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author | John Firebaugh <john.firebaugh@gmail.com> | 2016-02-18 11:19:24 -0800 |
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committer | John Firebaugh <john.firebaugh@gmail.com> | 2016-02-18 15:15:24 -0800 |
commit | 9c26f063187b129218910dbb86eb21215a2cdf40 (patch) | |
tree | 189f84f90cef341a0a084fefde40f4f07da117cb /src/mbgl/shader/shader.cpp | |
parent | 7b39ce95210ceb6640b3a3399dacd1d0e826ac1f (diff) | |
download | qtlocation-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/shader/shader.cpp')
-rw-r--r-- | src/mbgl/shader/shader.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/mbgl/shader/shader.cpp b/src/mbgl/shader/shader.cpp index 998edfb970..8216de5b4d 100644 --- a/src/mbgl/shader/shader.cpp +++ b/src/mbgl/shader/shader.cpp @@ -13,19 +13,19 @@ namespace mbgl { -Shader::Shader(const char *name_, const GLchar *vertSource, const GLchar *fragSource) +Shader::Shader(const char *name_, const GLchar *vertSource, const GLchar *fragSource, gl::GLObjectStore& glObjectStore) : name(name_) { util::stopwatch stopwatch("shader compilation", Event::Shader); - program.create(); - vertexShader.create(); + program.create(glObjectStore); + vertexShader.create(glObjectStore); if (!compileShader(vertexShader, &vertSource)) { Log::Error(Event::Shader, "Vertex shader %s failed to compile: %s", name, vertSource); throw util::ShaderException(std::string { "Vertex shader " } + name + " failed to compile"); } - fragmentShader.create(); + fragmentShader.create(glObjectStore); if (!compileShader(fragmentShader, &fragSource)) { Log::Error(Event::Shader, "Fragment shader %s failed to compile: %s", name, fragSource); throw util::ShaderException(std::string { "Fragment shader " } + name + " failed to compile"); |