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authorBruno de Oliveira Abinader <bruno@mapbox.com>2016-06-18 15:32:49 +0300
committerBruno de Oliveira Abinader <bruno@mapbox.com>2016-06-20 13:24:20 +0300
commit76fc07c606fa62fefc1e2aa435a51a8b5fd384cd (patch)
treef95d3a09f6f58df952340809b104e25a6fb033a7 /src/mbgl/geometry
parent760a692378a8ae7c9cc87246c10f2fe9a64117bd (diff)
downloadqtlocation-mapboxgl-76fc07c606fa62fefc1e2aa435a51a8b5fd384cd.tar.gz
[core] Autogenerate Shader name
Diffstat (limited to 'src/mbgl/geometry')
-rw-r--r--src/mbgl/geometry/vao.cpp2
-rw-r--r--src/mbgl/geometry/vao.hpp12
2 files changed, 6 insertions, 8 deletions
diff --git a/src/mbgl/geometry/vao.cpp b/src/mbgl/geometry/vao.cpp
index d797a11b41..30f5484896 100644
--- a/src/mbgl/geometry/vao.cpp
+++ b/src/mbgl/geometry/vao.cpp
@@ -31,7 +31,7 @@ void VertexArrayObject::bindVertexArrayObject(gl::ObjectStore& store) {
MBGL_CHECK_ERROR(gl::BindVertexArray(*vao));
}
-void VertexArrayObject::verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer,
+void VertexArrayObject::verifyBinding(Shader& shader, GLuint vertexBuffer, GLuint elementsBuffer,
GLbyte *offset) {
if (bound_shader != shader.getID()) {
throw std::runtime_error(std::string("trying to rebind VAO to another shader from " +
diff --git a/src/mbgl/geometry/vao.hpp b/src/mbgl/geometry/vao.hpp
index 6821be182a..aa0a72ec59 100644
--- a/src/mbgl/geometry/vao.hpp
+++ b/src/mbgl/geometry/vao.hpp
@@ -10,8 +10,6 @@
namespace mbgl {
-class Shader;
-
class VertexArrayObject : public util::noncopyable {
public:
static void Unbind();
@@ -19,8 +17,8 @@ public:
VertexArrayObject();
~VertexArrayObject();
- template <typename Shader, typename VertexBuffer>
- void bind(Shader& shader, VertexBuffer &vertexBuffer, GLbyte *offset, gl::ObjectStore& store) {
+ template <typename VertexBuffer>
+ void bind(Shader& shader, VertexBuffer& vertexBuffer, GLbyte* offset, gl::ObjectStore& store) {
bindVertexArrayObject(store);
if (bound_shader == 0) {
vertexBuffer.bind(store);
@@ -33,8 +31,8 @@ public:
}
}
- template <typename Shader, typename VertexBuffer, typename ElementsBuffer>
- void bind(Shader& shader, VertexBuffer &vertexBuffer, ElementsBuffer &elementsBuffer, GLbyte *offset, gl::ObjectStore& store) {
+ template <typename VertexBuffer, typename ElementsBuffer>
+ void bind(Shader& shader, VertexBuffer& vertexBuffer, ElementsBuffer& elementsBuffer, GLbyte* offset, gl::ObjectStore& store) {
bindVertexArrayObject(store);
if (bound_shader == 0) {
vertexBuffer.bind(store);
@@ -62,7 +60,7 @@ private:
// For debug reasons, we're storing the bind information so that we can
// detect errors and report
GLuint bound_shader = 0;
- const char *bound_shader_name = "";
+ const char* bound_shader_name = "";
GLuint bound_vertex_buffer = 0;
GLuint bound_elements_buffer = 0;
GLbyte *bound_offset = nullptr;