1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
|
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/gl/defines.hpp>
namespace mbgl {
namespace gl {
using namespace platform;
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<std::string> getActiveAttributes(ProgramID id) {
std::set<std::string> 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
|