51 lines
1.5 KiB
C++
51 lines
1.5 KiB
C++
#include <mbgl/gl/gl_object_store.hpp>
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#include <mbgl/util/thread.hpp>
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#include <mbgl/geometry/vao.hpp>
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#include <mbgl/gl/gl.hpp>
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#include <cassert>
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namespace mbgl {
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namespace gl {
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void GLObjectStore::abandonVAO(GLuint vao) {
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assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
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abandonedVAOs.emplace_back(vao);
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}
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void GLObjectStore::abandonBuffer(GLuint buffer) {
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assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
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abandonedBuffers.emplace_back(buffer);
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}
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void GLObjectStore::abandonTexture(GLuint texture) {
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assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
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abandonedTextures.emplace_back(texture);
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}
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void GLObjectStore::performCleanup() {
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assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
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if (!abandonedVAOs.empty()) {
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MBGL_CHECK_ERROR(VertexArrayObject::Delete(static_cast<GLsizei>(abandonedVAOs.size()),
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abandonedVAOs.data()));
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abandonedVAOs.clear();
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}
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if (!abandonedTextures.empty()) {
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MBGL_CHECK_ERROR(glDeleteTextures(static_cast<GLsizei>(abandonedTextures.size()),
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abandonedTextures.data()));
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abandonedTextures.clear();
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}
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if (!abandonedBuffers.empty()) {
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MBGL_CHECK_ERROR(glDeleteBuffers(static_cast<GLsizei>(abandonedBuffers.size()),
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abandonedBuffers.data()));
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abandonedBuffers.clear();
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}
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}
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} // namespace gl
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} // namespace mbgl
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