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-rw-r--r--src/mbgl/gl/vao.cpp61
1 files changed, 61 insertions, 0 deletions
diff --git a/src/mbgl/gl/vao.cpp b/src/mbgl/gl/vao.cpp
new file mode 100644
index 0000000000..527dd214fb
--- /dev/null
+++ b/src/mbgl/gl/vao.cpp
@@ -0,0 +1,61 @@
+#include <mbgl/gl/vao.hpp>
+#include <mbgl/gl/vertex_array.hpp>
+#include <mbgl/platform/log.hpp>
+#include <mbgl/util/string.hpp>
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+
+VertexArrayObject::VertexArrayObject() {
+}
+
+VertexArrayObject::~VertexArrayObject() = default;
+
+void VertexArrayObject::bindVertexArrayObject(gl::Context& context) {
+ if (!gl::GenVertexArrays || !gl::BindVertexArray) {
+ static bool reported = false;
+ if (!reported) {
+ Log::Warning(Event::OpenGL, "Not using Vertex Array Objects");
+ reported = true;
+ }
+ return;
+ }
+
+ if (!vertexArray) {
+ vertexArray = context.createVertexArray();
+ context.vertexBuffer.setDirty();
+ context.elementBuffer.setDirty();
+ }
+
+ context.vertexArrayObject = *vertexArray;
+}
+
+void VertexArrayObject::verifyBinding(Shader& shader,
+ gl::BufferID vertexBuffer,
+ gl::BufferID elementsBuffer,
+ int8_t* offset) {
+ if (bound_shader != shader.getID()) {
+ throw std::runtime_error(std::string("trying to rebind VAO to another shader from " +
+ util::toString(bound_shader) + "(" + bound_shader_name + ") to " +
+ util::toString(shader.getID()) + "(" + shader.name + ")" ));
+ } else if (bound_offset != offset) {
+ throw std::runtime_error("trying to bind VAO to another offset");
+ } else if (bound_vertex_buffer != vertexBuffer) {
+ throw std::runtime_error("trying to bind VAO to another vertex buffer");
+ } else if (bound_elements_buffer != elementsBuffer) {
+ throw std::runtime_error("trying to bind VAO to another elements buffer");
+ }
+}
+
+void VertexArrayObject::storeBinding(Shader& shader,
+ gl::BufferID vertexBuffer,
+ gl::BufferID elementsBuffer,
+ int8_t* offset) {
+ bound_shader = shader.getID();
+ bound_shader_name = shader.name;
+ bound_offset = offset;
+ bound_vertex_buffer = vertexBuffer;
+ bound_elements_buffer = elementsBuffer;
+}
+
+} // namespace mbgl