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-rw-r--r--src/mbgl/gl/uniform.hpp35
1 files changed, 34 insertions, 1 deletions
diff --git a/src/mbgl/gl/uniform.hpp b/src/mbgl/gl/uniform.hpp
index 3cac09c526..5a78068fc8 100644
--- a/src/mbgl/gl/uniform.hpp
+++ b/src/mbgl/gl/uniform.hpp
@@ -7,6 +7,7 @@
#include <array>
#include <vector>
+#include <map>
#include <functional>
namespace mbgl {
@@ -22,13 +23,33 @@ public:
T t;
};
+class ActiveUniform {
+public:
+ std::size_t size;
+ UniformDataType type;
+};
+
+#ifndef NDEBUG
+
+template <class T>
+bool verifyUniform(const ActiveUniform&);
+
+using ActiveUniforms = std::map<std::string, ActiveUniform>;
+ActiveUniforms activeUniforms(ProgramID);
+
+#endif
+
template <class Tag, class T>
class Uniform {
public:
using Value = UniformValue<Tag, T>;
+ using Type = T;
+
class State {
public:
+ State(UniformLocation location_) : location(std::move(location_)) {}
+
void operator=(const Value& value) {
if (location >= 0 && (!current || *current != value.t)) {
current = value.t;
@@ -70,12 +91,24 @@ public:
using NamedLocations = std::vector<std::pair<const std::string, UniformLocation>>;
static State bindLocations(const ProgramID& id) {
+#ifndef NDEBUG
+ // Verify active uniform types match the enum
+ const auto active = activeUniforms(id);
+
+ util::ignore(
+ { // Some shader programs have uniforms declared, but not used, so they're not active.
+ // Therefore, we'll only verify them when they are indeed active.
+ (active.find(Us::name()) != active.end()
+ ? verifyUniform<typename Us::Type>(active.at(Us::name()))
+ : false)... });
+#endif
+
return State { { uniformLocation(id, Us::name()) }... };
}
template <class Program>
static State loadNamedLocations(const Program& program) {
- return State{ { program.uniformLocation(Us::name()) }... };
+ return State(typename Us::State(program.uniformLocation(Us::name()))...);
}
static NamedLocations getNamedLocations(const State& state) {