59 lines
1.9 KiB
C++
59 lines
1.9 KiB
C++
#include <mbgl/gl/attribute.hpp>
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#include <mbgl/gl/context.hpp>
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#include <mbgl/gl/defines.hpp>
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namespace mbgl {
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namespace gl {
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using namespace platform;
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optional<AttributeBinding> offsetAttributeBinding(const optional<AttributeBinding>& binding, std::size_t vertexOffset) {
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assert(vertexOffset <= std::numeric_limits<uint32_t>::max());
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if (binding) {
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AttributeBinding result = *binding;
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result.vertexOffset = static_cast<uint32_t>(vertexOffset);
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return result;
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} else {
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return binding;
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}
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}
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void bindAttributeLocation(Context& context, ProgramID id, AttributeLocation location, const char* name) {
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// We're using sequentially numberered attribute locations starting with 0. Therefore we can use
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// the location as a proxy for the number of attributes.
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if (location >= context.maximumVertexBindingCount) {
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// Don't bind the location on this hardware since it exceeds the limit (otherwise we'd get
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// an OpenGL error). This means we'll see rendering errors, and possibly slow rendering due
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// to unbound attributes.
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} else {
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MBGL_CHECK_ERROR(glBindAttribLocation(id, location, name));
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}
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}
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std::set<std::string> getActiveAttributes(ProgramID id) {
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std::set<std::string> activeAttributes;
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GLint attributeCount;
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MBGL_CHECK_ERROR(glGetProgramiv(id, GL_ACTIVE_ATTRIBUTES, &attributeCount));
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GLint maxAttributeLength;
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MBGL_CHECK_ERROR(glGetProgramiv(id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxAttributeLength));
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std::string attributeName;
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attributeName.resize(maxAttributeLength);
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GLsizei actualLength;
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GLint size;
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GLenum type;
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for (int32_t i = 0; i < attributeCount; i++) {
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MBGL_CHECK_ERROR(glGetActiveAttrib(id, i, maxAttributeLength, &actualLength, &size, &type, &attributeName[0]));
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activeAttributes.emplace(std::string(attributeName, 0, actualLength));
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}
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return activeAttributes;
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}
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} // namespace gl
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} // namespace mbgl
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