[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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@@ -5,6 +5,7 @@
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#include <mbgl/programs/line_program.hpp>
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#include <mbgl/programs/raster_program.hpp>
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#include <mbgl/programs/symbol_program.hpp>
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#include <mbgl/programs/debug_program.hpp>
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#include <mbgl/programs/collision_box_program.hpp>
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namespace mbgl {
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@@ -24,6 +25,7 @@ public:
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symbolIcon(context, defines),
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symbolIconSDF(context, defines),
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symbolGlyph(context, defines),
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debug(context, ProgramDefines::None),
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collisionBox(context, ProgramDefines::None) {
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}
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@@ -40,6 +42,7 @@ public:
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SymbolSDFProgram symbolIconSDF;
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SymbolSDFProgram symbolGlyph;
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DebugProgram debug;
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CollisionBoxProgram collisionBox;
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};
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