96 lines
3.1 KiB
C++
96 lines
3.1 KiB
C++
#include <mbgl/geometry/vao.hpp>
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#include <mbgl/platform/log.hpp>
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#include <mbgl/util/gl_object_store.hpp>
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#include <mbgl/util/string.hpp>
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#include <mbgl/util/thread_context.hpp>
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namespace mbgl {
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static gl::ExtensionFunction<
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void (GLuint array)>
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BindVertexArray({
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{"GL_ARB_vertex_array_object", "glBindVertexArray"},
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{"GL_OES_vertex_array_object", "glBindVertexArrayOES"},
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{"GL_APPLE_vertex_array_object", "glBindVertexArrayAPPLE"}
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});
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static gl::ExtensionFunction<
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void (GLsizei n,
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const GLuint* arrays)>
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DeleteVertexArrays({
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{"GL_ARB_vertex_array_object", "glDeleteVertexArrays"},
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{"GL_OES_vertex_array_object", "glDeleteVertexArraysOES"},
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{"GL_APPLE_vertex_array_object", "glDeleteVertexArraysAPPLE"}
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});
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static gl::ExtensionFunction<
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void (GLsizei n,
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GLuint* arrays)>
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GenVertexArrays({
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{"GL_ARB_vertex_array_object", "glGenVertexArrays"},
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{"GL_OES_vertex_array_object", "glGenVertexArraysOES"},
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{"GL_APPLE_vertex_array_object", "glGenVertexArraysAPPLE"}
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});
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void VertexArrayObject::Unbind() {
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if (!BindVertexArray) return;
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MBGL_CHECK_ERROR(BindVertexArray(0));
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}
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void VertexArrayObject::Delete(GLsizei n, const GLuint* arrays) {
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MBGL_CHECK_ERROR(DeleteVertexArrays(n, arrays));
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}
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VertexArrayObject::VertexArrayObject() {
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}
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VertexArrayObject::~VertexArrayObject() {
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if (!DeleteVertexArrays) return;
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if (vao) {
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util::ThreadContext::getGLObjectStore()->abandonVAO(vao);
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}
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}
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void VertexArrayObject::bindVertexArrayObject() {
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if (!GenVertexArrays || !BindVertexArray) {
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static bool reported = false;
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if (!reported) {
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Log::Warning(Event::OpenGL, "Not using Vertex Array Objects");
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reported = true;
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}
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return;
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}
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if (!vao) {
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MBGL_CHECK_ERROR(GenVertexArrays(1, &vao));
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}
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MBGL_CHECK_ERROR(BindVertexArray(vao));
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}
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void VertexArrayObject::verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer,
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GLbyte *offset) {
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if (bound_shader != shader.getID()) {
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throw std::runtime_error(std::string("trying to rebind VAO to another shader from " +
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util::toString(bound_shader) + "(" + bound_shader_name + ") to " +
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util::toString(shader.getID()) + "(" + shader.name + ")" ));
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} else if (bound_offset != offset) {
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throw std::runtime_error("trying to bind VAO to another offset");
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} else if (bound_vertex_buffer != vertexBuffer) {
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throw std::runtime_error("trying to bind VAO to another vertex buffer");
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} else if (bound_elements_buffer != elementsBuffer) {
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throw std::runtime_error("trying to bind VAO to another elements buffer");
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}
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}
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void VertexArrayObject::storeBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer,
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GLbyte *offset) {
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bound_shader = shader.getID();
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bound_shader_name = shader.name;
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bound_offset = offset;
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bound_vertex_buffer = vertexBuffer;
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bound_elements_buffer = elementsBuffer;
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}
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}
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