/* * 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(); class Attrib { public: uint32_t buffer; uint32_t offset; uint32_t type; uint32_t size; uint32_t stride; bool normalized; String8 name; RsDataKind kind; Attrib(); void set(const Attrib &); void clear(); }; void clearAll(); void setActiveBuffer(uint32_t id) {mActiveBuffer = id;} void addUser(const Attrib &, uint32_t stride); void addLegacy(uint32_t type, uint32_t size, uint32_t stride, RsDataKind kind, bool normalized, uint32_t offset); void setupGL(const Context *rsc, class VertexArrayState *) const; 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; uint32_t mCount; Attrib mAttribs[RS_MAX_ATTRIBS]; }; class VertexArrayState { public: void init(Context *); uint32_t mLastEnableCount; //VertexArray::Attrib mAttribs[VertexArray::_LAST]; }; } } #endif //ANDROID_LIGHT_H