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#include <mbgl/gl/command_encoder.hpp>
#include <mbgl/gl/upload_pass.hpp>
#include <mbgl/gl/render_pass.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/gl/renderable_resource.hpp>
#include <mbgl/gl/debugging_extension.hpp>
#include <mbgl/platform/gl_functions.hpp>
#include <cstring>
namespace mbgl {
namespace gl {
CommandEncoder::~CommandEncoder() {
const auto debugGroup(createDebugGroup("cleanup"));
context.performCleanup();
}
std::unique_ptr<gfx::UploadPass>
CommandEncoder::createUploadPass(const char* name) {
return std::make_unique<gl::UploadPass>(*this, name);
}
std::unique_ptr<gfx::RenderPass>
CommandEncoder::createRenderPass(const char* name, const gfx::RenderPassDescriptor& descriptor) {
return std::make_unique<gl::RenderPass>(*this, name, descriptor);
}
void CommandEncoder::present(gfx::Renderable& renderable) {
renderable.getResource<gl::RenderableResource>().swap();
}
void CommandEncoder::pushDebugGroup(const char* name) {
(void)name;
#ifndef NDEBUG
if (auto debugging = context.getDebuggingExtension()) {
if (debugging->pushDebugGroup) {
MBGL_CHECK_ERROR(debugging->pushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0,
platform::GLsizei(strlen(name)), name));
} else if (debugging->pushGroupMarkerEXT) {
MBGL_CHECK_ERROR(debugging->pushGroupMarkerEXT(platform::GLsizei(strlen(name) + 1), name));
}
}
#endif
}
void CommandEncoder::popDebugGroup() {
#ifndef NDEBUG
if (auto debugging = context.getDebuggingExtension()) {
if (debugging->popDebugGroup) {
MBGL_CHECK_ERROR(debugging->popDebugGroup());
} else if (debugging->popGroupMarkerEXT) {
MBGL_CHECK_ERROR(debugging->popGroupMarkerEXT());
}
}
#endif
}
} // namespace gl
} // namespace mbgl
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