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authorJohn Firebaugh <john.firebaugh@gmail.com>2016-09-30 12:29:39 -0700
committerJohn Firebaugh <john.firebaugh@gmail.com>2016-10-05 10:52:19 -0700
commitb9b8657d43aa1172e9ca6be162e915006806ee57 (patch)
tree5b6db500e346f68f11cb0ad1b9333d32b1054099 /src/mbgl/gl
parent73334ac8fa330af05dd91906a4e5d1bbda7d5c34 (diff)
downloadqtlocation-mapboxgl-b9b8657d43aa1172e9ca6be162e915006806ee57.tar.gz
[core] Put VertexArrayObject in gl namespace
Diffstat (limited to 'src/mbgl/gl')
-rw-r--r--src/mbgl/gl/vao.cpp18
-rw-r--r--src/mbgl/gl/vao.hpp36
2 files changed, 29 insertions, 25 deletions
diff --git a/src/mbgl/gl/vao.cpp b/src/mbgl/gl/vao.cpp
index 26a03a8a16..87c03ac23e 100644
--- a/src/mbgl/gl/vao.cpp
+++ b/src/mbgl/gl/vao.cpp
@@ -5,14 +5,15 @@
#include <mbgl/gl/gl.hpp>
namespace mbgl {
+namespace gl {
VertexArrayObject::VertexArrayObject() {
}
VertexArrayObject::~VertexArrayObject() = default;
-void VertexArrayObject::bindVertexArrayObject(gl::Context& context) {
- if (!gl::GenVertexArrays || !gl::BindVertexArray) {
+void VertexArrayObject::bindVertexArrayObject(Context& context) {
+ if (!GenVertexArrays || !BindVertexArray) {
static bool reported = false;
if (!reported) {
Log::Warning(Event::OpenGL, "Not using Vertex Array Objects");
@@ -30,9 +31,9 @@ void VertexArrayObject::bindVertexArrayObject(gl::Context& context) {
context.vertexArrayObject = *vertexArray;
}
-void VertexArrayObject::verifyBinding(gl::Shader& shader,
- gl::BufferID vertexBuffer,
- gl::BufferID elementsBuffer,
+void VertexArrayObject::verifyBinding(Shader& shader,
+ BufferID vertexBuffer,
+ BufferID elementsBuffer,
int8_t* offset) {
if (bound_shader != shader.getID()) {
throw std::runtime_error(std::string("trying to rebind VAO to another shader from " +
@@ -47,9 +48,9 @@ void VertexArrayObject::verifyBinding(gl::Shader& shader,
}
}
-void VertexArrayObject::storeBinding(gl::Shader& shader,
- gl::BufferID vertexBuffer,
- gl::BufferID elementsBuffer,
+void VertexArrayObject::storeBinding(Shader& shader,
+ BufferID vertexBuffer,
+ BufferID elementsBuffer,
int8_t* offset) {
bound_shader = shader.getID();
bound_shader_name = shader.name;
@@ -58,4 +59,5 @@ void VertexArrayObject::storeBinding(gl::Shader& shader,
bound_elements_buffer = elementsBuffer;
}
+} // namespace gl
} // namespace mbgl
diff --git a/src/mbgl/gl/vao.hpp b/src/mbgl/gl/vao.hpp
index bedc3abbc7..3fe307ed4d 100644
--- a/src/mbgl/gl/vao.hpp
+++ b/src/mbgl/gl/vao.hpp
@@ -9,6 +9,7 @@
#include <stdexcept>
namespace mbgl {
+namespace gl {
class VertexArrayObject : public util::noncopyable {
public:
@@ -17,9 +18,9 @@ public:
template <typename Shader, typename T>
void bind(Shader& shader,
- const gl::VertexBuffer<T>& vertexBuffer,
+ const VertexBuffer<T>& vertexBuffer,
int8_t* offset,
- gl::Context& context) {
+ Context& context) {
bindVertexArrayObject(context);
if (bound_shader == 0) {
context.vertexBuffer = vertexBuffer.buffer;
@@ -34,10 +35,10 @@ public:
template <typename Shader, typename T, typename P>
void bind(Shader& shader,
- const gl::VertexBuffer<T>& vertexBuffer,
- const gl::IndexBuffer<P>& indexBuffer,
+ const VertexBuffer<T>& vertexBuffer,
+ const IndexBuffer<P>& indexBuffer,
int8_t* offset,
- gl::Context& context) {
+ Context& context) {
bindVertexArrayObject(context);
if (bound_shader == 0) {
context.vertexBuffer = vertexBuffer.buffer;
@@ -51,30 +52,31 @@ public:
}
}
- gl::VertexArrayID getID() const {
+ VertexArrayID getID() const {
return *vertexArray;
}
private:
- void bindVertexArrayObject(gl::Context&);
- void storeBinding(gl::Shader& shader,
- gl::BufferID vertexBuffer,
- gl::BufferID elementsBuffer,
+ void bindVertexArrayObject(Context&);
+ void storeBinding(Shader& shader,
+ BufferID vertexBuffer,
+ BufferID elementsBuffer,
int8_t* offset);
- void verifyBinding(gl::Shader& shader,
- gl::BufferID vertexBuffer,
- gl::BufferID elementsBuffer,
+ void verifyBinding(Shader& shader,
+ BufferID vertexBuffer,
+ BufferID elementsBuffer,
int8_t* offset);
- mbgl::optional<gl::UniqueVertexArray> vertexArray;
+ optional<UniqueVertexArray> vertexArray;
// For debug reasons, we're storing the bind information so that we can
// detect errors and report
- gl::ProgramID bound_shader = 0;
+ ProgramID bound_shader = 0;
const char* bound_shader_name = "";
- gl::BufferID bound_vertex_buffer = 0;
- gl::BufferID bound_elements_buffer = 0;
+ BufferID bound_vertex_buffer = 0;
+ BufferID bound_elements_buffer = 0;
int8_t *bound_offset = nullptr;
};
+} // namespace gl
} // namespace mbgl