[core] rename gl::Config to gl::Context
This commit is contained in:
committed by
John Firebaugh
parent
21386b3146
commit
ce42d22984
@@ -26,7 +26,7 @@ void Painter::renderTileDebug(const RenderTile& tile) {
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void Painter::renderDebugText(Tile& tile, const mat4 &matrix) {
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MBGL_DEBUG_GROUP("debug text");
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config.depthTest = GL_FALSE;
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context.depthTest = GL_FALSE;
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if (!tile.debugBucket || tile.debugBucket->renderable != tile.isRenderable() ||
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tile.debugBucket->complete != tile.isComplete() ||
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@@ -39,28 +39,28 @@ void Painter::renderDebugText(Tile& tile, const mat4 &matrix) {
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}
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auto& plainShader = shaders->plain;
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config.program = plainShader.getID();
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context.program = plainShader.getID();
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plainShader.u_matrix = matrix;
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plainShader.u_opacity = 1.0f;
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// Draw white outline
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plainShader.u_color = Color::white();
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config.lineWidth = 4.0f * frame.pixelRatio;
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tile.debugBucket->drawLines(plainShader, store, config);
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context.lineWidth = 4.0f * frame.pixelRatio;
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tile.debugBucket->drawLines(plainShader, store, context);
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#ifndef GL_ES_VERSION_2_0
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// Draw line "end caps"
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MBGL_CHECK_ERROR(glPointSize(2));
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tile.debugBucket->drawPoints(plainShader, store, config);
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tile.debugBucket->drawPoints(plainShader, store, context);
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#endif
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// Draw black text.
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plainShader.u_color = Color::black();
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config.lineWidth = 2.0f * frame.pixelRatio;
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tile.debugBucket->drawLines(plainShader, store, config);
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context.lineWidth = 2.0f * frame.pixelRatio;
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tile.debugBucket->drawLines(plainShader, store, context);
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config.depthFunc.reset();
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config.depthTest = GL_TRUE;
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context.depthFunc.reset();
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context.depthTest = GL_TRUE;
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}
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void Painter::renderDebugFrame(const mat4 &matrix) {
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@@ -69,32 +69,32 @@ void Painter::renderDebugFrame(const mat4 &matrix) {
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// Disable depth test and don't count this towards the depth buffer,
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// but *don't* disable stencil test, as we want to clip the red tile border
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// to the tile viewport.
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config.depthTest = GL_FALSE;
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config.stencilOp.reset();
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config.stencilTest = GL_TRUE;
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context.depthTest = GL_FALSE;
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context.stencilOp.reset();
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context.stencilTest = GL_TRUE;
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auto& plainShader = shaders->plain;
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config.program = plainShader.getID();
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context.program = plainShader.getID();
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plainShader.u_matrix = matrix;
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plainShader.u_opacity = 1.0f;
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// draw tile outline
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tileBorderArray.bind(plainShader, tileBorderBuffer, BUFFER_OFFSET_0, store, config);
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tileBorderArray.bind(plainShader, tileBorderBuffer, BUFFER_OFFSET_0, store, context);
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plainShader.u_color = { 1.0f, 0.0f, 0.0f, 1.0f };
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config.lineWidth = 4.0f * frame.pixelRatio;
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context.lineWidth = 4.0f * frame.pixelRatio;
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MBGL_CHECK_ERROR(glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index()));
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}
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#ifndef NDEBUG
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void Painter::renderClipMasks() {
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config.stencilTest = GL_FALSE;
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config.depthTest = GL_FALSE;
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config.program = 0;
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config.colorMask = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
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context.stencilTest = GL_FALSE;
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context.depthTest = GL_FALSE;
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context.program = 0;
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context.colorMask = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
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#ifndef GL_ES_VERSION_2_0
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config.pixelZoom = { 1, 1 };
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config.rasterPos = {{ -1, -1, 0, 0 }};
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context.pixelZoom = { 1, 1 };
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context.rasterPos = {{ -1, -1, 0, 0 }};
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// Read the stencil buffer
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const auto& fbSize = frame.framebufferSize;
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@@ -125,14 +125,14 @@ void Painter::renderClipMasks() {
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#ifndef NDEBUG
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void Painter::renderDepthBuffer() {
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config.stencilTest = GL_FALSE;
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config.depthTest = GL_FALSE;
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config.program = 0;
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config.colorMask = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
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context.stencilTest = GL_FALSE;
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context.depthTest = GL_FALSE;
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context.program = 0;
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context.colorMask = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
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#ifndef GL_ES_VERSION_2_0
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config.pixelZoom = { 1, 1 };
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config.rasterPos = {{ -1, -1, 0, 0 }};
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context.pixelZoom = { 1, 1 };
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context.rasterPos = {{ -1, -1, 0, 0 }};
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// Read the stencil buffer
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const auto& fbSize = frame.framebufferSize;
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