#include #include #include namespace mbgl { namespace gl { namespace detail { void ProgramDeleter::operator()(ProgramID id) const { assert(context); context->abandonedPrograms.push_back(id); } void ShaderDeleter::operator()(ShaderID id) const { assert(context); context->abandonedShaders.push_back(id); } void BufferDeleter::operator()(BufferID id) const { assert(context); context->abandonedBuffers.push_back(id); } void TextureDeleter::operator()(TextureID id) const { assert(context); if (context->pooledTextures.size() >= TextureMax) { context->abandonedTextures.push_back(id); } else { context->pooledTextures.push_back(id); } } void VertexArrayDeleter::operator()(VertexArrayID id) const { assert(context); context->abandonedVertexArrays.push_back(id); } void FramebufferDeleter::operator()(FramebufferID id) const { assert(context); context->abandonedFramebuffers.push_back(id); } void RenderbufferDeleter::operator()(RenderbufferID id) const { assert(context); context->abandonedRenderbuffers.push_back(id); } } // namespace detail } // namespace gl } // namespace mbgl