[core] Use unique_resource for GL objects

Source: https://github.com/okdshin/unique_resource

These replace the complexity of manually handling moveable-RAII objects
with a type specific for that purpose.

As suggested in https://github.com/mapbox/mapbox-gl-native/pull/5141#issuecomment-221719872.
This commit is contained in:
Bruno de Oliveira Abinader
2016-05-27 18:33:32 +03:00
parent 2038a21cb5
commit 1b0683b94c
17 changed files with 181 additions and 240 deletions

View File

@@ -4,6 +4,7 @@
#include <mbgl/gl/object_store.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <mbgl/util/optional.hpp>
#include <memory>
#include <cstdlib>
@@ -36,11 +37,11 @@ public:
// Transfers this buffer to the GPU and binds the buffer to the GL context.
void bind(gl::ObjectStore& store) {
if (buffer.created()) {
MBGL_CHECK_ERROR(glBindBuffer(bufferType, getID()));
if (buffer) {
MBGL_CHECK_ERROR(glBindBuffer(bufferType, *buffer));
} else {
buffer.create(store);
MBGL_CHECK_ERROR(glBindBuffer(bufferType, getID()));
buffer = store.createBuffer();
MBGL_CHECK_ERROR(glBindBuffer(bufferType, *buffer));
if (array == nullptr) {
Log::Debug(Event::OpenGL, "Buffer doesn't contain elements");
pos = 0;
@@ -60,12 +61,12 @@ public:
}
GLuint getID() const {
return buffer.getID();
return buffer ? *buffer : 0;
}
// Uploads the buffer to the GPU to be available when we need it.
inline void upload(gl::ObjectStore& store) {
if (!buffer.created()) {
if (!buffer) {
bind(store);
}
}
@@ -73,7 +74,7 @@ public:
protected:
// increase the buffer size by at least /required/ bytes.
inline void *addElement() {
if (buffer.created()) {
if (buffer) {
throw std::runtime_error("Can't add elements after buffer was bound to GPU");
}
if (length < pos + itemSize) {
@@ -114,7 +115,7 @@ private:
size_t length = 0;
// GL buffer object handle.
gl::BufferHolder buffer;
mbgl::optional<gl::UniqueBuffer> buffer;
};
} // namespace mbgl

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@@ -144,7 +144,7 @@ void GlyphAtlas::removeGlyphs(uintptr_t tileUID) {
void GlyphAtlas::upload(gl::ObjectStore& store) {
if (dirty) {
const bool first = !texture.created();
const bool first = !texture;
bind(store);
std::lock_guard<std::mutex> lock(mtx);
@@ -184,9 +184,9 @@ void GlyphAtlas::upload(gl::ObjectStore& store) {
}
void GlyphAtlas::bind(gl::ObjectStore& store) {
if (!texture.created()) {
texture.create(store);
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture.getID()));
if (!texture) {
texture = store.createTexture();
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture));
#ifndef GL_ES_VERSION_2_0
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
#endif
@@ -195,6 +195,6 @@ void GlyphAtlas::bind(gl::ObjectStore& store) {
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
} else {
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture.getID()));
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture));
}
};

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@@ -3,6 +3,7 @@
#include <mbgl/geometry/binpack.hpp>
#include <mbgl/text/glyph_store.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <mbgl/util/optional.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/gl/object_store.hpp>
@@ -53,7 +54,7 @@ private:
std::unordered_map<FontStack, std::map<uint32_t, GlyphValue>, FontStackHash> index;
const std::unique_ptr<uint8_t[]> data;
std::atomic<bool> dirty;
gl::TextureHolder texture;
mbgl::optional<gl::UniqueTexture> texture;
};
} // namespace mbgl

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@@ -129,16 +129,16 @@ void LineAtlas::upload(gl::ObjectStore& store) {
void LineAtlas::bind(gl::ObjectStore& store) {
bool first = false;
if (!texture.created()) {
texture.create(store);
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture.getID()));
if (!texture) {
texture = store.createTexture();
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
first = true;
} else {
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture.getID()));
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture));
}
if (dirty) {

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@@ -2,6 +2,7 @@
#include <mbgl/gl/gl.hpp>
#include <mbgl/gl/object_store.hpp>
#include <mbgl/util/optional.hpp>
#include <vector>
#include <map>
@@ -35,7 +36,7 @@ public:
private:
const std::unique_ptr<GLbyte[]> data;
bool dirty;
gl::TextureHolder texture;
mbgl::optional<gl::UniqueTexture> texture;
int nextRow = 0;
std::map<size_t, LinePatternPos> positions;
};

View File

@@ -26,10 +26,10 @@ void VertexArrayObject::bindVertexArrayObject(gl::ObjectStore& store) {
return;
}
if (!vao.created()) {
vao.create(store);
if (!vao) {
vao = store.createVAO();
}
MBGL_CHECK_ERROR(gl::BindVertexArray(vao.getID()));
MBGL_CHECK_ERROR(gl::BindVertexArray(*vao));
}
void VertexArrayObject::verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer,

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@@ -4,6 +4,7 @@
#include <mbgl/gl/gl.hpp>
#include <mbgl/gl/object_store.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <mbgl/util/optional.hpp>
#include <stdexcept>
@@ -24,7 +25,7 @@ public:
if (bound_shader == 0) {
vertexBuffer.bind(store);
shader.bind(offset);
if (vao.created()) {
if (vao) {
storeBinding(shader, vertexBuffer.getID(), 0, offset);
}
} else {
@@ -39,7 +40,7 @@ public:
vertexBuffer.bind(store);
elementsBuffer.bind(store);
shader.bind(offset);
if (vao.created()) {
if (vao) {
storeBinding(shader, vertexBuffer.getID(), elementsBuffer.getID(), offset);
}
} else {
@@ -48,7 +49,7 @@ public:
}
GLuint getID() const {
return vao.getID();
return *vao;
}
private:
@@ -56,7 +57,7 @@ private:
void storeBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, GLbyte *offset);
void verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, GLbyte *offset);
gl::VAOHolder vao;
mbgl::optional<gl::UniqueVAO> vao;
// For debug reasons, we're storing the bind information so that we can
// detect errors and report

View File

@@ -5,79 +5,39 @@
namespace mbgl {
namespace gl {
void ProgramHolder::create(ObjectStore& objectStore_) {
if (created()) return;
objectStore = &objectStore_;
id = MBGL_CHECK_ERROR(glCreateProgram());
void ProgramDeleter::operator()(GLuint id) const {
assert(store);
store->abandonedPrograms.push_back(id);
}
void ProgramHolder::reset() {
if (!created()) return;
objectStore->abandonedPrograms.push_back(id);
id = 0;
void ShaderDeleter::operator()(GLuint id) const {
assert(store);
store->abandonedShaders.push_back(id);
}
void ShaderHolder::create(ObjectStore& objectStore_) {
if (created()) return;
objectStore = &objectStore_;
id = MBGL_CHECK_ERROR(glCreateShader(type));
void BufferDeleter::operator()(GLuint id) const {
assert(store);
store->abandonedBuffers.push_back(id);
}
void ShaderHolder::reset() {
if (!created()) return;
objectStore->abandonedShaders.push_back(id);
id = 0;
void TextureDeleter::operator()(GLuint id) const {
assert(store);
store->abandonedTextures.push_back(id);
}
void BufferHolder::create(ObjectStore& objectStore_) {
if (created()) return;
objectStore = &objectStore_;
MBGL_CHECK_ERROR(glGenBuffers(1, &id));
void VAODeleter::operator()(GLuint id) const {
assert(store);
store->abandonedVAOs.push_back(id);
}
void BufferHolder::reset() {
if (!created()) return;
objectStore->abandonedBuffers.push_back(id);
id = 0;
}
void TextureHolder::create(ObjectStore& objectStore_) {
if (created()) return;
objectStore = &objectStore_;
MBGL_CHECK_ERROR(glGenTextures(1, &id));
}
void TextureHolder::reset() {
if (!created()) return;
objectStore->abandonedTextures.push_back(id);
id = 0;
}
void TexturePoolHolder::create(ObjectStore& objectStore_) {
if (created()) return;
objectStore = &objectStore_;
MBGL_CHECK_ERROR(glGenTextures(TextureMax, ids.data()));
}
void TexturePoolHolder::reset() {
if (!created()) return;
void TexturePoolDeleter::operator()(ObjectPool ids) const {
assert(store);
for (GLuint& id : ids) {
if (id == 0) continue;
objectStore->abandonedTextures.push_back(id);
id = 0;
};
}
void VAOHolder::create(ObjectStore& objectStore_) {
if (created()) return;
objectStore = &objectStore_;
MBGL_CHECK_ERROR(gl::GenVertexArrays(1, &id));
}
void VAOHolder::reset() {
if (!created()) return;
objectStore->abandonedVAOs.push_back(id);
id = 0;
if (id) {
store->abandonedTextures.push_back(id);
id = 0;
};
}
}
ObjectStore::~ObjectStore() {

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@@ -3,6 +3,8 @@
#include <mbgl/gl/gl.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <unique_resource.hpp>
#include <array>
#include <algorithm>
#include <memory>
@@ -11,21 +13,96 @@
namespace mbgl {
namespace gl {
constexpr GLsizei TextureMax = 64;
class ObjectStore;
struct ProgramDeleter {
ObjectStore* store;
void operator()(GLuint id) const;
};
struct ShaderDeleter {
ObjectStore* store;
void operator()(GLuint id) const;
};
struct BufferDeleter {
ObjectStore* store;
void operator()(GLuint id) const;
};
struct TextureDeleter {
ObjectStore* store;
void operator()(GLuint id) const;
};
struct VAODeleter {
ObjectStore* store;
void operator()(GLuint id) const;
};
using ObjectPool = std::array<GLuint, TextureMax>;
struct TexturePoolDeleter {
ObjectStore* store;
void operator()(ObjectPool ids) const;
};
using UniqueProgram = std_experimental::unique_resource<GLuint, ProgramDeleter>;
using UniqueShader = std_experimental::unique_resource<GLuint, ShaderDeleter>;
using UniqueBuffer = std_experimental::unique_resource<GLuint, BufferDeleter>;
using UniqueTexture = std_experimental::unique_resource<GLuint, TextureDeleter>;
using UniqueVAO = std_experimental::unique_resource<GLuint, VAODeleter>;
using UniqueTexturePool = std_experimental::unique_resource<ObjectPool, TexturePoolDeleter>;
class ObjectStore : private util::noncopyable {
public:
~ObjectStore();
UniqueProgram createProgram() {
return UniqueProgram(MBGL_CHECK_ERROR(glCreateProgram()), { this });
}
UniqueShader createShader(GLenum type) {
return UniqueShader(MBGL_CHECK_ERROR(glCreateShader(type)), { this });
}
UniqueBuffer createBuffer() {
GLuint id = 0;
MBGL_CHECK_ERROR(glGenBuffers(1, &id));
return UniqueBuffer(std::move(id), { this });
}
UniqueTexture createTexture() {
GLuint id = 0;
MBGL_CHECK_ERROR(glGenTextures(1, &id));
return UniqueTexture(std::move(id), { this });
}
UniqueVAO createVAO() {
GLuint id = 0;
MBGL_CHECK_ERROR(gl::GenVertexArrays(1, &id));
return UniqueVAO(std::move(id), { this });
}
UniqueTexturePool createTexturePool() {
ObjectPool ids;
MBGL_CHECK_ERROR(glGenTextures(TextureMax, ids.data()));
return UniqueTexturePool(std::move(ids), { this });
}
// Actually remove the objects we marked as abandoned with the above methods.
// Only call this while the OpenGL context is exclusive to this thread.
void performCleanup();
private:
friend class ProgramHolder;
friend class ShaderHolder;
friend class BufferHolder;
friend class TextureHolder;
friend class TexturePoolHolder;
friend class VAOHolder;
friend ProgramDeleter;
friend ShaderDeleter;
friend BufferDeleter;
friend TextureDeleter;
friend VAODeleter;
friend TexturePoolDeleter;
std::vector<GLuint> abandonedPrograms;
std::vector<GLuint> abandonedShaders;
@@ -34,105 +111,5 @@ private:
std::vector<GLuint> abandonedVAOs;
};
class GLHolder : private util::noncopyable {
public:
GLHolder() {}
GLHolder(GLHolder&& o) noexcept : id(o.id), objectStore(o.objectStore) { o.id = 0; }
GLHolder& operator=(GLHolder&& o) noexcept { id = o.id; objectStore = o.objectStore; o.id = 0; return *this; }
bool created() const { return id; }
GLuint getID() const { return id; }
protected:
GLuint id = 0;
ObjectStore* objectStore = nullptr;
};
class ProgramHolder : public GLHolder {
public:
ProgramHolder() = default;
~ProgramHolder() { reset(); }
ProgramHolder(ProgramHolder&& o) noexcept : GLHolder(std::move(o)) {}
ProgramHolder& operator=(ProgramHolder&& o) noexcept { GLHolder::operator=(std::move(o)); return *this; }
void create(ObjectStore&);
void reset();
};
class ShaderHolder : public GLHolder {
public:
ShaderHolder(GLenum type_) : type(type_) {}
~ShaderHolder() { reset(); }
ShaderHolder(ShaderHolder&& o) noexcept : GLHolder(std::move(o)), type(o.type) {}
ShaderHolder& operator=(ShaderHolder&& o) noexcept { GLHolder::operator=(std::move(o)); type = o.type; return *this; }
void create(ObjectStore&);
void reset();
private:
GLenum type = 0;
};
class BufferHolder : public GLHolder {
public:
BufferHolder() = default;
~BufferHolder() { reset(); }
BufferHolder(BufferHolder&& o) noexcept : GLHolder(std::move(o)) {}
BufferHolder& operator=(BufferHolder&& o) noexcept { GLHolder::operator=(std::move(o)); return *this; }
void create(ObjectStore&);
void reset();
};
class TextureHolder : public GLHolder {
public:
TextureHolder() = default;
~TextureHolder() { reset(); }
TextureHolder(TextureHolder&& o) noexcept : GLHolder(std::move(o)) {}
TextureHolder& operator=(TextureHolder&& o) noexcept { GLHolder::operator=(std::move(o)); return *this; }
void create(ObjectStore&);
void reset();
};
class TexturePoolHolder : private util::noncopyable {
public:
static const GLsizei TextureMax = 64;
TexturePoolHolder() { ids.fill(0); }
~TexturePoolHolder() { reset(); }
TexturePoolHolder(TexturePoolHolder&& o) noexcept : ids(std::move(o.ids)), objectStore(o.objectStore) { o.ids.fill(0); }
TexturePoolHolder& operator=(TexturePoolHolder&& o) noexcept { ids = std::move(o.ids); objectStore = o.objectStore; o.ids.fill(0); return *this; }
bool created() const { return std::any_of(ids.begin(), ids.end(), [](int id) { return id; }); }
const std::array<GLuint, TextureMax>& getIDs() const { return ids; }
const GLuint& operator[](size_t pos) { return ids[pos]; }
void create(ObjectStore&);
void reset();
private:
std::array<GLuint, TextureMax> ids;
ObjectStore* objectStore = nullptr;
};
class VAOHolder : public GLHolder {
public:
VAOHolder() = default;
~VAOHolder() { reset(); }
VAOHolder(VAOHolder&& o) noexcept : GLHolder(std::move(o)) {}
VAOHolder& operator=(VAOHolder&& o) noexcept { GLHolder::operator=(std::move(o)); return *this; }
void create(ObjectStore&);
void reset();
};
} // namespace gl
} // namespace mbgl

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@@ -25,10 +25,10 @@ GLuint TexturePool::getTextureID(gl::ObjectStore& store) {
void TexturePool::releaseTextureID(GLuint id) {
for (auto it = pools.begin(); it != pools.end(); ++it) {
for (GLsizei i = 0; i < gl::TexturePoolHolder::TextureMax; ++i) {
if (it->pool[i] == id) {
for (GLsizei i = 0; i < gl::TextureMax; ++i) {
if (it->pool.get()[i] == id) {
it->ids.push_back(id);
if (GLsizei(it->ids.size()) == gl::TexturePoolHolder::TextureMax) {
if (GLsizei(it->ids.size()) == gl::TextureMax) {
pools.erase(it);
}
return;

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@@ -19,15 +19,14 @@ public:
private:
class Impl : private util::noncopyable {
public:
Impl(gl::ObjectStore& store) : ids(gl::TexturePoolHolder::TextureMax) {
pool.create(store);
std::copy(pool.getIDs().begin(), pool.getIDs().end(), ids.begin());
Impl(gl::ObjectStore& store) : pool(store.createTexturePool()), ids(gl::TextureMax) {
std::copy(pool.get().begin(), pool.get().end(), ids.begin());
}
Impl(Impl&& o) : pool(std::move(o.pool)), ids(std::move(o.ids)) {}
Impl& operator=(Impl&& o) { pool = std::move(o.pool); ids = std::move(o.ids); return *this; }
gl::TexturePoolHolder pool;
gl::UniqueTexturePool pool;
std::vector<GLuint> ids;
};

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@@ -60,7 +60,7 @@ bool FrameHistory::needsAnimation(const Duration& duration) const {
void FrameHistory::upload(gl::ObjectStore& store) {
if (changed) {
const bool first = !texture.created();
const bool first = !texture;
bind(store);
if (first) {
@@ -95,9 +95,9 @@ void FrameHistory::upload(gl::ObjectStore& store) {
}
void FrameHistory::bind(gl::ObjectStore& store) {
if (!texture.created()) {
texture.create(store);
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture.getID()));
if (!texture) {
texture = store.createTexture();
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture));
#ifndef GL_ES_VERSION_2_0
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
#endif
@@ -106,7 +106,7 @@ void FrameHistory::bind(gl::ObjectStore& store) {
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
} else {
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture.getID()));
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture));
}
}

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@@ -5,6 +5,7 @@
#include <mbgl/platform/platform.hpp>
#include <mbgl/gl/object_store.hpp>
#include <mbgl/util/chrono.hpp>
#include <mbgl/util/optional.hpp>
namespace mbgl {
@@ -31,7 +32,7 @@ private:
bool firstFrame = true;
bool changed = true;
gl::TextureHolder texture;
mbgl::optional<gl::UniqueTexture> texture;
};
} // namespace mbgl

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@@ -15,68 +15,68 @@ namespace mbgl {
Shader::Shader(const char *name_, const GLchar *vertSource, const GLchar *fragSource, gl::ObjectStore& store)
: name(name_)
, program(store.createProgram())
, vertexShader(store.createShader(GL_VERTEX_SHADER))
, fragmentShader(store.createShader(GL_FRAGMENT_SHADER))
{
util::stopwatch stopwatch("shader compilation", Event::Shader);
program.create(store);
vertexShader.create(store);
if (!compileShader(vertexShader, &vertSource)) {
Log::Error(Event::Shader, "Vertex shader %s failed to compile: %s", name, vertSource);
throw util::ShaderException(std::string { "Vertex shader " } + name + " failed to compile");
}
fragmentShader.create(store);
if (!compileShader(fragmentShader, &fragSource)) {
Log::Error(Event::Shader, "Fragment shader %s failed to compile: %s", name, fragSource);
throw util::ShaderException(std::string { "Fragment shader " } + name + " failed to compile");
}
// Attach shaders
MBGL_CHECK_ERROR(glAttachShader(program.getID(), vertexShader.getID()));
MBGL_CHECK_ERROR(glAttachShader(program.getID(), fragmentShader.getID()));
MBGL_CHECK_ERROR(glAttachShader(program.get(), vertexShader.get()));
MBGL_CHECK_ERROR(glAttachShader(program.get(), fragmentShader.get()));
{
// Link program
GLint status;
MBGL_CHECK_ERROR(glLinkProgram(program.getID()));
MBGL_CHECK_ERROR(glLinkProgram(program.get()));
MBGL_CHECK_ERROR(glGetProgramiv(program.getID(), GL_LINK_STATUS, &status));
MBGL_CHECK_ERROR(glGetProgramiv(program.get(), GL_LINK_STATUS, &status));
if (status == 0) {
GLint logLength;
MBGL_CHECK_ERROR(glGetProgramiv(program.getID(), GL_INFO_LOG_LENGTH, &logLength));
MBGL_CHECK_ERROR(glGetProgramiv(program.get(), GL_INFO_LOG_LENGTH, &logLength));
const auto log = std::make_unique<GLchar[]>(logLength);
if (logLength > 0) {
MBGL_CHECK_ERROR(glGetProgramInfoLog(program.getID(), logLength, &logLength, log.get()));
MBGL_CHECK_ERROR(glGetProgramInfoLog(program.get(), logLength, &logLength, log.get()));
Log::Error(Event::Shader, "Program failed to link: %s", log.get());
}
throw util::ShaderException(std::string { "Program " } + name + " failed to link: " + log.get());
}
}
a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program.getID(), "a_pos"));
a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program.get(), "a_pos"));
}
bool Shader::compileShader(gl::ShaderHolder& shader, const GLchar *source[]) {
bool Shader::compileShader(gl::UniqueShader& shader, const GLchar *source[]) {
GLint status = 0;
const GLsizei lengths = static_cast<GLsizei>(std::strlen(*source));
MBGL_CHECK_ERROR(glShaderSource(shader.getID(), 1, source, &lengths));
MBGL_CHECK_ERROR(glShaderSource(shader.get(), 1, source, &lengths));
MBGL_CHECK_ERROR(glCompileShader(shader.getID()));
MBGL_CHECK_ERROR(glCompileShader(shader.get()));
MBGL_CHECK_ERROR(glGetShaderiv(shader.getID(), GL_COMPILE_STATUS, &status));
MBGL_CHECK_ERROR(glGetShaderiv(shader.get(), GL_COMPILE_STATUS, &status));
if (status == 0) {
GLint logLength;
MBGL_CHECK_ERROR(glGetShaderiv(shader.getID(), GL_INFO_LOG_LENGTH, &logLength));
MBGL_CHECK_ERROR(glGetShaderiv(shader.get(), GL_INFO_LOG_LENGTH, &logLength));
if (logLength > 0) {
const auto log = std::make_unique<GLchar[]>(logLength);
MBGL_CHECK_ERROR(glGetShaderInfoLog(shader.getID(), logLength, &logLength, log.get()));
MBGL_CHECK_ERROR(glGetShaderInfoLog(shader.get(), logLength, &logLength, log.get()));
Log::Error(Event::Shader, "Shader failed to compile: %s", log.get());
}
return false;
}
MBGL_CHECK_ERROR(glGetShaderiv(shader.getID(), GL_COMPILE_STATUS, &status));
MBGL_CHECK_ERROR(glGetShaderiv(shader.get(), GL_COMPILE_STATUS, &status));
if (status == GL_FALSE) {
Log::Error(Event::Shader, "Shader %s failed to compile.", name);
return false;
@@ -86,9 +86,9 @@ bool Shader::compileShader(gl::ShaderHolder& shader, const GLchar *source[]) {
}
Shader::~Shader() {
if (program.created()) {
MBGL_CHECK_ERROR(glDetachShader(program.getID(), vertexShader.getID()));
MBGL_CHECK_ERROR(glDetachShader(program.getID(), fragmentShader.getID()));
if (program.get()) {
MBGL_CHECK_ERROR(glDetachShader(program.get(), vertexShader.get()));
MBGL_CHECK_ERROR(glDetachShader(program.get(), fragmentShader.get()));
}
}

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@@ -14,7 +14,7 @@ public:
const GLchar *name;
GLuint getID() const {
return program.getID();
return program.get();
}
virtual void bind(GLbyte *offset) = 0;
@@ -23,11 +23,11 @@ protected:
GLint a_pos = -1;
private:
bool compileShader(gl::ShaderHolder&, const GLchar *source[]);
bool compileShader(gl::UniqueShader&, const GLchar *source[]);
gl::ProgramHolder program;
gl::ShaderHolder vertexShader = { GL_VERTEX_SHADER };
gl::ShaderHolder fragmentShader = { GL_FRAGMENT_SHADER };
gl::UniqueProgram program;
gl::UniqueShader vertexShader;
gl::UniqueShader fragmentShader;
};
} // namespace mbgl

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@@ -142,9 +142,9 @@ void SpriteAtlas::copy(const Holder& holder, const bool wrap) {
dirty = true;
}
void SpriteAtlas::upload(gl::ObjectStore& store) {
void SpriteAtlas::upload(gl::ObjectStore& objectStore) {
if (dirty) {
bind(false, store);
bind(false, objectStore);
}
}
@@ -179,14 +179,14 @@ void SpriteAtlas::updateDirty() {
}
}
void SpriteAtlas::bind(bool linear, gl::ObjectStore& store) {
void SpriteAtlas::bind(bool linear, gl::ObjectStore& objectStore) {
if (!data) {
return; // Empty atlas
}
if (!texture.created()) {
texture.create(store);
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture.getID()));
if (!texture) {
texture = objectStore.createTexture();
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture));
#ifndef GL_ES_VERSION_2_0
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
#endif
@@ -196,7 +196,7 @@ void SpriteAtlas::bind(bool linear, gl::ObjectStore& store) {
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
fullUploadRequired = true;
} else {
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture.getID()));
MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, *texture));
}
GLuint filter_val = linear ? GL_LINEAR : GL_NEAREST;

View File

@@ -94,7 +94,7 @@ private:
std::unique_ptr<uint32_t[]> data;
std::atomic<bool> dirty;
bool fullUploadRequired = true;
gl::TextureHolder texture;
mbgl::optional<gl::UniqueTexture> texture;
uint32_t filter = 0;
static const int buffer = 1;
};