[shader] bind() is now a pure virtual

- Shader::bind() now receives a GLbyte*
- BUFFER_OFFSET now uses GLbyte
This commit is contained in:
Bruno de Oliveira Abinader
2015-09-10 14:46:38 +03:00
parent 8d6b9696bf
commit 2156aa35ca
36 changed files with 65 additions and 62 deletions

View File

@@ -69,7 +69,7 @@ void VertexArrayObject::bindVertexArrayObject() {
}
void VertexArrayObject::verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer,
char *offset) {
GLbyte *offset) {
if (bound_shader != shader.getID()) {
throw std::runtime_error(std::string("trying to rebind VAO to another shader from " +
util::toString(bound_shader) + "(" + bound_shader_name + ") to " +
@@ -84,7 +84,7 @@ void VertexArrayObject::verifyBinding(Shader &shader, GLuint vertexBuffer, GLuin
}
void VertexArrayObject::storeBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer,
char *offset) {
GLbyte *offset) {
bound_shader = shader.getID();
bound_shader_name = shader.name;
bound_offset = offset;

View File

@@ -18,7 +18,7 @@ public:
~VertexArrayObject();
template <typename Shader, typename VertexBuffer>
inline void bind(Shader& shader, VertexBuffer &vertexBuffer, char *offset) {
inline void bind(Shader& shader, VertexBuffer &vertexBuffer, GLbyte *offset) {
bindVertexArrayObject();
if (bound_shader == 0) {
vertexBuffer.bind();
@@ -32,7 +32,7 @@ public:
}
template <typename Shader, typename VertexBuffer, typename ElementsBuffer>
inline void bind(Shader& shader, VertexBuffer &vertexBuffer, ElementsBuffer &elementsBuffer, char *offset) {
inline void bind(Shader& shader, VertexBuffer &vertexBuffer, ElementsBuffer &elementsBuffer, GLbyte *offset) {
bindVertexArrayObject();
if (bound_shader == 0) {
vertexBuffer.bind();
@@ -52,8 +52,8 @@ public:
private:
void bindVertexArrayObject();
void storeBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, char *offset);
void verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, char *offset);
void storeBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, GLbyte *offset);
void verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, GLbyte *offset);
GLuint vao = 0;
@@ -63,7 +63,7 @@ private:
const char *bound_shader_name = "";
GLuint bound_vertex_buffer = 0;
GLuint bound_elements_buffer = 0;
char *bound_offset = 0;
GLbyte *bound_offset = 0;
};
}

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@@ -1,13 +1,15 @@
#ifndef MBGL_RENDERER_BUCKET
#define MBGL_RENDERER_BUCKET
#include <mbgl/platform/gl.hpp>
#include <mbgl/renderer/render_pass.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <mbgl/util/mat4.hpp>
#include <atomic>
#define BUFFER_OFFSET(i) ((char*)nullptr + (i))
#define BUFFER_OFFSET_0 ((GLbyte*)nullptr)
#define BUFFER_OFFSET(i) ((BUFFER_OFFSET_0) + (i))
namespace mbgl {

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@@ -74,8 +74,8 @@ void CircleBucket::addGeometry(const GeometryCollection& geometryCollection) {
}
void CircleBucket::drawCircles(CircleShader& shader) {
char* vertexIndex = BUFFER_OFFSET(vertexStart_ * vertexBuffer_.itemSize);
char* elementsIndex = BUFFER_OFFSET(elementsStart_ * elementsBuffer_.itemSize);
GLbyte *vertexIndex = BUFFER_OFFSET(vertexStart_ * vertexBuffer_.itemSize);
GLbyte *elementsIndex = BUFFER_OFFSET(elementsStart_ * elementsBuffer_.itemSize);
for (auto& group : triangleGroups_) {
assert(group);

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@@ -23,11 +23,11 @@ void DebugBucket::render(Painter& painter, const StyleLayer&, const TileID&, con
}
void DebugBucket::drawLines(PlainShader& shader) {
array.bind(shader, fontBuffer, BUFFER_OFFSET(0));
array.bind(shader, fontBuffer, BUFFER_OFFSET_0);
MBGL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, (GLsizei)(fontBuffer.index())));
}
void DebugBucket::drawPoints(PlainShader& shader) {
array.bind(shader, fontBuffer, BUFFER_OFFSET(0));
array.bind(shader, fontBuffer, BUFFER_OFFSET_0);
MBGL_CHECK_ERROR(glDrawArrays(GL_POINTS, 0, (GLsizei)(fontBuffer.index())));
}

View File

@@ -216,8 +216,8 @@ bool FillBucket::hasData() const {
}
void FillBucket::drawElements(PlainShader& shader) {
char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
char *elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize);
GLbyte *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
GLbyte *elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize);
for (auto& group : triangleGroups) {
assert(group);
group->array[0].bind(shader, vertexBuffer, triangleElementsBuffer, vertex_index);
@@ -228,8 +228,8 @@ void FillBucket::drawElements(PlainShader& shader) {
}
void FillBucket::drawElements(PatternShader& shader) {
char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
char *elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize);
GLbyte *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
GLbyte *elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize);
for (auto& group : triangleGroups) {
assert(group);
group->array[1].bind(shader, vertexBuffer, triangleElementsBuffer, vertex_index);
@@ -240,8 +240,8 @@ void FillBucket::drawElements(PatternShader& shader) {
}
void FillBucket::drawVertices(OutlineShader& shader) {
char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
char *elements_index = BUFFER_OFFSET(line_elements_start * lineElementsBuffer.itemSize);
GLbyte *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
GLbyte *elements_index = BUFFER_OFFSET(line_elements_start * lineElementsBuffer.itemSize);
for (auto& group : lineGroups) {
assert(group);
group->array[0].bind(shader, vertexBuffer, lineElementsBuffer, vertex_index);

View File

@@ -405,8 +405,8 @@ bool LineBucket::hasData() const {
}
void LineBucket::drawLines(LineShader& shader) {
char* vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
char* elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize);
GLbyte* vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
GLbyte* elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize);
for (auto& group : triangleGroups) {
assert(group);
if (!group->elements_length) {
@@ -421,8 +421,8 @@ void LineBucket::drawLines(LineShader& shader) {
}
void LineBucket::drawLineSDF(LineSDFShader& shader) {
char* vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
char* elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize);
GLbyte* vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
GLbyte* elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize);
for (auto& group : triangleGroups) {
assert(group);
if (!group->elements_length) {
@@ -437,8 +437,8 @@ void LineBucket::drawLineSDF(LineSDFShader& shader) {
}
void LineBucket::drawLinePatterns(LinepatternShader& shader) {
char* vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
char* elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize);
GLbyte* vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
GLbyte* elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize);
for (auto& group : triangleGroups) {
assert(group);
if (!group->elements_length) {

View File

@@ -16,7 +16,7 @@ void Painter::drawClippingMasks(const std::set<Source*>& sources) {
config.colorMask = { false, false, false, false };
config.depthRange = { 1.0f, 1.0f };
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
coveringPlainArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET_0);
for (const auto& source : sources) {
source->drawClippingMasks(*this);

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@@ -59,7 +59,7 @@ void Painter::renderDebugFrame(const mat4 &matrix) {
plainShader->u_matrix = matrix;
// draw tile outline
tileBorderArray.bind(*plainShader, tileBorderBuffer, BUFFER_OFFSET(0));
tileBorderArray.bind(*plainShader, tileBorderBuffer, BUFFER_OFFSET_0);
plainShader->u_color = {{ 1.0f, 0.0f, 0.0f, 1.0f }};
lineWidth(4.0f * data.pixelRatio);
MBGL_CHECK_ERROR(glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index()));

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@@ -30,7 +30,7 @@ bool RasterBucket::setImage(std::unique_ptr<util::Image> image) {
void RasterBucket::drawRaster(RasterShader& shader, StaticVertexBuffer &vertices, VertexArrayObject &array) {
raster.bind(true);
shader.u_image = 0;
array.bind(shader, vertices, BUFFER_OFFSET(0));
array.bind(shader, vertices, BUFFER_OFFSET_0);
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertices.index()));
}

View File

@@ -565,8 +565,8 @@ void SymbolBucket::swapRenderData() {
}
void SymbolBucket::drawGlyphs(SDFShader &shader) {
char *vertex_index = BUFFER_OFFSET(0);
char *elements_index = BUFFER_OFFSET(0);
GLbyte *vertex_index = BUFFER_OFFSET_0;
GLbyte *elements_index = BUFFER_OFFSET_0;
auto& text = renderData->text;
for (auto &group : text.groups) {
assert(group);
@@ -578,8 +578,8 @@ void SymbolBucket::drawGlyphs(SDFShader &shader) {
}
void SymbolBucket::drawIcons(SDFShader &shader) {
char *vertex_index = BUFFER_OFFSET(0);
char *elements_index = BUFFER_OFFSET(0);
GLbyte *vertex_index = BUFFER_OFFSET_0;
GLbyte *elements_index = BUFFER_OFFSET_0;
auto& icon = renderData->icon;
for (auto &group : icon.groups) {
assert(group);
@@ -591,8 +591,8 @@ void SymbolBucket::drawIcons(SDFShader &shader) {
}
void SymbolBucket::drawIcons(IconShader &shader) {
char *vertex_index = BUFFER_OFFSET(0);
char *elements_index = BUFFER_OFFSET(0);
GLbyte *vertex_index = BUFFER_OFFSET_0;
GLbyte *elements_index = BUFFER_OFFSET_0;
auto& icon = renderData->icon;
for (auto &group : icon.groups) {
assert(group);
@@ -604,7 +604,7 @@ void SymbolBucket::drawIcons(IconShader &shader) {
}
void SymbolBucket::drawCollisionBoxes(CollisionBoxShader &shader) {
char *vertex_index = BUFFER_OFFSET(0);
GLbyte *vertex_index = BUFFER_OFFSET_0;
auto& collisionBox = renderData->collisionBox;
for (auto &group : collisionBox.groups) {
group->array[0].bind(shader, collisionBox.vertices, vertex_index);

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@@ -16,7 +16,7 @@ CollisionBoxShader::CollisionBoxShader()
a_data = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_data"));
}
void CollisionBoxShader::bind(char *offset) {
void CollisionBoxShader::bind(GLbyte *offset) {
const int stride = 12;
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));

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@@ -3,6 +3,7 @@
#include <mbgl/shader/shader.hpp>
#include <mbgl/shader/uniform.hpp>
#include <mbgl/platform/gl.hpp>
namespace mbgl {
@@ -10,7 +11,7 @@ class CollisionBoxShader : public Shader {
public:
CollisionBoxShader();
void bind(char *offset);
void bind(GLbyte *offset) final;
UniformMatrix<4> u_matrix = {"u_matrix", *this};
Uniform<float> u_scale = {"u_scale", *this};

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@@ -14,7 +14,7 @@ CircleShader::CircleShader()
) {
}
void CircleShader::bind(char *offset) {
void CircleShader::bind(GLbyte *offset) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 4, offset));
}

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@@ -10,7 +10,7 @@ class CircleShader : public Shader {
public:
CircleShader();
void bind(char *offset);
void bind(GLbyte *offset) final;
UniformMatrix<4> u_matrix = {"u_matrix", *this};
UniformMatrix<4> u_exmatrix = {"u_exmatrix", *this};

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@@ -14,7 +14,7 @@ DotShader::DotShader()
) {
}
void DotShader::bind(char *offset) {
void DotShader::bind(GLbyte *offset) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset));
}

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@@ -10,7 +10,7 @@ class DotShader : public Shader {
public:
DotShader();
void bind(char *offset);
void bind(GLbyte *offset) final;
UniformMatrix<4> u_matrix = {"u_matrix", *this};
Uniform<std::array<float, 4>> u_color = {"u_color", *this};

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@@ -17,7 +17,7 @@ IconShader::IconShader()
a_data2 = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_data2"));
}
void IconShader::bind(char *offset) {
void IconShader::bind(GLbyte *offset) {
const int stride = 16;
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));

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@@ -10,7 +10,7 @@ class IconShader : public Shader {
public:
IconShader();
void bind(char *offset);
void bind(GLbyte *offset) final;
UniformMatrix<4> u_matrix = {"u_matrix", *this};
UniformMatrix<4> u_exmatrix = {"u_exmatrix", *this};

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@@ -15,7 +15,7 @@ LineShader::LineShader()
a_data = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_data"));
}
void LineShader::bind(char *offset) {
void LineShader::bind(GLbyte *offset) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset + 0));

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@@ -10,7 +10,7 @@ class LineShader : public Shader {
public:
LineShader();
void bind(char *offset);
void bind(GLbyte *offset) final;
UniformMatrix<4> u_matrix = {"u_matrix", *this};
UniformMatrix<4> u_exmatrix = {"u_exmatrix", *this};

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@@ -15,7 +15,7 @@ LinepatternShader::LinepatternShader()
a_data = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_data"));
}
void LinepatternShader::bind(char *offset) {
void LinepatternShader::bind(GLbyte *offset) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset + 0));

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@@ -10,7 +10,7 @@ class LinepatternShader : public Shader {
public:
LinepatternShader();
void bind(char *offset);
void bind(GLbyte *offset) final;
UniformMatrix<4> u_matrix = {"u_matrix", *this};
UniformMatrix<4> u_exmatrix = {"u_exmatrix", *this};

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@@ -15,7 +15,7 @@ LineSDFShader::LineSDFShader()
a_data = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_data"));
}
void LineSDFShader::bind(char *offset) {
void LineSDFShader::bind(GLbyte *offset) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset + 0));

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@@ -10,7 +10,7 @@ class LineSDFShader : public Shader {
public:
LineSDFShader();
void bind(char *offset);
void bind(GLbyte *offset) final;
UniformMatrix<4> u_matrix = {"u_matrix", *this};
UniformMatrix<4> u_exmatrix = {"u_exmatrix", *this};

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@@ -14,7 +14,7 @@ OutlineShader::OutlineShader()
) {
}
void OutlineShader::bind(char *offset) {
void OutlineShader::bind(GLbyte *offset) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset));
}

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@@ -10,7 +10,7 @@ class OutlineShader : public Shader {
public:
OutlineShader();
void bind(char *offset);
void bind(GLbyte *offset) final;
UniformMatrix<4> u_matrix = {"u_matrix", *this};
Uniform<std::array<float, 4>> u_color = {"u_color", *this};

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@@ -14,7 +14,7 @@ PatternShader::PatternShader()
) {
}
void PatternShader::bind(char *offset) {
void PatternShader::bind(GLbyte *offset) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset));
}

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@@ -10,7 +10,7 @@ class PatternShader : public Shader {
public:
PatternShader();
void bind(char *offset);
void bind(GLbyte *offset) final;
UniformMatrix<4> u_matrix = {"u_matrix", *this};
Uniform<std::array<float, 2>> u_pattern_tl_a = {"u_pattern_tl_a", *this};

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@@ -14,7 +14,7 @@ PlainShader::PlainShader()
) {
}
void PlainShader::bind(char *offset) {
void PlainShader::bind(GLbyte *offset) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset));
}

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@@ -10,7 +10,7 @@ class PlainShader : public Shader {
public:
PlainShader();
void bind(char *offset);
void bind(GLbyte *offset) final;
UniformMatrix<4> u_matrix = {"u_matrix", *this};
Uniform<std::array<float, 4>> u_color = {"u_color", *this};

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@@ -14,7 +14,7 @@ RasterShader::RasterShader()
) {
}
void RasterShader::bind(char *offset) {
void RasterShader::bind(GLbyte *offset) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset));
}

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@@ -10,7 +10,7 @@ class RasterShader : public Shader {
public:
RasterShader();
void bind(char *offset);
void bind(GLbyte *offset) final;
UniformMatrix<4> u_matrix = {"u_matrix", *this};
Uniform<int32_t> u_image = {"u_image", *this};

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@@ -17,7 +17,7 @@ SDFShader::SDFShader()
a_data2 = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_data2"));
}
void SDFGlyphShader::bind(char *offset) {
void SDFGlyphShader::bind(GLbyte *offset) {
const int stride = 16;
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
@@ -33,7 +33,7 @@ void SDFGlyphShader::bind(char *offset) {
MBGL_CHECK_ERROR(glVertexAttribPointer(a_data2, 4, GL_UNSIGNED_BYTE, false, stride, offset + 12));
}
void SDFIconShader::bind(char *offset) {
void SDFIconShader::bind(GLbyte *offset) {
const int stride = 16;
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));

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@@ -10,8 +10,6 @@ class SDFShader : public Shader {
public:
SDFShader();
virtual void bind(char *offset) = 0;
UniformMatrix<4> u_matrix = {"u_matrix", *this};
UniformMatrix<4> u_exmatrix = {"u_exmatrix", *this};
Uniform<std::array<float, 4>> u_color = {"u_color", *this};
@@ -34,12 +32,12 @@ protected:
class SDFGlyphShader : public SDFShader {
public:
void bind(char *offset);
void bind(GLbyte *offset) final;
};
class SDFIconShader : public SDFShader {
public:
void bind(char *offset);
void bind(GLbyte *offset) final;
};
}

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@@ -21,6 +21,8 @@ public:
return program;
}
virtual void bind(GLbyte *offset) = 0;
protected:
GLint a_pos = -1;