/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
namespace
{
-using namespace Dali;
using Dali::Property;
using Dali::Internal::PropertyImplementationType;
case Property::STRING:
case Property::ARRAY:
case Property::MAP:
+ case Property::EXTENTS:
case Property::RECTANGLE:
case Property::ROTATION:
{
return type;
}
-size_t GetPropertyImplementationGlSize( Property::Type propertyType )
+Dali::GLint GetPropertyImplementationGlSize( Property::Type propertyType )
{
- size_t size = 1u;
+ Dali::GLint size = 1u;
switch( propertyType )
{
case Property::STRING:
case Property::ARRAY:
case Property::MAP:
+ case Property::EXTENTS:
case Property::RECTANGLE:
case Property::ROTATION:
{
mDataChanged = true;
}
-void PropertyBuffer::SetData( Dali::Vector<char>* data, size_t size )
+void PropertyBuffer::SetData( Dali::Vector<uint8_t>* data, uint32_t size )
{
mData = data;
mSize = size;
if ( mGpuBuffer )
{
DALI_ASSERT_DEBUG( mSize && "No data in the property buffer!" );
- mGpuBuffer->UpdateDataBuffer( GetDataSize(), &((*mData)[0]), GpuBuffer::STATIC_DRAW, GpuBuffer::ARRAY_BUFFER );
+ mGpuBuffer->UpdateDataBuffer( context, GetDataSize(), &((*mData)[0]), GpuBuffer::STATIC_DRAW, GpuBuffer::ARRAY_BUFFER );
}
mDataChanged = false;
return true;
}
-void PropertyBuffer::BindBuffer(GpuBuffer::Target target)
+void PropertyBuffer::BindBuffer( Context& context, GpuBuffer::Target target )
{
if(mGpuBuffer)
{
- mGpuBuffer->Bind(target);
+ mGpuBuffer->Bind(context, target);
}
}
-unsigned int PropertyBuffer::EnableVertexAttributes( Context& context, Vector<GLint>& vAttributeLocation, unsigned int locationBase )
+uint32_t PropertyBuffer::EnableVertexAttributes( Context& context, Vector<GLint>& vAttributeLocation, uint32_t locationBase )
{
-
- unsigned int attributeCount = mFormat->components.size();
+ const uint32_t attributeCount = static_cast<uint32_t>( mFormat->components.size() );
GLsizei elementSize = mFormat->size;
- for( unsigned int i = 0; i < attributeCount; ++i )
+ for( uint32_t i = 0; i < attributeCount; ++i )
{
GLint attributeLocation = vAttributeLocation[i+locationBase];
if( attributeLocation != -1 )
context.EnableVertexAttributeArray( attributeLocation );
const GLint attributeSize = mFormat->components[i].size;
- size_t attributeOffset = mFormat->components[i].offset;
+ uint32_t attributeOffset = mFormat->components[i].offset;
const Property::Type attributeType = mFormat->components[i].type;
context.VertexAttribPointer( attributeLocation,
}
return attributeCount;
-
}
} //Render