertexArray::detachBuffer(GLuint bufferName)
{
for (size_t attribute = 0; attribute < getMaxAttribs(); attribute++)
{
if (mVertexAttributes[attribute].buffer.id() == bufferName)
{
mVertexAttributes[attribute].buffer.set(NULL);
}
}
if (mElementArrayBuffer.id() == bufferName)
{
mElementArrayBuffer.set(NULL);
}
}
const VertexAttribute& VertexArray::getVertexAttribute(size_t attributeIndex) const
{
ASSERT(attributeIndex < getMaxAttribs());
return mVertexAttributes[attributeIndex];
}
void VertexArray::setVertexAttribDivisor(GLuint index, GLuint divisor)
{
ASSERT(index < getMaxAttribs());
mVertexAttributes[index].divisor = divisor;
mVertexArray->setAttributeDivisor(index, divisor);
}
void VertexArray::enableAttribute(unsigned int attributeIndex, bool enabledState)
{
ASSERT(attributeIndex < getMaxAttribs());
mVertexAttributes[attributeIndex].enabled = enabledState;
mVertexArray->enableAttribute(attributeIndex, 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 < getMaxAttribs());
mVertexAttributes[attributeIndex].buffer.set(boundBuffer);
mVertexAttributes[attributeIndex].size = size;
mVertexAttributes[attributeIndex].type = type;
mVertexAttributes[attributeIndex].normalized = normalized;
mVertexAttributes[attributeIndex].pureInteger = pureInteger;
mVertexAttributes[attributeIndex].stride = stride;
mVertexAttributes[attributeIndex].pointer = pointer;
mVertexArray->setAttribute(attributeIndex, mVertexAttributes[attributeIndex]);
}
void VertexArray::setElementArrayBuffer(Buffer *buffer)
{
mElementArrayBuffer.set(buffer);
mVertexArray->setElementArrayBuffer(buffer);
}
}