[core] rename gl::Config to gl::Context
This commit is contained in:
committed by
John Firebaugh
parent
21386b3146
commit
ce42d22984
@@ -1,6 +1,6 @@
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#include <mbgl/test/util.hpp>
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#include <mbgl/gl/gl_config.hpp>
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#include <mbgl/gl/context.hpp>
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#include <mbgl/platform/default/headless_view.hpp>
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#include <mbgl/util/offscreen_texture.hpp>
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@@ -67,7 +67,7 @@ struct Buffer {
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TEST(OffscreenTexture, RenderToTexture) {
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HeadlessView view(1.0f, 512, 256);
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view.activate();
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gl::Config config;
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gl::Context context;
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gl::ObjectStore store;
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@@ -108,18 +108,18 @@ void main() {
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// Make sure the texture gets destructed before we call store.reset();
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{
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// First, draw red to the bound FBO.
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config.clearColor = { 1, 0, 0, 1 };
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context.clearColor = { 1, 0, 0, 1 };
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MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT));
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// Then, create a texture, bind it, and render yellow to that texture. This should not
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// affect the originally bound FBO.
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OffscreenTexture texture;
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texture.bind(store, config, {{ 128, 128 }});
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texture.bind(store, context, {{ 128, 128 }});
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config.clearColor = { 0, 0, 0, 0 };
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context.clearColor = { 0, 0, 0, 0 };
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MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT));
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config.program = paintShader.program;
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context.program = paintShader.program;
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MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, triangleBuffer.buffer));
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MBGL_CHECK_ERROR(glEnableVertexAttribArray(paintShader.a_pos));
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MBGL_CHECK_ERROR(
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@@ -130,14 +130,14 @@ void main() {
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test::checkImage("test/fixtures/offscreen_texture/render-to-texture", image, 0, 0);
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// Now reset the FBO back to normal and retrieve the original (restored) framebuffer.
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config.resetState();
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context.resetState();
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image = view.readStillImage();
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test::checkImage("test/fixtures/offscreen_texture/render-to-fbo", image, 0, 0);
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// Now, composite the Framebuffer texture we've rendered to onto the main FBO.
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config.program = compositeShader.program;
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texture.getTexture().bind(store, config, 0, Raster::Scaling::Linear);
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context.program = compositeShader.program;
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texture.getTexture().bind(store, context, 0, Raster::Scaling::Linear);
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MBGL_CHECK_ERROR(glUniform1i(u_texture, 0));
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MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, viewportBuffer.buffer));
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MBGL_CHECK_ERROR(glEnableVertexAttribArray(compositeShader.a_pos));
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