[core] Don't crash when attribute count is exceeded
This commit is contained in:
committed by
Lauren Budorick
parent
f6da3ba9be
commit
c3346f473a
@@ -1,14 +1,20 @@
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#include <mbgl/gl/attribute.hpp>
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#include <mbgl/gl/context.hpp>
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#include <mbgl/gl/gl.hpp>
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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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void bindAttributeLocation(Context& context, ProgramID id, AttributeLocation location, const char* name) {
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// We're using sequentially numberered attribute locations starting with 0. Therefore we can use
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// the location as a proxy for the number of attributes.
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if (location >= context.maximumVertexBindingCount) {
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// Don't bind the location on this hardware since it exceeds the limit (otherwise we'd get
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// an OpenGL error). This means we'll see rendering errors, and possibly slow rendering due
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// to unbound attributes.
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} else {
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MBGL_CHECK_ERROR(glBindAttribLocation(id, location, name));
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}
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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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