Files
MapLibreParticleLab/src/mbgl/gl/attribute.cpp

59 lines
1.9 KiB
C++

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