summaryrefslogtreecommitdiff
path: root/rsVertexArray.h
blob: 3904cb69c231d1a0f2cb751f2729bf0c51d47a2b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
/*
 * 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