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// Copyright (c) 2013 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.
// Helper structures about Generic Vertex Attribute.
#include "libANGLE/Buffer.h"
namespace gl
class VertexArray;
// Implementation of Generic Vertex Attribute Bindings for ES3.1
struct VertexBinding final : private angle::NonCopyable
explicit VertexBinding(VertexBinding &&binding);
VertexBinding &operator=(VertexBinding &&binding);
GLuint stride;
GLuint divisor;
GLintptr offset;
BindingPointer<Buffer> buffer;
// Implementation of Generic Vertex Attributes for ES3.1
struct VertexAttribute final : private angle::NonCopyable
explicit VertexAttribute(GLuint bindingIndex);
explicit VertexAttribute(VertexAttribute &&attrib);
VertexAttribute &operator=(VertexAttribute &&attrib);
bool enabled; // For glEnable/DisableVertexAttribArray
GLenum type;
GLuint size;
bool normalized;
bool pureInteger;
const void *pointer;
GLintptr relativeOffset;
GLuint vertexAttribArrayStride; // ONLY for queries of VERTEX_ATTRIB_ARRAY_STRIDE
GLuint bindingIndex;
bool operator==(const VertexAttribute &a, const VertexAttribute &b);
bool operator!=(const VertexAttribute &a, const VertexAttribute &b);
bool operator==(const VertexBinding &a, const VertexBinding &b);
bool operator!=(const VertexBinding &a, const VertexBinding &b);
size_t ComputeVertexAttributeTypeSize(const VertexAttribute &attrib);
// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
size_t ComputeVertexAttributeStride(const VertexAttribute &attrib, const VertexBinding &binding);
// Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
GLintptr ComputeVertexAttributeOffset(const VertexAttribute &attrib, const VertexBinding &binding);
size_t ComputeVertexBindingElementCount(const VertexBinding &binding,
size_t drawCount,
size_t instanceCount);
struct VertexAttribCurrentValueData
union {
GLfloat FloatValues[4];
GLint IntValues[4];
GLuint UnsignedIntValues[4];
GLenum Type;
void setFloatValues(const GLfloat floatValues[4]);
void setIntValues(const GLint intValues[4]);
void setUnsignedIntValues(const GLuint unsignedIntValues[4]);
bool operator==(const VertexAttribCurrentValueData &a, const VertexAttribCurrentValueData &b);
bool operator!=(const VertexAttribCurrentValueData &a, const VertexAttribCurrentValueData &b);
} // namespace gl
#include "VertexAttribute.inl"