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//
// Copyright (c) 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// VertexAttribute.inl: Inline vertex attribute methods
//
namespace gl
{
inline bool operator==(const VertexBinding &a, const VertexBinding &b)
{
return a.stride == b.stride &&
a.divisor == b.divisor &&
a.offset == b.offset &&
a.buffer.get() == b.buffer.get();
}
inline bool operator!=(const VertexBinding &a, const VertexBinding &b)
{
return !(a == b);
}
inline bool operator==(const VertexAttribute &a, const VertexAttribute &b)
{
return a.enabled == b.enabled &&
a.type == b.type &&
a.size == b.size &&
a.normalized == b.normalized &&
a.pureInteger == b.pureInteger &&
a.pointer == b.pointer &&
a.relativeOffset == b.relativeOffset &&
a.vertexAttribArrayStride == b.vertexAttribArrayStride &&
a.bindingIndex == b.bindingIndex;
}
inline bool operator!=(const VertexAttribute &a, const VertexAttribute &b)
{
return !(a == b);
}
inline VertexAttribCurrentValueData::VertexAttribCurrentValueData()
: Type(GL_FLOAT)
{
FloatValues[0] = 0.0f;
FloatValues[1] = 0.0f;
FloatValues[2] = 0.0f;
FloatValues[3] = 1.0f;
}
inline void VertexAttribCurrentValueData::setFloatValues(const GLfloat floatValues[4])
{
for (unsigned int valueIndex = 0; valueIndex < 4; valueIndex++)
{
FloatValues[valueIndex] = floatValues[valueIndex];
}
Type = GL_FLOAT;
}
inline void VertexAttribCurrentValueData::setIntValues(const GLint intValues[4])
{
for (unsigned int valueIndex = 0; valueIndex < 4; valueIndex++)
{
IntValues[valueIndex] = intValues[valueIndex];
}
Type = GL_INT;
}
inline void VertexAttribCurrentValueData::setUnsignedIntValues(const GLuint unsignedIntValues[4])
{
for (unsigned int valueIndex = 0; valueIndex < 4; valueIndex++)
{
UnsignedIntValues[valueIndex] = unsignedIntValues[valueIndex];
}
Type = GL_UNSIGNED_INT;
}
inline bool operator==(const VertexAttribCurrentValueData &a, const VertexAttribCurrentValueData &b)
{
return (a.Type == b.Type && memcmp(a.FloatValues, b.FloatValues, sizeof(float) * 4) == 0);
}
inline bool operator!=(const VertexAttribCurrentValueData &a, const VertexAttribCurrentValueData &b)
{
return !(a == b);
}
} // namespace gl