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// Copyright 2017 The Dawn Authors
//
// 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.
#include "dawn_native/opengl/InputStateGL.h"
#include "common/Assert.h"
namespace dawn_native { namespace opengl {
InputState::InputState(InputStateBuilder* builder) : InputStateBase(builder) {
glGenVertexArrays(1, &mVertexArrayObject);
glBindVertexArray(mVertexArrayObject);
auto& attributesSetMask = GetAttributesSetMask();
for (uint32_t location = 0; location < attributesSetMask.size(); ++location) {
if (!attributesSetMask[location]) {
continue;
}
auto attribute = GetAttribute(location);
glEnableVertexAttribArray(location);
attributesUsingInput[attribute.bindingSlot][location] = true;
auto input = GetInput(attribute.bindingSlot);
if (input.stride == 0) {
// Emulate a stride of zero (constant vertex attribute) by
// setting the attribute instance divisor to a huge number.
glVertexAttribDivisor(location, 0xffffffff);
} else {
switch (input.stepMode) {
case dawn::InputStepMode::Vertex:
break;
case dawn::InputStepMode::Instance:
glVertexAttribDivisor(location, 1);
break;
default:
UNREACHABLE();
}
}
}
}
std::bitset<kMaxVertexAttributes> InputState::GetAttributesUsingInput(uint32_t slot) const {
return attributesUsingInput[slot];
}
GLuint InputState::GetVAO() {
return mVertexArrayObject;
}
}} // namespace dawn_native::opengl
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