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| author | Jason Sams <rjsams@android.com> | 2009-11-25 13:22:07 -0800 |
|---|---|---|
| committer | Jason Sams <rjsams@android.com> | 2009-11-25 13:22:07 -0800 |
| commit | bb51c40d89c7dbdee7d7507fdfe0a64e8f4f87a9 (patch) | |
| tree | 55de9e729267eb463e07599b6b809fb4635c9472 /libs/rs/rsVertexArray.h | |
| parent | 3fdee335fe95ab94ef1ee619ad37f9369447fde5 (diff) | |
| download | frameworks_base-bb51c40d89c7dbdee7d7507fdfe0a64e8f4f87a9.zip frameworks_base-bb51c40d89c7dbdee7d7507fdfe0a64e8f4f87a9.tar.gz frameworks_base-bb51c40d89c7dbdee7d7507fdfe0a64e8f4f87a9.tar.bz2 | |
Begin gl2 support. Renderscript still uses GL1.1 by default. However, 2.0 can be enabled and will render most tests correctly.
Diffstat (limited to 'libs/rs/rsVertexArray.h')
| -rw-r--r-- | libs/rs/rsVertexArray.h | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/libs/rs/rsVertexArray.h b/libs/rs/rsVertexArray.h new file mode 100644 index 0000000..235ffef --- /dev/null +++ b/libs/rs/rsVertexArray.h @@ -0,0 +1,90 @@ +/* + * Copyright (C) 2009 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef ANDROID_VERTEX_ARRAY_H +#define ANDROID_VERTEX_ARRAY_H + + +#include "rsObjectBase.h" + +// --------------------------------------------------------------------------- +namespace android { +namespace renderscript { + +class ShaderCache; + +// An element is a group of Components that occupies one cell in a structure. +class VertexArray +{ +public: + VertexArray(); + virtual ~VertexArray(); + + enum AttribName { + POSITION, + COLOR, + NORMAL, + POINT_SIZE, + TEXTURE_0, + TEXTURE_1, + _LAST + }; + + typedef struct { + uint32_t buffer; + uint32_t offset; + uint32_t type; + uint32_t size; + uint32_t stride; + bool normalized; + } Attrib; + + + void clearAll(); + void clear(AttribName); + + void setActiveBuffer(uint32_t id) {mActiveBuffer = id;} + + void setPosition(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset); + void setColor(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset); + void setNormal(uint32_t type, uint32_t stride, uint32_t offset); + void setPointSize(uint32_t type, uint32_t stride, uint32_t offset); + void setTexture(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset, uint32_t num); + + void setupGL(class VertexArrayState *) const; + void setupGL2(class VertexArrayState *, ShaderCache *) const; + void logAttrib(uint32_t idx) const; + +protected: + uint32_t mActiveBuffer; + Attrib mAttribs[_LAST]; +}; + + +class VertexArrayState { +public: + void init(Context *); + + VertexArray::Attrib mAttribs[VertexArray::_LAST]; +}; + + +} +} +#endif //ANDROID_LIGHT_H + + + |
