Hash :
aa7203ef
Author :
Date :
2017-05-03T23:32:29
Inherit privately from angle::NonCopyable.
Make all inheritance from angle::NonCopyable private so the compiler
complains about this (admittedly unlikely) code:
class Foo: angle::NonCopyable {
virtual ~Foo() { ... }
};
angle::NonCopyable *p = new Foo;
delete p;
In the above code ~Foo() is not called, only ~NonCopyable(), because the
latter is not virtual. Making it virtual would add overhead to all derived
classes which don't already have a virtual method.
Also tighten access in NonCopyable, because we can.
BUG=angleproject:2026
Change-Id: Id0dc4d959cfb7bb82cf49382118129abb1d3a4f0
Reviewed-on: https://chromium-review.googlesource.com/495352
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Frank Henigman <fjhenigman@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.
//
// Helper structures about Generic Vertex Attribute.
//
#ifndef LIBANGLE_VERTEXATTRIBUTE_H_
#define LIBANGLE_VERTEXATTRIBUTE_H_
#include "libANGLE/Buffer.h"
namespace gl
{
class VertexArray;
//
// Implementation of Generic Vertex Attribute Bindings for ES3.1
//
struct VertexBinding final : private angle::NonCopyable
{
VertexBinding();
explicit VertexBinding(VertexBinding &&binding);
VertexBinding &operator=(VertexBinding &&binding);
GLuint stride;
GLuint divisor;
GLintptr offset;
BindingPointer<Buffer> buffer;
};
//
// Implementation of Generic Vertex Attributes for ES3.1
//
struct VertexAttribute final : private angle::NonCopyable
{
explicit VertexAttribute(GLuint bindingIndex);
explicit VertexAttribute(VertexAttribute &&attrib);
VertexAttribute &operator=(VertexAttribute &&attrib);
bool enabled; // For glEnable/DisableVertexAttribArray
GLenum type;
GLuint size;
bool normalized;
bool pureInteger;
const void *pointer;
GLintptr relativeOffset;
GLuint vertexAttribArrayStride; // ONLY for queries of VERTEX_ATTRIB_ARRAY_STRIDE
GLuint bindingIndex;
};
bool operator==(const VertexAttribute &a, const VertexAttribute &b);
bool operator!=(const VertexAttribute &a, const VertexAttribute &b);
bool operator==(const VertexBinding &a, const VertexBinding &b);
bool operator!=(const VertexBinding &a, const VertexBinding &b);
size_t ComputeVertexAttributeTypeSize(const VertexAttribute &attrib);
// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
size_t ComputeVertexAttributeStride(const VertexAttribute &attrib, const VertexBinding &binding);
// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
GLintptr ComputeVertexAttributeOffset(const VertexAttribute &attrib, const VertexBinding &binding);
size_t ComputeVertexBindingElementCount(const VertexBinding &binding,
size_t drawCount,
size_t instanceCount);
struct VertexAttribCurrentValueData
{
union
{
GLfloat FloatValues[4];
GLint IntValues[4];
GLuint UnsignedIntValues[4];
};
GLenum Type;
VertexAttribCurrentValueData();
void setFloatValues(const GLfloat floatValues[4]);
void setIntValues(const GLint intValues[4]);
void setUnsignedIntValues(const GLuint unsignedIntValues[4]);
};
bool operator==(const VertexAttribCurrentValueData &a, const VertexAttribCurrentValueData &b);
bool operator!=(const VertexAttribCurrentValueData &a, const VertexAttribCurrentValueData &b);
} // namespace gl
#include "VertexAttribute.inl"
#endif // LIBANGLE_VERTEXATTRIBUTE_H_