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authorJohn Firebaugh <john.firebaugh@gmail.com>2016-02-18 11:19:24 -0800
committerJohn Firebaugh <john.firebaugh@gmail.com>2016-02-18 15:15:24 -0800
commit9c26f063187b129218910dbb86eb21215a2cdf40 (patch)
tree189f84f90cef341a0a084fefde40f4f07da117cb /src/mbgl/renderer/fill_bucket.hpp
parent7b39ce95210ceb6640b3a3399dacd1d0e826ac1f (diff)
downloadqtlocation-mapboxgl-9c26f063187b129218910dbb86eb21215a2cdf40.tar.gz
[core] Thread GLObjectStore through to Holder objects
This eliminates the reliance on ThreadContext to provide GLObjectStore, and statically enforces that GL cleanup functions happen only when GLObjectStore::performCleanup is called. With the elimination of the Map thread, this becomes important because there may be multiple GLObjectStore's per-thread, and Map will need to ensure that the correct context is active when calling GLObjectStore::performCleanup.
Diffstat (limited to 'src/mbgl/renderer/fill_bucket.hpp')
-rw-r--r--src/mbgl/renderer/fill_bucket.hpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/mbgl/renderer/fill_bucket.hpp b/src/mbgl/renderer/fill_bucket.hpp
index 9b2022af50..b3b46f030b 100644
--- a/src/mbgl/renderer/fill_bucket.hpp
+++ b/src/mbgl/renderer/fill_bucket.hpp
@@ -32,16 +32,16 @@ public:
FillBucket();
~FillBucket() override;
- void upload() override;
+ void upload(gl::GLObjectStore&) override;
void render(Painter&, const StyleLayer&, const TileID&, const mat4&) override;
bool hasData() const override;
void addGeometry(const GeometryCollection&);
void tessellate();
- void drawElements(PlainShader& shader);
- void drawElements(PatternShader& shader);
- void drawVertices(OutlineShader& shader);
+ void drawElements(PlainShader&, gl::GLObjectStore&);
+ void drawElements(PatternShader&, gl::GLObjectStore&);
+ void drawVertices(OutlineShader&, gl::GLObjectStore&);
private:
TESSalloc *allocator;