diff options
author | John Firebaugh <john.firebaugh@gmail.com> | 2016-11-14 12:11:53 -0800 |
---|---|---|
committer | John Firebaugh <john.firebaugh@gmail.com> | 2016-11-15 13:55:08 -0800 |
commit | 58877d1b3ddf0e4521d680b85e31b7a4c6287302 (patch) | |
tree | f844c8a12f82e40b1777ae79fe416c1eaa714470 /src/mbgl/gl/context.hpp | |
parent | 0fe8d8d7b4bbf136e8fb0f972cc31a94ddc4b67e (diff) | |
download | qtlocation-mapboxgl-58877d1b3ddf0e4521d680b85e31b7a4c6287302.tar.gz |
[core] Assign attribute locations sequentially
Two reasons to prefer explicit sequential location assignment, rather than relying on the GLSL linker to assign locations:
* For data-driven properties, we want to have the option to use glDisableVertexAttribArray plus glVertexAttrib*. In order to use glDisableVertexAttribArray, we must avoid using attribute location 0, which cannot be disabled.
* We want to use the same VAO in cases where, say, a fill layer might be rendered with FillProgram at first, and then FillPatternProgram later. VAOs do not store the program binding, only the attribute bindings, so as long as the two programs have the same attributes and attribute locations, only a single VAO (per segment) is needed.
Diffstat (limited to 'src/mbgl/gl/context.hpp')
-rw-r--r-- | src/mbgl/gl/context.hpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/mbgl/gl/context.hpp b/src/mbgl/gl/context.hpp index 154921a1b9..33b7a555a8 100644 --- a/src/mbgl/gl/context.hpp +++ b/src/mbgl/gl/context.hpp @@ -38,6 +38,7 @@ public: UniqueShader createShader(ShaderType type, const std::string& source); UniqueProgram createProgram(ShaderID vertexShader, ShaderID fragmentShader); + void linkProgram(ProgramID); UniqueTexture createTexture(); template <class Vertex, class DrawMode> |