[core] Use gl::Program to resolve some rough edges in the GL binding types
* Extract `ignore` util to separate header. * `Segment` now tracks offset and length of indices, rather than primitives. This is more natural. * Introduce `VertexVector` and `IndexVector` types. These types carry information about the intended draw mode (`Triangles`, `LineStrip`, etc.), and ensure that elements are always appended in a group size appropriate for that draw mode, for both indexed and unindexed rendering. * `Program`, rather than `Drawable`, is now the unifying object for draw calls. `Program` is the best place to type check the draw call, because it is typed to carry information about the intended primitive, vertex type, attributes, and uniforms. * Use the debug shaders for debug tile rendering, like gl-js. * Fix the draw mode for background. It was drawing triangle strips with a triangles array. Surprised this didn’t cause issues. Now it’s type checked.
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src/mbgl/programs/debug_program.hpp
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src/mbgl/programs/debug_program.hpp
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#pragma once
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#include <mbgl/programs/program.hpp>
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#include <mbgl/programs/attributes.hpp>
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#include <mbgl/programs/uniforms.hpp>
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#include <mbgl/shader/debug.hpp>
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namespace mbgl {
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class DebugProgram : public Program<
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shaders::debug,
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gl::Line,
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gl::Attributes<
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attributes::a_pos>,
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gl::Uniforms<
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uniforms::u_matrix,
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uniforms::u_color>>
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{
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public:
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using Program::Program;
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};
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} // namespace mbgl
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