refactor vao object to use acutal OpenGL IDs rather than object pointers
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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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