[core] Revert conditional attribute binding
Reverts eed89fcf9d, which causes issues on certain Android devices. We don't actually need this change on this branch, I brought it over only to make the subsequent commits cleanly cherry-pickable.
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@@ -4,35 +4,9 @@
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namespace mbgl {
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namespace gl {
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void bindAttributeLocation(ProgramID id, AttributeLocation location, const char* name) {
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if (location >= MAX_ATTRIBUTES) {
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throw gl::Error("too many vertex attributes");
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}
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AttributeLocation bindAttributeLocation(ProgramID id, AttributeLocation location, const char* name) {
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MBGL_CHECK_ERROR(glBindAttribLocation(id, location, name));
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}
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std::set<std::string> getActiveAttributes(ProgramID id) {
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std::set<std::string> activeAttributes;
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GLint attributeCount;
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MBGL_CHECK_ERROR(glGetProgramiv(id, GL_ACTIVE_ATTRIBUTES, &attributeCount));
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GLint maxAttributeLength;
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MBGL_CHECK_ERROR(glGetProgramiv(id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxAttributeLength));
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std::string attributeName;
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attributeName.resize(maxAttributeLength);
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GLsizei actualLength;
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GLint size;
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GLenum type;
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for (int32_t i = 0; i < attributeCount; i++) {
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MBGL_CHECK_ERROR(glGetActiveAttrib(id, i, maxAttributeLength, &actualLength, &size, &type, &attributeName[0]));
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activeAttributes.emplace(std::string(attributeName, 0, actualLength));
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}
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return activeAttributes;
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return location;
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}
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} // namespace gl
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@@ -8,7 +8,6 @@
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#include <cstddef>
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#include <vector>
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#include <set>
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#include <functional>
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#include <string>
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#include <array>
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@@ -214,8 +213,7 @@ const std::size_t Vertex<A1, A2, A3, A4, A5>::attributeOffsets[5] = {
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} // namespace detail
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void bindAttributeLocation(ProgramID, AttributeLocation, const char * name);
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std::set<std::string> getActiveAttributes(ProgramID);
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AttributeLocation bindAttributeLocation(ProgramID, AttributeLocation, const char * name);
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template <class... As>
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class Attributes {
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@@ -235,19 +233,7 @@ public:
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static constexpr std::size_t Index = TypeIndex<A, As...>::value;
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static Locations bindLocations(const ProgramID& id) {
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std::set<std::string> activeAttributes = getActiveAttributes(id);
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AttributeLocation location = 0;
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auto maybeBindLocation = [&](const char* name) -> optional<AttributeLocation> {
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if (activeAttributes.count(name)) {
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bindAttributeLocation(id, location, name);
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return location++;
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} else {
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return {};
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}
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};
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return Locations { maybeBindLocation(As::name())... };
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return Locations { bindAttributeLocation(id, Index<As>, As::name())... };
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}
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template <class Program>
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@@ -34,17 +34,15 @@ public:
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: program(
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context.createProgram(context.createShader(ShaderType::Vertex, vertexSource),
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context.createShader(ShaderType::Fragment, fragmentSource))),
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uniformsState((context.linkProgram(program), Uniforms::bindLocations(program))),
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attributeLocations(Attributes::bindLocations(program)) {
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// Re-link program after manually binding only active attributes in Attributes::bindLocations
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context.linkProgram(program);
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attributeLocations(Attributes::bindLocations(program)),
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uniformsState((context.linkProgram(program), Uniforms::bindLocations(program))) {
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}
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template <class BinaryProgram>
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Program(Context& context, const BinaryProgram& binaryProgram)
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: program(context.createProgram(binaryProgram.format(), binaryProgram.code())),
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uniformsState(Uniforms::loadNamedLocations(binaryProgram)),
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attributeLocations(Attributes::loadNamedLocations(binaryProgram)) {
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attributeLocations(Attributes::loadNamedLocations(binaryProgram)),
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uniformsState(Uniforms::loadNamedLocations(binaryProgram)) {
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}
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static Program createProgram(gl::Context& context,
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@@ -142,8 +140,8 @@ public:
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private:
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UniqueProgram program;
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typename Uniforms::State uniformsState;
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typename Attributes::Locations attributeLocations;
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typename Uniforms::State uniformsState;
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};
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} // namespace gl
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