#include #include #include namespace mbgl { namespace gl { void bindAttributeLocation(Context& context, ProgramID id, AttributeLocation location, const char* name) { // We're using sequentially numberered attribute locations starting with 0. Therefore we can use // the location as a proxy for the number of attributes. if (location >= context.maximumVertexBindingCount) { // Don't bind the location on this hardware since it exceeds the limit (otherwise we'd get // an OpenGL error). This means we'll see rendering errors, and possibly slow rendering due // to unbound attributes. } else { MBGL_CHECK_ERROR(glBindAttribLocation(id, location, name)); } } std::set getActiveAttributes(ProgramID id) { std::set activeAttributes; GLint attributeCount; MBGL_CHECK_ERROR(glGetProgramiv(id, GL_ACTIVE_ATTRIBUTES, &attributeCount)); GLint maxAttributeLength; MBGL_CHECK_ERROR(glGetProgramiv(id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxAttributeLength)); std::string attributeName; attributeName.resize(maxAttributeLength); GLsizei actualLength; GLint size; GLenum type; for (int32_t i = 0; i < attributeCount; i++) { MBGL_CHECK_ERROR(glGetActiveAttrib(id, i, maxAttributeLength, &actualLength, &size, &type, &attributeName[0])); activeAttributes.emplace(std::string(attributeName, 0, actualLength)); } return activeAttributes; } } // namespace gl } // namespace mbgl