[core] cache binary shaders on Android

This commit is contained in:
Konstantin Käfer
2017-03-15 18:43:58 +01:00
parent d20327844c
commit 3c91b6b7de
29 changed files with 541 additions and 47 deletions

View File

@@ -0,0 +1,43 @@
#pragma once
#include <mbgl/gl/types.hpp>
#include <string>
#include <vector>
namespace mbgl {
class BinaryProgram {
public:
// Initialize a BinaryProgram object from a serialized represenation.
BinaryProgram(std::string&& data);
BinaryProgram(gl::BinaryProgramFormat,
std::string&& binaryCode,
const std::string& binaryIdentifier,
std::vector<std::pair<const std::string, gl::AttributeLocation>>&&,
std::vector<std::pair<const std::string, gl::UniformLocation>>&&);
std::string serialize() const;
gl::BinaryProgramFormat format() const {
return binaryFormat;
}
const std::string& code() const {
return binaryCode;
}
const std::string& identifier() const {
return binaryIdentifier;
}
gl::AttributeLocation attributeLocation(const std::string& name) const;
gl::UniformLocation uniformLocation(const std::string& name) const;
private:
gl::BinaryProgramFormat binaryFormat = 0;
std::string binaryCode;
std::string binaryIdentifier;
std::vector<std::pair<const std::string, gl::AttributeLocation>> attributes;
std::vector<std::pair<const std::string, gl::UniformLocation>> uniforms;
};
} // namespace mbgl