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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
commit8cb39de03aef6097a90033600d11a60ae000a6e4 (patch)
treecc9eb5fa87de5e14713684e7e177368d10550384 /libs/rs/rsScriptC_LibGL.cpp
parentc9d0a87d504b3f0322b43f971f9cb4838ee521fb (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 'libs/rs/rsScriptC_LibGL.cpp')
-rw-r--r--libs/rs/rsScriptC_LibGL.cpp27
1 files changed, 7 insertions, 20 deletions
diff --git a/libs/rs/rsScriptC_LibGL.cpp b/libs/rs/rsScriptC_LibGL.cpp
index 18f873ece2cb..8f650f84d06c 100644
--- a/libs/rs/rsScriptC_LibGL.cpp
+++ b/libs/rs/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);
}