refactor vao object to use acutal OpenGL IDs rather than object pointers
This commit is contained in:
@@ -62,6 +62,10 @@ public:
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}
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}
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inline GLuint getID() const {
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return buffer;
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}
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protected:
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// increase the buffer size by at least /required/ bytes.
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inline void *addElement() {
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@@ -72,7 +76,7 @@ protected:
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while (length < pos + itemSize) length += defaultLength;
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array = realloc(array, length);
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if (array == nullptr) {
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throw std::runtime_error("Buffer reallocation failed¯");
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throw std::runtime_error("Buffer reallocation failed");
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}
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}
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pos += itemSize;
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@@ -106,7 +110,7 @@ private:
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size_t length = 0;
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// GL buffer ID
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uint32_t buffer = 0;
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GLuint buffer = 0;
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};
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}
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@@ -1,104 +1,74 @@
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#ifndef MBGL_GEOMETRY_VAO
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#define MBGL_GEOMETRY_VAO
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#include <mbgl/shader/shader.hpp>
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#include <mbgl/platform/gl.hpp>
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#include <stdexcept>
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namespace mbgl {
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#if GL_ARB_vertex_array_object
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class VertexArrayObject {
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public:
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template <typename Shader, typename VertexBuffer>
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void bind(Shader& shader, VertexBuffer& vertex_buffer, char *offset) {
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#if GL_ARB_vertex_array_object
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if (!vao) {
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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} else {
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// We have been given the correct information.
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glBindVertexArray(vao);
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}
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if (shader_ptr != &shader) {
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if (shader_ptr != nullptr) {
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throw std::runtime_error("shader rebind!");
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}
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#endif
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vertex_buffer.bind();
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inline void bind(Shader& shader, VertexBuffer &vertexBuffer, char *offset) {
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bindVertexArrayObject();
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if (bound_shader == 0) {
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vertexBuffer.bind();
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shader.bind(offset);
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#if GL_ARB_vertex_array_object
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shader_ptr = &shader;
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vertex_buffer_ptr = &vertex_buffer;
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elements_buffer_ptr = nullptr;
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offset_ptr = offset;
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} else if (vertex_buffer_ptr != &vertex_buffer) {
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throw std::runtime_error("trying to bind VAO to another vertex buffer");
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} else if (elements_buffer_ptr != nullptr) {
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throw std::runtime_error("trying to bind VAO to another elements buffer");
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} else if (offset_ptr != offset) {
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throw std::runtime_error("trying to bind VAO to another offset");
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storeBinding(shader, vertexBuffer.getID(), 0, offset);
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} else {
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verifyBinding(shader, vertexBuffer.getID(), 0, offset);
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}
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#endif
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}
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template <typename Shader, typename VertexBuffer, typename ElementsBuffer>
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void bind(Shader& shader, VertexBuffer& vertex_buffer, ElementsBuffer& elements_buffer, char *offset) {
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#if GL_ARB_vertex_array_object
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if (!vao) {
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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} else {
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// We have been given the correct information.
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glBindVertexArray(vao);
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}
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if (shader_ptr != &shader) {
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if (shader_ptr != nullptr) {
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throw std::runtime_error("shader rebind!");
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}
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#endif
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vertex_buffer.bind();
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elements_buffer.bind();
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inline void bind(Shader& shader, VertexBuffer &vertexBuffer, ElementsBuffer &elementsBuffer, char *offset) {
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bindVertexArrayObject();
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if (bound_shader == 0) {
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vertexBuffer.bind();
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elementsBuffer.bind();
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shader.bind(offset);
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#if GL_ARB_vertex_array_object
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shader_ptr = &shader;
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vertex_buffer_ptr = &vertex_buffer;
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elements_buffer_ptr = &elements_buffer;
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offset_ptr = offset;
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} else if (vertex_buffer_ptr != &vertex_buffer) {
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throw std::runtime_error("trying to bind VAO to another vertex buffer");
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} else if (elements_buffer_ptr != &elements_buffer) {
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throw std::runtime_error("trying to bind VAO to another elements buffer");
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} else if (offset_ptr != offset) {
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throw std::runtime_error("trying to bind VAO to another offset");
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storeBinding(shader, vertexBuffer.getID(), elementsBuffer.getID(), offset);
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} else {
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verifyBinding(shader, vertexBuffer.getID(), elementsBuffer.getID(), offset);
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}
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#endif
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}
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~VertexArrayObject() {
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#if GL_ARB_vertex_array_object
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if (vao) {
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glDeleteVertexArrays(1, &vao);
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}
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#endif
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}
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~VertexArrayObject();
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private:
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#if GL_ARB_vertex_array_object
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void bindVertexArrayObject();
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void storeBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, char *offset);
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void verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, char *offset);
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GLuint vao = 0;
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// For debug reasons, we're storing the bind information so that we can
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// detect errors and report
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void *shader_ptr = nullptr;
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void *vertex_buffer_ptr = nullptr;
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void *elements_buffer_ptr = nullptr;
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char *offset_ptr = 0;
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#endif
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GLuint bound_shader = 0;
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const char *bound_shader_name = "";
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GLuint bound_vertex_buffer = 0;
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GLuint bound_elements_buffer = 0;
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char *bound_offset = 0;
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};
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#else
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class VertexArrayObject {
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public:
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template <typename Shader, typename Buffers>
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void bind(Shader& shader, Buffers& buffers, char *offset) {
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for (auto &buffer : buffers) {
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buffer.bind();
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}
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shader.bind(offset);
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}
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};
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#endif
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}
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#endif
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@@ -25,6 +25,11 @@ public:
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*/
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void bind();
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/*
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* Returns the OpenGL ID of the buffer object.
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*/
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uint32_t getID() const;
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private:
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const std::vector<vertex_type> array;
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uint32_t buffer = 0;
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@@ -9,13 +9,18 @@ namespace mbgl {
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class Shader : private util::noncopyable {
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public:
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Shader(const char *vertex, const char *fragment);
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Shader(const char *name, const char *vertex, const char *fragment);
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~Shader();
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const char *name;
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bool valid;
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uint32_t program;
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void setMatrix(const std::array<float, 16>& matrix);
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inline uint32_t getID() const {
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return program;
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}
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private:
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bool compileShader(uint32_t *shader, uint32_t type, const char *source);
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46
src/geometry/vao.cpp
Normal file
46
src/geometry/vao.cpp
Normal file
@@ -0,0 +1,46 @@
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#include <mbgl/geometry/vao.hpp>
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namespace mbgl {
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#if GL_ARB_vertex_array_object
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VertexArrayObject::~VertexArrayObject() {
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if (vao) {
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glDeleteVertexArrays(1, &vao);
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}
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}
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void VertexArrayObject::bindVertexArrayObject() {
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if (!vao) {
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glGenVertexArrays(1, &vao);
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}
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glBindVertexArray(vao);
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}
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void VertexArrayObject::verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer,
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char *offset) {
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if (bound_shader != shader.getID()) {
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throw std::runtime_error(std::string("trying to rebind VAO to another shader from " +
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std::to_string(bound_shader) + "(" + bound_shader_name + ") to " +
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std::to_string(shader.getID()) + "(" + shader.name + ")" ));
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} else if (bound_offset != offset) {
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throw std::runtime_error("trying to bind VAO to another offset");
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} else if (bound_vertex_buffer != vertexBuffer) {
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throw std::runtime_error("trying to bind VAO to another vertex buffer");
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} else if (bound_elements_buffer != elementsBuffer) {
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throw std::runtime_error("trying to bind VAO to another elements buffer");
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}
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}
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void VertexArrayObject::storeBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer,
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char *offset) {
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bound_shader = shader.getID();
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bound_shader_name = shader.name;
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bound_offset = offset;
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bound_vertex_buffer = vertexBuffer;
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bound_elements_buffer = elementsBuffer;
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}
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#endif
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}
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@@ -26,3 +26,7 @@ void VertexBuffer::bind() {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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}
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}
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uint32_t VertexBuffer::getID() const {
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return buffer;
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}
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@@ -8,6 +8,7 @@ using namespace mbgl;
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CompositeShader::CompositeShader()
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: Shader(
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"composite",
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shaders[COMPOSITE_SHADER].vertex,
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shaders[COMPOSITE_SHADER].fragment
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) {
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@@ -8,6 +8,7 @@ using namespace mbgl;
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DotShader::DotShader()
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: Shader(
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"dot",
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shaders[DOT_SHADER].vertex,
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shaders[DOT_SHADER].fragment
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) {
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@@ -8,6 +8,7 @@ using namespace mbgl;
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GaussianShader::GaussianShader()
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: Shader(
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"gaussian",
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shaders[GAUSSIAN_SHADER].vertex,
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shaders[GAUSSIAN_SHADER].fragment
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) {
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@@ -8,6 +8,7 @@ using namespace mbgl;
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IconShader::IconShader()
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: Shader(
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"icon",
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shaders[ICON_SHADER].vertex,
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shaders[ICON_SHADER].fragment
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) {
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@@ -8,6 +8,7 @@ using namespace mbgl;
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LineShader::LineShader()
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: Shader(
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"line",
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shaders[LINE_SHADER].vertex,
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shaders[LINE_SHADER].fragment
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) {
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@@ -8,6 +8,7 @@ using namespace mbgl;
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LinejoinShader::LinejoinShader()
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: Shader(
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"linejoin",
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shaders[LINEJOIN_SHADER].vertex,
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shaders[LINEJOIN_SHADER].fragment
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) {
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@@ -8,6 +8,7 @@ using namespace mbgl;
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OutlineShader::OutlineShader()
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: Shader(
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"outline",
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shaders[OUTLINE_SHADER].vertex,
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shaders[OUTLINE_SHADER].fragment
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) {
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@@ -8,6 +8,7 @@ using namespace mbgl;
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PatternShader::PatternShader()
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: Shader(
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"pattern",
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shaders[PATTERN_SHADER].vertex,
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shaders[PATTERN_SHADER].fragment
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) {
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@@ -8,6 +8,7 @@ using namespace mbgl;
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PlainShader::PlainShader()
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: Shader(
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"plain",
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shaders[PLAIN_SHADER].vertex,
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shaders[PLAIN_SHADER].fragment
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) {
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@@ -8,6 +8,7 @@ using namespace mbgl;
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RasterShader::RasterShader()
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: Shader(
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"raster",
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shaders[RASTER_SHADER].vertex,
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shaders[RASTER_SHADER].fragment
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) {
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@@ -8,8 +8,9 @@
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using namespace mbgl;
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Shader::Shader(const GLchar *vertSource, const GLchar *fragSource)
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: valid(false),
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Shader::Shader(const char *name, const GLchar *vertSource, const GLchar *fragSource)
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: name(name),
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valid(false),
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program(0) {
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util::timer timer("shader compilation", Event::Shader);
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@@ -8,6 +8,7 @@ using namespace mbgl;
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TextShader::TextShader()
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: Shader(
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"text",
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shaders[TEXT_SHADER].vertex,
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shaders[TEXT_SHADER].fragment
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) {
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