/* * 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