blob: 03b0e7abdb91fa45d402782bf74e34625c31f8de (
plain)
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
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
|
#include <mbgl/gl/context.hpp>
namespace mbgl {
namespace gl {
Context::~Context() {
reset();
}
void Context::reset() {
std::copy(pooledTextures.begin(), pooledTextures.end(), std::back_inserter(abandonedTextures));
pooledTextures.resize(0);
performCleanup();
}
namespace {
template <typename Fn>
void applyStateFunction(Context& context, Fn&& fn) {
fn(context.stencilFunc);
fn(context.stencilMask);
fn(context.stencilTest);
fn(context.stencilOp);
fn(context.depthRange);
fn(context.depthMask);
fn(context.depthTest);
fn(context.depthFunc);
fn(context.blend);
fn(context.blendFunc);
fn(context.blendColor);
fn(context.colorMask);
fn(context.clearDepth);
fn(context.clearColor);
fn(context.clearStencil);
fn(context.program);
fn(context.lineWidth);
fn(context.activeTexture);
fn(context.bindFramebuffer);
fn(context.viewport);
#ifndef GL_ES_VERSION_2_0
fn(context.pixelZoom);
fn(context.rasterPos);
#endif // GL_ES_VERSION_2_0
for (auto& tex : context.texture) {
fn(tex);
}
fn(context.vertexBuffer);
fn(context.elementBuffer);
fn(context.vertexArrayObject);
}
} // namespace
void Context::resetState() {
applyStateFunction(*this, [](auto& state) { state.reset(); });
}
void Context::setDirtyState() {
applyStateFunction(*this, [](auto& state) { state.setDirty(); });
}
void Context::performCleanup() {
for (GLuint id : abandonedPrograms) {
if (program == id) {
program.setDirty();
}
MBGL_CHECK_ERROR(glDeleteProgram(id));
}
abandonedPrograms.clear();
for (GLuint id : abandonedShaders) {
MBGL_CHECK_ERROR(glDeleteShader(id));
}
abandonedShaders.clear();
if (!abandonedBuffers.empty()) {
for (const auto& b : abandonedBuffers) {
if (vertexBuffer == b) {
vertexBuffer.setDirty();
} else if (elementBuffer == b) {
elementBuffer.setDirty();
}
}
MBGL_CHECK_ERROR(glDeleteBuffers(int(abandonedBuffers.size()), abandonedBuffers.data()));
abandonedBuffers.clear();
}
if (!abandonedTextures.empty()) {
for (const auto& t : abandonedTextures) {
if (activeTexture == t) {
activeTexture.setDirty();
}
}
MBGL_CHECK_ERROR(glDeleteTextures(int(abandonedTextures.size()), abandonedTextures.data()));
abandonedTextures.clear();
}
if (!abandonedVAOs.empty()) {
for (const auto& v : abandonedVAOs) {
if (vertexArrayObject == v) {
vertexArrayObject.setDirty();
}
}
MBGL_CHECK_ERROR(gl::DeleteVertexArrays(int(abandonedVAOs.size()), abandonedVAOs.data()));
abandonedVAOs.clear();
}
if (!abandonedFBOs.empty()) {
for (const auto& f : abandonedFBOs) {
if (bindFramebuffer == f) {
bindFramebuffer.setDirty();
}
}
MBGL_CHECK_ERROR(glDeleteFramebuffers(int(abandonedFBOs.size()), abandonedFBOs.data()));
abandonedFBOs.clear();
}
}
} // namespace gl
} // namespace mbgl
|