Source code

Revision control

Copy as Markdown

Other Tools

//
// Copyright 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.inc: Inline vertex attribute methods
//
namespace gl
{
inline VertexAttribCurrentValueData::VertexAttribCurrentValueData()
: Type(gl::VertexAttribType::Float)
{
Values.FloatValues[0] = 0.0f;
Values.FloatValues[1] = 0.0f;
Values.FloatValues[2] = 0.0f;
Values.FloatValues[3] = 1.0f;
}
inline void VertexAttribCurrentValueData::setFloatValues(const GLfloat floatValues[4])
{
for (unsigned int valueIndex = 0; valueIndex < 4; valueIndex++)
{
Values.FloatValues[valueIndex] = floatValues[valueIndex];
}
Type = gl::VertexAttribType::Float;
}
inline void VertexAttribCurrentValueData::setIntValues(const GLint intValues[4])
{
for (unsigned int valueIndex = 0; valueIndex < 4; valueIndex++)
{
Values.IntValues[valueIndex] = intValues[valueIndex];
}
Type = gl::VertexAttribType::Int;
}
inline void VertexAttribCurrentValueData::setUnsignedIntValues(const GLuint unsignedIntValues[4])
{
for (unsigned int valueIndex = 0; valueIndex < 4; valueIndex++)
{
Values.UnsignedIntValues[valueIndex] = unsignedIntValues[valueIndex];
}
Type = gl::VertexAttribType::UnsignedInt;
}
inline bool operator==(const VertexAttribCurrentValueData &a, const VertexAttribCurrentValueData &b)
{
return (a.Type == b.Type && memcmp(&a.Values, &b.Values, sizeof(VertexAttribCurrentValueData::Values)) == 0);
}
inline bool operator!=(const VertexAttribCurrentValueData &a, const VertexAttribCurrentValueData &b)
{
return !(a == b);
}
} // namespace gl