[core] Improve attribute binding API

This commit is contained in:
John Firebaugh
2016-10-02 17:43:51 -07:00
parent b9b8657d43
commit e4310aa874
45 changed files with 264 additions and 241 deletions

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@@ -56,6 +56,7 @@ set(MBGL_CORE_FILES
# gl
include/mbgl/gl/gl.hpp
src/mbgl/gl/attribute.hpp
src/mbgl/gl/context.cpp
src/mbgl/gl/context.hpp
src/mbgl/gl/debugging.cpp

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@@ -1,9 +1,6 @@
#pragma once
#include <mbgl/gl/types.hpp>
#include <stdexcept>
#include <type_traits>
#include <limits>
#if __APPLE__
@@ -46,34 +43,5 @@ void checkError(const char *cmd, const char *file, int line);
#define MBGL_CHECK_ERROR(cmd) (cmd)
#endif
template <typename T> struct AttributeType;
template <> struct AttributeType<int8_t> : std::integral_constant<GLenum, GL_BYTE> {};
template <> struct AttributeType<uint8_t> : std::integral_constant<GLenum, GL_UNSIGNED_BYTE> {};
template <> struct AttributeType<int16_t> : std::integral_constant<GLenum, GL_SHORT> {};
template <> struct AttributeType<uint16_t> : std::integral_constant<GLenum, GL_UNSIGNED_SHORT> {};
template <> struct AttributeType<int32_t> : std::integral_constant<GLenum, GL_INT> {};
template <> struct AttributeType<uint32_t> : std::integral_constant<GLenum, GL_UNSIGNED_INT> {};
template <> struct AttributeType<float> : std::integral_constant<GLenum, GL_FLOAT> {};
template <std::size_t memberOffset, class V, class E, std::size_t N>
void bindVertexAttribute(AttributeLocation location, const E (V::*)[N], const int8_t* offset) {
static_assert(std::is_standard_layout<V>::value, "vertex type must use standard layout");
static_assert(memberOffset % 4 == 0, "vertex attribute must be optimally aligned");
static_assert(1 <= N && N <= 4, "count must be 1, 2, 3, or 4");
static_assert(sizeof(V) <= std::numeric_limits<GLsizei>::max(), "vertex type is too big");
MBGL_CHECK_ERROR(glEnableVertexAttribArray(location));
MBGL_CHECK_ERROR(glVertexAttribPointer(location,
static_cast<GLint>(N),
AttributeType<E>::value,
false,
static_cast<GLsizei>(sizeof(V)),
offset + memberOffset));
}
// This has to be a macro because it uses the offsetof macro, which is the only legal way to get a member offset.
#define MBGL_BIND_VERTEX_ATTRIBUTE(VertexType, member, offset) \
::mbgl::gl::bindVertexAttribute<offsetof(VertexType, member)>(gl::Shader::member, &VertexType::member, offset)
} // namespace gl
} // namespace mbgl

50
src/mbgl/gl/attribute.hpp Normal file
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@@ -0,0 +1,50 @@
#pragma once
#include <mbgl/gl/types.hpp>
#include <mbgl/gl/shader.hpp>
#include <cstddef>
#include <limits>
#include <vector>
namespace mbgl {
namespace gl {
template <typename T, std::size_t N>
class Attribute {
public:
Attribute(const char* name, const Shader& shader)
: location(shader.getAttributeLocation(name)) {}
AttributeLocation location;
};
class AttributeBinding {
public:
template <class Vertex, class T, std::size_t N, std::size_t O>
AttributeBinding(const T (Vertex::*)[N], const Attribute<T, N>& attribute, std::integral_constant<std::size_t, O>)
: location(attribute.location),
type(DataTypeOf<T>::value),
count(N),
offset(O) {
static_assert(std::is_standard_layout<Vertex>::value, "vertex type must use standard layout");
static_assert(O % 4 == 0, "vertex attribute must be optimally aligned");
static_assert(1 <= N && N <= 4, "count must be 1, 2, 3, or 4");
static_assert(sizeof(Vertex) <= std::numeric_limits<int32_t>::max(), "vertex type is too big");
}
AttributeLocation location;
DataType type;
uint8_t count;
std::size_t offset;
};
#define MBGL_MAKE_ATTRIBUTE_BINDING(Vertex, shader, name) \
::mbgl::gl::AttributeBinding(&Vertex::name, \
shader.name, \
std::integral_constant<std::size_t, offsetof(Vertex, name)>())
template <class Shader, class Vertex> struct AttributeBindings;
} // namespace gl
} // namespace mbgl

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@@ -109,6 +109,16 @@ UniqueBuffer Context::createIndexBuffer(const void* data, std::size_t size) {
return result;
}
void Context::bindAttribute(const AttributeBinding& binding, std::size_t stride, const int8_t* offset) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(binding.location));
MBGL_CHECK_ERROR(glVertexAttribPointer(binding.location,
binding.count,
static_cast<GLenum>(binding.type),
false,
static_cast<GLsizei>(stride),
offset + binding.offset));
}
UniqueTexture Context::createTexture() {
if (pooledTextures.empty()) {
pooledTextures.resize(TextureMax);

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@@ -6,6 +6,7 @@
#include <mbgl/gl/texture.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <memory>
@@ -60,6 +61,14 @@ public:
TextureFilter = TextureFilter::Nearest,
TextureMipMap = TextureMipMap::No);
template <class Shader, class Vertex>
void bindAttributes(const Shader& shader, const VertexBuffer<Vertex>&, const int8_t* offset) {
static_assert(std::is_same<typename Shader::VertexType, Vertex>::value, "vertex type mismatch");
for (const auto& binding : AttributeBindings<Shader, Vertex>()(shader)) {
bindAttribute(binding, sizeof(Vertex), offset);
}
}
// Actually remove the objects we marked as abandoned with the above methods.
// Only call this while the OpenGL context is exclusive to this thread.
void performCleanup();
@@ -115,6 +124,7 @@ private:
UniqueBuffer createVertexBuffer(const void* data, std::size_t size);
UniqueBuffer createIndexBuffer(const void* data, std::size_t size);
UniqueTexture createTexture(uint16_t width, uint16_t height, const void* data, TextureUnit);
void bindAttribute(const AttributeBinding&, std::size_t stride, const int8_t* offset);
friend detail::ProgramDeleter;
friend detail::ShaderDeleter;

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@@ -48,13 +48,6 @@ Shader::Shader(const char* name_,
MBGL_CHECK_ERROR(glAttachShader(program.get(), vertexShader.get()));
MBGL_CHECK_ERROR(glAttachShader(program.get(), fragmentShader.get()));
// Bind attribute variables
MBGL_CHECK_ERROR(glBindAttribLocation(program.get(), a_pos, "a_pos"));
MBGL_CHECK_ERROR(glBindAttribLocation(program.get(), a_extrude, "a_extrude"));
MBGL_CHECK_ERROR(glBindAttribLocation(program.get(), a_offset, "a_offset"));
MBGL_CHECK_ERROR(glBindAttribLocation(program.get(), a_data, "a_data"));
MBGL_CHECK_ERROR(glBindAttribLocation(program.get(), a_texture_pos, "a_texture_pos"));
// Link program
GLint status;
MBGL_CHECK_ERROR(glLinkProgram(program.get()));
@@ -112,5 +105,9 @@ UniformLocation Shader::getUniformLocation(const char* uniform) const {
return MBGL_CHECK_ERROR(glGetUniformLocation(program.get(), uniform));
}
AttributeLocation Shader::getAttributeLocation(const char* attribute) const {
return MBGL_CHECK_ERROR(glGetAttribLocation(program.get(), attribute));
}
} // namespace gl
} // namespace mbgl

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@@ -18,6 +18,7 @@ public:
return program.get();
}
AttributeLocation getAttributeLocation(const char* uniform) const;
UniformLocation getUniformLocation(const char* uniform) const;
enum Defines : bool {
@@ -32,13 +33,6 @@ protected:
Context&,
Defines defines = Defines::None);
public:
static constexpr AttributeLocation a_pos = 0;
static constexpr AttributeLocation a_extrude = 1;
static constexpr AttributeLocation a_offset = 2;
static constexpr AttributeLocation a_data = 3;
static constexpr AttributeLocation a_texture_pos = 4;
private:
bool compileShader(UniqueShader&, const char *source);

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@@ -1,6 +1,7 @@
#pragma once
#include <cstdint>
#include <type_traits>
namespace mbgl {
namespace gl {
@@ -22,6 +23,26 @@ using DepthValue = double;
using StencilValue = int32_t;
using StencilMaskValue = uint32_t;
enum class DataType : uint32_t {
Byte = 0x1400,
UnsignedByte = 0x1401,
Short = 0x1402,
UnsignedShort = 0x1403,
Integer = 0x1404,
UnsignedInteger = 0x1405,
Float = 0x1406
};
template <typename T> struct DataTypeOf;
template <> struct DataTypeOf<int8_t> : std::integral_constant<DataType, DataType::Byte> {};
template <> struct DataTypeOf<uint8_t> : std::integral_constant<DataType, DataType::UnsignedByte> {};
template <> struct DataTypeOf<int16_t> : std::integral_constant<DataType, DataType::Short> {};
template <> struct DataTypeOf<uint16_t> : std::integral_constant<DataType, DataType::UnsignedShort> {};
template <> struct DataTypeOf<int32_t> : std::integral_constant<DataType, DataType::Integer> {};
template <> struct DataTypeOf<uint32_t> : std::integral_constant<DataType, DataType::UnsignedInteger> {};
template <> struct DataTypeOf<float> : std::integral_constant<DataType, DataType::Float> {};
enum class BufferType : uint32_t {
Vertex = 0x8892,
Element = 0x8893

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@@ -24,7 +24,7 @@ public:
bindVertexArrayObject(context);
if (bound_shader == 0) {
context.vertexBuffer = vertexBuffer.buffer;
shader.bind(vertexBuffer, offset);
context.bindAttributes(shader, vertexBuffer, offset);
if (vertexArray) {
storeBinding(shader, vertexBuffer.buffer, 0, offset);
}
@@ -43,7 +43,7 @@ public:
if (bound_shader == 0) {
context.vertexBuffer = vertexBuffer.buffer;
context.elementBuffer = indexBuffer.buffer;
shader.bind(vertexBuffer, offset);
context.bindAttributes(shader, vertexBuffer, offset);
if (vertexArray) {
storeBinding(shader, vertexBuffer.buffer, indexBuffer.buffer, offset);
}

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@@ -12,9 +12,4 @@ CircleShader::CircleShader(gl::Context& context, Defines defines)
context, defines) {
}
void CircleShader::bind(const gl::VertexBuffer<CircleVertex>&,
const int8_t* offset) {
CircleVertex::bind(offset);
}
} // namespace mbgl

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@@ -1,23 +1,21 @@
#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
namespace mbgl {
namespace gl {
template <class> class VertexBuffer;
} // namespace gl
class CircleVertex;
class CircleShader : public gl::Shader {
public:
CircleShader(gl::Context&, Defines defines = None);
void bind(const gl::VertexBuffer<CircleVertex>&,
const int8_t* offset);
using VertexType = CircleVertex;
gl::Attribute<int16_t, 2> a_pos = {"a_pos", *this};
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<std::array<float, 2>> u_extrude_scale = {"u_extrude_scale", *this};

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@@ -1,13 +1,7 @@
#include <mbgl/shader/circle_vertex.hpp>
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/gl.hpp>
namespace mbgl {
void CircleVertex::bind(const int8_t* offset) {
static_assert(sizeof(CircleVertex) == 4, "expected CircleVertex size");
MBGL_BIND_VERTEX_ATTRIBUTE(CircleVertex, a_pos, offset);
}
static_assert(sizeof(CircleVertex) == 4, "expected CircleVertex size");
} // namespace mbgl

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@@ -1,5 +1,8 @@
#pragma once
#include <mbgl/gl/attribute.hpp>
#include <array>
#include <cstdint>
namespace mbgl {
@@ -19,8 +22,18 @@ public:
} {}
const int16_t a_pos[2];
static void bind(const int8_t* offset);
};
namespace gl {
template <class Shader>
struct AttributeBindings<Shader, CircleVertex> {
std::array<AttributeBinding, 1> operator()(const Shader& shader) {
return {{
MBGL_MAKE_ATTRIBUTE_BINDING(CircleVertex, shader, a_pos)
}};
};
};
} // namespace gl
} // namespace mbgl

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@@ -12,9 +12,4 @@ CollisionBoxShader::CollisionBoxShader(gl::Context& context)
context) {
}
void CollisionBoxShader::bind(const gl::VertexBuffer<CollisionBoxVertex>&,
const int8_t* offset) {
CollisionBoxVertex::bind(offset);
}
} // namespace mbgl

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@@ -1,22 +1,22 @@
#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
namespace mbgl {
namespace gl {
template <class> class VertexBuffer;
} // namespace gl
class CollisionBoxVertex;
class CollisionBoxShader : public gl::Shader {
public:
CollisionBoxShader(gl::Context&);
void bind(const gl::VertexBuffer<CollisionBoxVertex>&,
const int8_t* offset);
using VertexType = CollisionBoxVertex;
gl::Attribute<int16_t, 2> a_pos = {"a_pos", *this};
gl::Attribute<int16_t, 2> a_extrude = {"a_extrude", *this};
gl::Attribute<uint8_t, 2> a_data = {"a_data", *this};
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<float> u_scale = {"u_scale", *this};

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@@ -1,15 +1,7 @@
#include <mbgl/shader/collision_box_vertex.hpp>
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/gl.hpp>
namespace mbgl {
void CollisionBoxVertex::bind(const int8_t* offset) {
static_assert(sizeof(CollisionBoxVertex) == 10, "expected CollisionBoxVertex size");
MBGL_BIND_VERTEX_ATTRIBUTE(CollisionBoxVertex, a_pos, offset);
MBGL_BIND_VERTEX_ATTRIBUTE(CollisionBoxVertex, a_extrude, offset);
MBGL_BIND_VERTEX_ATTRIBUTE(CollisionBoxVertex, a_data, offset);
}
static_assert(sizeof(CollisionBoxVertex) == 10, "expected CollisionBoxVertex size");
} // namespace mbgl

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@@ -1,5 +1,8 @@
#pragma once
#include <mbgl/gl/attribute.hpp>
#include <array>
#include <cstdint>
#include <cmath>
@@ -21,8 +24,20 @@ public:
const int16_t a_pos[2];
const int16_t a_extrude[2];
const uint8_t a_data[2];
static void bind(const int8_t* offset);
};
namespace gl {
template <class Shader>
struct AttributeBindings<Shader, CollisionBoxVertex> {
std::array<AttributeBinding, 3> operator()(const Shader& shader) {
return {{
MBGL_MAKE_ATTRIBUTE_BINDING(CollisionBoxVertex, shader, a_pos),
MBGL_MAKE_ATTRIBUTE_BINDING(CollisionBoxVertex, shader, a_extrude),
MBGL_MAKE_ATTRIBUTE_BINDING(CollisionBoxVertex, shader, a_data)
}};
};
};
} // namespace gl
} // namespace mbgl

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@@ -12,9 +12,4 @@ IconShader::IconShader(gl::Context& context, Defines defines)
context, defines) {
}
void IconShader::bind(const gl::VertexBuffer<TextureRectVertex>&,
const int8_t* offset) {
TextureRectVertex::bind(offset);
}
} // namespace mbgl

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@@ -1,22 +1,23 @@
#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
namespace mbgl {
namespace gl {
template <class> class VertexBuffer;
} // namespace gl
class TextureRectVertex;
class IconShader : public gl::Shader {
public:
IconShader(gl::Context&, Defines defines = None);
void bind(const gl::VertexBuffer<TextureRectVertex>&,
const int8_t* offset);
using VertexType = TextureRectVertex;
gl::Attribute<int16_t, 2> a_pos = { "a_pos", *this };
gl::Attribute<int16_t, 2> a_offset = { "a_offset", *this };
gl::Attribute<uint16_t, 2> a_texture_pos = { "a_texture_pos", *this };
gl::Attribute<uint8_t, 4> a_data = { "a_data", *this };
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<std::array<float, 2>> u_extrude_scale = {"u_extrude_scale", *this};

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@@ -12,9 +12,4 @@ LineShader::LineShader(gl::Context& context, Defines defines)
context, defines) {
}
void LineShader::bind(const gl::VertexBuffer<LineVertex>&,
const int8_t* offset) {
LineVertex::bind(offset);
}
} // namespace mbgl

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@@ -1,23 +1,22 @@
#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
namespace mbgl {
namespace gl {
template <class> class VertexBuffer;
} // namespace gl
class LineVertex;
class LineShader : public gl::Shader {
public:
LineShader(gl::Context&, Defines defines = None);
void bind(const gl::VertexBuffer<LineVertex>&,
const int8_t* offset);
using VertexType = LineVertex;
gl::Attribute<int16_t, 2> a_pos = { "a_pos", *this };
gl::Attribute<uint8_t, 4> a_data = { "a_data", *this };
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<Color> u_color = {"u_color", *this};

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@@ -1,14 +1,7 @@
#include <mbgl/shader/line_vertex.hpp>
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/gl.hpp>
namespace mbgl {
void LineVertex::bind(const int8_t* offset) {
static_assert(sizeof(LineVertex) == 8, "expected LineVertex size");
MBGL_BIND_VERTEX_ATTRIBUTE(LineVertex, a_pos, offset);
MBGL_BIND_VERTEX_ATTRIBUTE(LineVertex, a_data, offset);
}
static_assert(sizeof(LineVertex) == 8, "expected LineVertex size");
} // namespace mbgl

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@@ -1,5 +1,8 @@
#pragma once
#include <mbgl/gl/attribute.hpp>
#include <array>
#include <cstdint>
#include <cmath>
@@ -51,8 +54,19 @@ public:
* the acute/bevelled line join.
*/
static const int8_t extrudeScale = 63;
static void bind(const int8_t* offset);
};
namespace gl {
template <class Shader>
struct AttributeBindings<Shader, LineVertex> {
std::array<AttributeBinding, 2> operator()(const Shader& shader) {
return {{
MBGL_MAKE_ATTRIBUTE_BINDING(LineVertex, shader, a_pos),
MBGL_MAKE_ATTRIBUTE_BINDING(LineVertex, shader, a_data)
}};
};
};
} // namespace gl
} // namespace mbgl

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@@ -12,9 +12,4 @@ LinepatternShader::LinepatternShader(gl::Context& context, Defines defines)
context, defines) {
}
void LinepatternShader::bind(const gl::VertexBuffer<LineVertex>&,
const int8_t* offset) {
LineVertex::bind(offset);
}
} // namespace mbgl

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@@ -2,21 +2,20 @@
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/gl/attribute.hpp>
namespace mbgl {
namespace gl {
template <class> class VertexBuffer;
} // namespace gl
class LineVertex;
class LinepatternShader : public gl::Shader {
public:
LinepatternShader(gl::Context&, Defines defines = None);
void bind(const gl::VertexBuffer<LineVertex>&,
const int8_t* offset);
using VertexType = LineVertex;
gl::Attribute<int16_t, 2> a_pos = { "a_pos", *this };
gl::Attribute<uint8_t, 4> a_data = { "a_data", *this };
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<float> u_linewidth = {"u_linewidth", *this};

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@@ -12,9 +12,4 @@ LineSDFShader::LineSDFShader(gl::Context& context, Defines defines)
context, defines) {
}
void LineSDFShader::bind(const gl::VertexBuffer<LineVertex>&,
const int8_t* offset) {
LineVertex::bind(offset);
}
} // namespace mbgl

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@@ -1,23 +1,22 @@
#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
namespace mbgl {
namespace gl {
template <class> class VertexBuffer;
} // namespace gl
class LineVertex;
class LineSDFShader : public gl::Shader {
public:
LineSDFShader(gl::Context&, Defines defines = None);
void bind(const gl::VertexBuffer<LineVertex>&,
const int8_t* offset);
using VertexType = LineVertex;
gl::Attribute<int16_t, 2> a_pos = { "a_pos", *this };
gl::Attribute<uint8_t, 4> a_data = { "a_data", *this };
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<Color> u_color = {"u_color", *this};

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@@ -12,9 +12,4 @@ OutlineShader::OutlineShader(gl::Context& context, Defines defines)
context, defines) {
}
void OutlineShader::bind(const gl::VertexBuffer<PlainVertex>&,
const int8_t* offset) {
PlainVertex::bind(offset);
}
} // namespace mbgl

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@@ -1,23 +1,21 @@
#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
namespace mbgl {
namespace gl {
template <class> class VertexBuffer;
} // namespace gl
class PlainVertex;
class OutlineShader : public gl::Shader {
public:
OutlineShader(gl::Context&, Defines defines = None);
void bind(const gl::VertexBuffer<PlainVertex>&,
const int8_t* offset);
using VertexType = PlainVertex;
gl::Attribute<int16_t, 2> a_pos = {"a_pos", *this};
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<Color> u_outline_color = {"u_outline_color", *this};

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@@ -12,9 +12,4 @@ OutlinePatternShader::OutlinePatternShader(gl::Context& context, Defines defines
context, defines) {
}
void OutlinePatternShader::bind(const gl::VertexBuffer<PlainVertex>&,
const int8_t* offset) {
PlainVertex::bind(offset);
}
} // namespace mbgl

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@@ -1,22 +1,20 @@
#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
namespace mbgl {
namespace gl {
template <class> class VertexBuffer;
} // namespace gl
class PlainVertex;
class OutlinePatternShader : public gl::Shader {
public:
OutlinePatternShader(gl::Context&, Defines defines = None);
void bind(const gl::VertexBuffer<PlainVertex>&,
const int8_t* offset);
using VertexType = PlainVertex;
gl::Attribute<int16_t, 2> a_pos = {"a_pos", *this};
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<std::array<float, 2>> u_pattern_tl_a = {"u_pattern_tl_a", *this};

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@@ -12,9 +12,4 @@ PatternShader::PatternShader(gl::Context& context, Defines defines)
context, defines) {
}
void PatternShader::bind(const gl::VertexBuffer<PlainVertex>&,
const int8_t* offset) {
PlainVertex::bind(offset);
}
} // namespace mbgl

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@@ -1,22 +1,20 @@
#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
namespace mbgl {
namespace gl {
template <class> class VertexBuffer;
} // namespace gl
class PlainVertex;
class PatternShader : public gl::Shader {
public:
PatternShader(gl::Context&, Defines defines = None);
void bind(const gl::VertexBuffer<PlainVertex>&,
const int8_t* offset);
using VertexType = PlainVertex;
gl::Attribute<int16_t, 2> a_pos = {"a_pos", *this};
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<std::array<float, 2>> u_pattern_tl_a = {"u_pattern_tl_a", *this};

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@@ -12,9 +12,4 @@ PlainShader::PlainShader(gl::Context& context, Defines defines)
context, defines) {
}
void PlainShader::bind(const gl::VertexBuffer<PlainVertex>&,
const int8_t* offset) {
PlainVertex::bind(offset);
}
} // namespace mbgl

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@@ -1,23 +1,21 @@
#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
namespace mbgl {
namespace gl {
template <class> class VertexBuffer;
} // namespace gl
class PlainVertex;
class PlainShader : public gl::Shader {
public:
PlainShader(gl::Context&, Defines defines = None);
void bind(const gl::VertexBuffer<PlainVertex>&,
const int8_t* offset);
using VertexType = PlainVertex;
gl::Attribute<int16_t, 2> a_pos = {"a_pos", *this};
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<Color> u_color = {"u_color", *this};

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@@ -1,13 +1,7 @@
#include <mbgl/shader/plain_vertex.hpp>
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/gl.hpp>
namespace mbgl {
void PlainVertex::bind(const int8_t* offset) {
static_assert(sizeof(PlainVertex) == 4, "expected PlainVertex size");
MBGL_BIND_VERTEX_ATTRIBUTE(PlainVertex, a_pos, offset);
}
static_assert(sizeof(PlainVertex) == 4, "expected PlainVertex size");
} // namespace mbgl

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@@ -1,5 +1,8 @@
#pragma once
#include <mbgl/gl/attribute.hpp>
#include <array>
#include <cstdint>
namespace mbgl {
@@ -10,8 +13,18 @@ public:
: a_pos { x, y } {}
const int16_t a_pos[2];
static void bind(const int8_t* offset);
};
namespace gl {
template <class Shader>
struct AttributeBindings<Shader, PlainVertex> {
std::array<AttributeBinding, 1> operator()(const Shader& shader) {
return {{
MBGL_MAKE_ATTRIBUTE_BINDING(PlainVertex, shader, a_pos)
}};
};
};
} // namespace gl
} // namespace mbgl

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@@ -12,9 +12,4 @@ RasterShader::RasterShader(gl::Context& context, Defines defines)
context, defines) {
}
void RasterShader::bind(const gl::VertexBuffer<RasterVertex>&,
const int8_t* offset) {
RasterVertex::bind(offset);
}
} // namespace mbgl

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@@ -1,22 +1,21 @@
#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
namespace mbgl {
namespace gl {
template <class> class VertexBuffer;
} // namespace gl
class RasterVertex;
class RasterShader : public gl::Shader {
public:
RasterShader(gl::Context&, Defines defines = None);
void bind(const gl::VertexBuffer<RasterVertex>&,
const int8_t* offset);
using VertexType = RasterVertex;
gl::Attribute<int16_t, 2> a_pos = { "a_pos", *this };
gl::Attribute<uint16_t, 2> a_texture_pos = { "a_texture_pos", *this };
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<int32_t> u_image0 = {"u_image0", *this};

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@@ -1,14 +1,7 @@
#include <mbgl/shader/raster_vertex.hpp>
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/gl.hpp>
namespace mbgl {
void RasterVertex::bind(const int8_t* offset) {
static_assert(sizeof(RasterVertex) == 8, "expected RasterVertex size");
MBGL_BIND_VERTEX_ATTRIBUTE(RasterVertex, a_pos, offset);
MBGL_BIND_VERTEX_ATTRIBUTE(RasterVertex, a_texture_pos, offset);
}
static_assert(sizeof(RasterVertex) == 8, "expected RasterVertex size");
} // namespace mbgl

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@@ -1,12 +1,15 @@
#pragma once
#include <mbgl/gl/attribute.hpp>
#include <array>
#include <cstdint>
namespace mbgl {
class RasterVertex {
public:
RasterVertex(int16_t x, int16_t y, int16_t tx, int16_t ty)
RasterVertex(int16_t x, int16_t y, uint16_t tx, uint16_t ty)
: a_pos {
x,
y
@@ -17,9 +20,20 @@ public:
} {}
const int16_t a_pos[2];
const int16_t a_texture_pos[2];
static void bind(const int8_t* offset);
const uint16_t a_texture_pos[2];
};
namespace gl {
template <class Shader>
struct AttributeBindings<Shader, RasterVertex> {
std::array<AttributeBinding, 2> operator()(const Shader& shader) {
return {{
MBGL_MAKE_ATTRIBUTE_BINDING(RasterVertex, shader, a_pos),
MBGL_MAKE_ATTRIBUTE_BINDING(RasterVertex, shader, a_texture_pos)
}};
};
};
} // namespace gl
} // namespace mbgl

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@@ -12,9 +12,4 @@ SDFShader::SDFShader(gl::Context& context, Defines defines)
context, defines) {
}
void SDFShader::bind(const gl::VertexBuffer<TextureRectVertex>&,
const int8_t* offset) {
TextureRectVertex::bind(offset);
}
} // namespace mbgl

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@@ -1,23 +1,24 @@
#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
namespace mbgl {
namespace gl {
template <class> class VertexBuffer;
} // namespace gl
class TextureRectVertex;
class SDFShader : public gl::Shader {
public:
SDFShader(gl::Context&, Defines defines = None);
void bind(const gl::VertexBuffer<TextureRectVertex>&,
const int8_t* offset);
using VertexType = TextureRectVertex;
gl::Attribute<int16_t, 2> a_pos = { "a_pos", *this };
gl::Attribute<int16_t, 2> a_offset = { "a_offset", *this };
gl::Attribute<uint16_t, 2> a_texture_pos = { "a_texture_pos", *this };
gl::Attribute<uint8_t, 4> a_data = { "a_data", *this };
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<std::array<float, 2>> u_extrude_scale = {"u_extrude_scale", *this};

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@@ -4,13 +4,6 @@
namespace mbgl {
void TextureRectVertex::bind(const int8_t* offset) {
static_assert(sizeof(TextureRectVertex) == 16, "expected TextureRectVertex size");
MBGL_BIND_VERTEX_ATTRIBUTE(TextureRectVertex, a_pos, offset);
MBGL_BIND_VERTEX_ATTRIBUTE(TextureRectVertex, a_offset, offset);
MBGL_BIND_VERTEX_ATTRIBUTE(TextureRectVertex, a_texture_pos, offset);
MBGL_BIND_VERTEX_ATTRIBUTE(TextureRectVertex, a_data, offset);
}
static_assert(sizeof(TextureRectVertex) == 16, "expected TextureRectVertex size");
} // namespace mbgl

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@@ -1,5 +1,8 @@
#pragma once
#include <mbgl/gl/attribute.hpp>
#include <array>
#include <cstdint>
#include <cmath>
@@ -32,8 +35,21 @@ public:
const int16_t a_offset[2];
const uint16_t a_texture_pos[2];
const uint8_t a_data[4];
static void bind(const int8_t* offset);
};
namespace gl {
template <class Shader>
struct AttributeBindings<Shader, TextureRectVertex> {
std::array<AttributeBinding, 4> operator()(const Shader& shader) {
return {{
MBGL_MAKE_ATTRIBUTE_BINDING(TextureRectVertex, shader, a_pos),
MBGL_MAKE_ATTRIBUTE_BINDING(TextureRectVertex, shader, a_offset),
MBGL_MAKE_ATTRIBUTE_BINDING(TextureRectVertex, shader, a_texture_pos),
MBGL_MAKE_ATTRIBUTE_BINDING(TextureRectVertex, shader, a_data)
}};
};
};
} // namespace gl
} // namespace mbgl