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/*
 * 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:
    class Attrib {
    public:
        uint32_t buffer;
        const uint8_t * ptr;
        uint32_t offset;
        uint32_t type;
        uint32_t size;
        uint32_t stride;
        bool normalized;
        String8 name;

        Attrib();
        void clear();
        void set(uint32_t type, uint32_t size, uint32_t stride, bool normalized, uint32_t offset, const char *name);
    };

    VertexArray(const Attrib *attribs, uint32_t numAttribs);
    virtual ~VertexArray();

    void setupGL2(const Context *rsc, class VertexArrayState *, ShaderCache *) const;
    void logAttrib(uint32_t idx, uint32_t slot) const;

protected:
    void clear(uint32_t index);
    uint32_t mActiveBuffer;
    const uint8_t * mActivePointer;
    uint32_t mCount;

    const Attrib *mAttribs;
};


class VertexArrayState {
public:
    VertexArrayState();
    ~VertexArrayState();
    void init(Context *);

    bool *mAttrsEnabled;
    uint32_t mAttrsEnabledSize;
};


}
}
#endif //ANDROID_VERTEX_ARRAY_H