[core] Use init list for shader attributes

Shader parent object has been safely created, so it is safe to
initialize the *Shader attributes via initialization list.
This commit is contained in:
Bruno de Oliveira Abinader
2016-05-31 18:14:41 +03:00
parent 62b4dd554a
commit cbfc84aff4
6 changed files with 17 additions and 17 deletions

View File

@@ -8,9 +8,9 @@
using namespace mbgl;
CollisionBoxShader::CollisionBoxShader(gl::GLObjectStore& glObjectStore)
: Shader("collisionbox", shaders::collisionbox::vertex, shaders::collisionbox::fragment, glObjectStore) {
a_extrude = MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_extrude"));
a_data = MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data"));
: Shader("collisionbox", shaders::collisionbox::vertex, shaders::collisionbox::fragment, glObjectStore)
, a_extrude(MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_extrude")))
, a_data(MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data"))) {
}
void CollisionBoxShader::bind(GLbyte *offset) {

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@@ -8,10 +8,10 @@
using namespace mbgl;
IconShader::IconShader(gl::GLObjectStore& glObjectStore)
: Shader("icon", shaders::icon::vertex, shaders::icon::fragment, glObjectStore) {
a_offset = MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_offset"));
a_data1 = MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data1"));
a_data2 = MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data2"));
: Shader("icon", shaders::icon::vertex, shaders::icon::fragment, glObjectStore)
, a_offset(MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_offset")))
, a_data1(MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data1")))
, a_data2(MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data2"))) {
}
void IconShader::bind(GLbyte* offset) {

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@@ -8,8 +8,8 @@
using namespace mbgl;
LineShader::LineShader(gl::GLObjectStore& glObjectStore)
: Shader("line", shaders::line::vertex, shaders::line::fragment, glObjectStore) {
a_data = MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data"));
: Shader("line", shaders::line::vertex, shaders::line::fragment, glObjectStore)
, a_data(MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data"))) {
}
void LineShader::bind(GLbyte* offset) {

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@@ -8,8 +8,8 @@
using namespace mbgl;
LinepatternShader::LinepatternShader(gl::GLObjectStore& glObjectStore)
: Shader("linepattern", shaders::linepattern::vertex, shaders::linepattern::fragment, glObjectStore) {
a_data = MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data"));
: Shader("linepattern", shaders::linepattern::vertex, shaders::linepattern::fragment, glObjectStore)
, a_data(MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data"))) {
}
void LinepatternShader::bind(GLbyte* offset) {

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@@ -8,8 +8,8 @@
using namespace mbgl;
LineSDFShader::LineSDFShader(gl::GLObjectStore& glObjectStore)
: Shader("linesdfpattern", shaders::linesdfpattern::vertex, shaders::linesdfpattern::fragment, glObjectStore) {
a_data = MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data"));
: Shader("linesdfpattern", shaders::linesdfpattern::vertex, shaders::linesdfpattern::fragment, glObjectStore)
, a_data(MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data"))) {
}
void LineSDFShader::bind(GLbyte* offset) {

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@@ -8,10 +8,10 @@
using namespace mbgl;
SDFShader::SDFShader(gl::GLObjectStore& glObjectStore)
: Shader("sdf", shaders::sdf::vertex, shaders::sdf::fragment, glObjectStore) {
a_offset = MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_offset"));
a_data1 = MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data1"));
a_data2 = MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data2"));
: Shader("sdf", shaders::sdf::vertex, shaders::sdf::fragment, glObjectStore)
, a_offset(MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_offset")))
, a_data1(MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data1")))
, a_data2(MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data2"))) {
}
void SDFGlyphShader::bind(GLbyte* offset) {