[core] convert remaining types to use OpenGL header defined variants
This commit is contained in:
committed by
Konstantin Käfer
parent
c33a6bddc6
commit
a3ea4acb7c
@@ -110,10 +110,10 @@ public:
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private:
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// CPU buffer
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void *array = nullptr;
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GLvoid *array = nullptr;
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// Byte position where we are writing.
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size_t pos = 0;
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GLsizeiptr pos = 0;
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// Number of bytes that are valid in this buffer.
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size_t length = 0;
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@@ -32,8 +32,8 @@ public:
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// the texture is only bound when the data is out of date (=dirty).
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void upload();
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const uint16_t width = 0;
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const uint16_t height = 0;
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const GLsizei width;
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const GLsizei height;
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private:
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struct GlyphValue {
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@@ -5,8 +5,8 @@
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using namespace mbgl;
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size_t LineVertexBuffer::add(vertex_type x, vertex_type y, float ex, float ey, int8_t tx, int8_t ty, int32_t linesofar) {
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size_t idx = index();
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GLsizei LineVertexBuffer::add(vertex_type x, vertex_type y, float ex, float ey, int8_t tx, int8_t ty, int32_t linesofar) {
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GLsizei idx = index();
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void *data = addElement();
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int16_t *coords = static_cast<int16_t *>(data);
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@@ -30,7 +30,7 @@ public:
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* @param {number} tx texture normal
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* @param {number} ty texture normal
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*/
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size_t add(vertex_type x, vertex_type y, float ex, float ey, int8_t tx, int8_t ty, int32_t linesofar = 0);
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GLsizei add(vertex_type x, vertex_type y, float ex, float ey, int8_t tx, int8_t ty, int32_t linesofar = 0);
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};
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@@ -69,7 +69,7 @@ public:
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inline const uint32_t* getData() const { return data.get(); }
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private:
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const dimension width, height;
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const GLsizei width, height;
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const dimension pixelWidth, pixelHeight;
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const float pixelRatio;
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@@ -35,8 +35,8 @@ private:
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CircleVertexBuffer& vertexBuffer_;
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TriangleElementsBuffer& elementsBuffer_;
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const size_t vertexStart_;
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const size_t elementsStart_;
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const GLsizei vertexStart_;
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const GLsizei elementsStart_;
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std::vector<std::unique_ptr<TriangleGroup>> triangleGroups_;
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};
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@@ -91,7 +91,7 @@ void FillBucket::tessellate() {
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return;
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}
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size_t total_vertex_count = 0;
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GLsizei total_vertex_count = 0;
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for (const auto& polygon : polygons) {
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total_vertex_count += polygon.size();
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}
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@@ -110,7 +110,7 @@ void FillBucket::tessellate() {
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GLsizei lineIndex = lineGroup.vertex_length;
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for (const auto& polygon : polygons) {
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const size_t group_count = polygon.size();
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const GLsizei group_count = static_cast<GLsizei>(polygon.size());
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assert(group_count >= 3);
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std::vector<TESSreal> clipped_line;
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@@ -120,8 +120,8 @@ void FillBucket::tessellate() {
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vertexBuffer.add(pt.X, pt.Y);
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}
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for (size_t i = 0; i < group_count; i++) {
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const size_t prev_i = (i == 0 ? group_count : i) - 1;
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for (GLsizei i = 0; i < group_count; i++) {
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const GLsizei prev_i = (i == 0 ? group_count : i) - 1;
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lineElementsBuffer.add(lineIndex + prev_i, lineIndex + i);
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}
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@@ -134,12 +134,12 @@ void FillBucket::tessellate() {
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if (tessTesselate(tesselator, TESS_WINDING_ODD, TESS_POLYGONS, vertices_per_group, vertexSize, 0)) {
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const TESSreal *vertices = tessGetVertices(tesselator);
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const size_t vertex_count = tessGetVertexCount(tesselator);
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const GLsizei vertex_count = tessGetVertexCount(tesselator);
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TESSindex *vertex_indices = const_cast<TESSindex *>(tessGetVertexIndices(tesselator));
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const TESSindex *elements = tessGetElements(tesselator);
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const int triangle_count = tessGetElementCount(tesselator);
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for (size_t i = 0; i < vertex_count; ++i) {
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for (GLsizei i = 0; i < vertex_count; ++i) {
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if (vertex_indices[i] == TESS_UNDEF) {
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vertexBuffer.add(::round(vertices[i * 2]), ::round(vertices[i * 2 + 1]));
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vertex_indices[i] = (TESSindex)total_vertex_count;
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@@ -54,9 +54,9 @@ private:
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LineElementsBuffer& lineElementsBuffer;
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// hold information on where the vertices are located in the FillBuffer
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const size_t vertex_start;
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const size_t triangle_elements_start;
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const size_t line_elements_start;
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const GLsizei vertex_start;
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const GLsizei triangle_elements_start;
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const GLsizei line_elements_start;
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std::vector<std::unique_ptr<TriangleGroup>> triangleGroups;
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std::vector<std::unique_ptr<LineGroup>> lineGroups;
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@@ -32,8 +32,8 @@ void LineBucket::addGeometry(const GeometryCollection& geometryCollection) {
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}
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void LineBucket::addGeometry(const std::vector<Coordinate>& vertices) {
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const auto len = [&vertices] {
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auto l = vertices.size();
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const GLsizei len = [&vertices] {
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GLsizei l = static_cast<GLsizei>(vertices.size());
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// If the line has duplicate vertices at the end, adjust length to remove them.
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while (l > 2 && vertices[l - 1] == vertices[l - 2]) {
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l--;
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@@ -78,7 +78,7 @@ void LineBucket::addGeometry(const std::vector<Coordinate>& vertices) {
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const GLint startVertex = vertexBuffer.index();
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std::vector<TriangleElement> triangleStore;
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for (size_t i = 0; i < len; ++i) {
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for (GLsizei i = 0; i < len; ++i) {
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if (closed && i == len - 1) {
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// if the line is closed, we treat the last vertex like the first
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nextVertex = vertices[1];
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@@ -303,8 +303,8 @@ void LineBucket::addGeometry(const std::vector<Coordinate>& vertices) {
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startOfLine = false;
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}
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const size_t endVertex = vertexBuffer.index();
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const size_t vertexCount = endVertex - startVertex;
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const GLsizei endVertex = vertexBuffer.index();
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const GLsizei vertexCount = endVertex - startVertex;
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// Store the triangle/line groups.
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{
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@@ -58,8 +58,8 @@ private:
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LineVertexBuffer& vertexBuffer;
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TriangleElementsBuffer& triangleElementsBuffer;
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const size_t vertex_start;
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const size_t triangle_elements_start;
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const GLsizei vertex_start;
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const GLsizei triangle_elements_start;
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GLint e1;
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GLint e2;
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@@ -235,7 +235,7 @@ void Painter::render(const Style& style, TransformState state_, const FrameData&
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// Make a second pass, rendering translucent objects. This time, we render bottom-to-top.
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renderPass(RenderPass::Translucent,
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order.begin(), order.end(),
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order.size() - 1, -1);
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static_cast<GLsizei>(order.size()) - 1, -1);
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if (debug::renderTree) { Log::Info(Event::Render, "}"); indent--; }
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@@ -266,7 +266,7 @@ void Painter::render(const Style& style, TransformState state_, const FrameData&
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template <class Iterator>
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void Painter::renderPass(RenderPass pass_,
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Iterator it, Iterator end,
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std::size_t i, int8_t increment) {
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GLsizei i, int8_t increment) {
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pass = pass_;
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MBGL_DEBUG_GROUP(pass == RenderPass::Opaque ? "opaque" : "translucent");
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@@ -143,7 +143,7 @@ private:
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template <class Iterator>
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void renderPass(RenderPass,
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Iterator it, Iterator end,
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std::size_t i, int8_t increment);
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GLsizei i, int8_t increment);
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void prepareTile(const Tile& tile);
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@@ -201,7 +201,7 @@ private:
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Color background = {{ 0, 0, 0, 0 }};
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int numSublayers = 3;
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size_t currentLayer;
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GLsizei currentLayer;
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float depthRangeSize;
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const float depthEpsilon = 1.0f / (1 << 16);
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@@ -103,7 +103,8 @@ bool SymbolBucket::needsDependencies(const GeometryTileLayer& layer,
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// Determine and load glyph ranges
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std::set<GlyphRange> ranges;
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for (std::size_t i = 0; i < layer.featureCount(); i++) {
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const GLsizei featureCount = static_cast<GLsizei>(layer.featureCount());
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for (GLsizei i = 0; i < featureCount; i++) {
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auto feature = layer.getFeature(i);
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GeometryTileFeatureExtractor extractor(*feature);
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