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authorJason Sams <rjsams@android.com>2010-06-01 15:47:01 -0700
committerJason Sams <rjsams@android.com>2010-06-01 15:47:01 -0700
commit79f52df541f87ac07709e770cd79f14dd1a05e93 (patch)
tree43ff199f25b86514c3170531ffed3b022622f133 /rsScriptC_LibGL.cpp
parent275b1e98bb949643d35546f10f8b1af009349526 (diff)
Remove RS_KIND from vertex arrays types.
Legacy vertex programs now bind by name just like the user programs. This removes the need for two different ways of declairing the same information. Change-Id: I0178c0962842a1bbffb6726984ae1b8f5bb7529c
Diffstat (limited to 'rsScriptC_LibGL.cpp')
-rw-r--r--rsScriptC_LibGL.cpp27
1 files changed, 7 insertions, 20 deletions
diff --git a/rsScriptC_LibGL.cpp b/rsScriptC_LibGL.cpp
index 18f873ec..8f650f84 100644
--- a/rsScriptC_LibGL.cpp
+++ b/rsScriptC_LibGL.cpp
@@ -131,12 +131,8 @@ static void SC_drawLine(float x1, float y1, float z1,
float vtx[] = { x1, y1, z1, x2, y2, z2 };
VertexArray va;
- va.addLegacy(GL_FLOAT, 3, 12, RS_KIND_POSITION, false, (uint32_t)vtx);
- if (rsc->checkVersion2_0()) {
- va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
- } else {
- va.setupGL(rsc, &rsc->mStateVertexArray);
- }
+ va.add(GL_FLOAT, 3, 12, false, (uint32_t)vtx, "position");
+ va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
glDrawArrays(GL_LINES, 0, 2);
}
@@ -151,12 +147,8 @@ static void SC_drawPoint(float x, float y, float z)
float vtx[] = { x, y, z };
VertexArray va;
- va.addLegacy(GL_FLOAT, 3, 12, RS_KIND_POSITION, false, (uint32_t)vtx);
- if (rsc->checkVersion2_0()) {
- va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
- } else {
- va.setupGL(rsc, &rsc->mStateVertexArray);
- }
+ va.add(GL_FLOAT, 3, 12, false, (uint32_t)vtx, "position");
+ va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
glDrawArrays(GL_POINTS, 0, 1);
}
@@ -185,14 +177,9 @@ static void SC_drawQuadTexCoords(float x1, float y1, float z1,
const float tex[] = {u1,v1, u2,v2, u3,v3, u4,v4};
VertexArray va;
- va.addLegacy(GL_FLOAT, 3, 12, RS_KIND_POSITION, false, (uint32_t)vtx);
- va.addLegacy(GL_FLOAT, 2, 8, RS_KIND_TEXTURE, false, (uint32_t)tex);
- if (rsc->checkVersion2_0()) {
- va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
- } else {
- va.setupGL(rsc, &rsc->mStateVertexArray);
- }
-
+ va.add(GL_FLOAT, 3, 12, false, (uint32_t)vtx, "position");
+ va.add(GL_FLOAT, 2, 8, false, (uint32_t)tex, "texture0");
+ va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}