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#pragma once
#include <mbgl/gl/object.hpp>
#include <mbgl/gl/state.hpp>
#include <mbgl/gl/value.hpp>
#include <mbgl/gl/texture.hpp>
#include <mbgl/gl/renderbuffer.hpp>
#include <mbgl/gl/framebuffer.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/gl/types.hpp>
#include <mbgl/gl/draw_mode.hpp>
#include <mbgl/gl/depth_mode.hpp>
#include <mbgl/gl/stencil_mode.hpp>
#include <mbgl/gl/color_mode.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <functional>
#include <memory>
#include <vector>
#include <array>
#include <string>
#include <unordered_map>
namespace mbgl {
class View;
namespace gl {
constexpr size_t TextureMax = 64;
class Context : private util::noncopyable {
public:
~Context();
UniqueShader createShader(ShaderType type, const std::string& source);
UniqueProgram createProgram(ShaderID vertexShader, ShaderID fragmentShader);
void linkProgram(ProgramID);
UniqueTexture createTexture();
bool supportsVertexArrays() const;
UniqueVertexArray createVertexArray();
template <class Vertex, class DrawMode>
VertexBuffer<Vertex, DrawMode> createVertexBuffer(VertexVector<Vertex, DrawMode>&& v) {
return VertexBuffer<Vertex, DrawMode> {
v.vertexSize(),
createVertexBuffer(v.data(), v.byteSize())
};
}
template <class DrawMode>
IndexBuffer<DrawMode> createIndexBuffer(IndexVector<DrawMode>&& v) {
return IndexBuffer<DrawMode> {
createIndexBuffer(v.data(), v.byteSize())
};
}
template <RenderbufferType type>
Renderbuffer<type> createRenderbuffer(const Size size) {
static_assert(type == RenderbufferType::RGBA || type == RenderbufferType::DepthStencil,
"invalid renderbuffer type");
return { size, createRenderbuffer(type, size) };
}
Framebuffer createFramebuffer(const Renderbuffer<RenderbufferType::RGBA>&,
const Renderbuffer<RenderbufferType::DepthStencil>&);
Framebuffer createFramebuffer(const Renderbuffer<RenderbufferType::RGBA>&);
Framebuffer createFramebuffer(const Texture&,
const Renderbuffer<RenderbufferType::DepthStencil>&);
Framebuffer createFramebuffer(const Texture&);
template <typename Image,
TextureFormat format = Image::channels == 4 ? TextureFormat::RGBA
: TextureFormat::Alpha>
Image readFramebuffer(const Size size, bool flip = true) {
static_assert(Image::channels == (format == TextureFormat::RGBA ? 4 : 1),
"image format mismatch");
return { size, readFramebuffer(size, format, flip) };
}
#if not MBGL_USE_GLES2
template <typename Image>
void drawPixels(const Image& image) {
auto format = image.channels == 4 ? TextureFormat::RGBA : TextureFormat::Alpha;
drawPixels(image.size, image.data.get(), format);
}
#endif // MBGL_USE_GLES2
// Create a texture from an image with data.
template <typename Image>
Texture createTexture(const Image& image, TextureUnit unit = 0) {
auto format = image.channels == 4 ? TextureFormat::RGBA : TextureFormat::Alpha;
return { image.size, createTexture(image.size, image.data.get(), format, unit) };
}
template <typename Image>
void updateTexture(Texture& obj, const Image& image, TextureUnit unit = 0) {
auto format = image.channels == 4 ? TextureFormat::RGBA : TextureFormat::Alpha;
updateTexture(obj.texture.get(), image.size, image.data.get(), format, unit);
obj.size = image.size;
}
// Creates an empty texture with the specified dimensions.
Texture createTexture(const Size size,
TextureFormat format = TextureFormat::RGBA,
TextureUnit unit = 0) {
return { size, createTexture(size, nullptr, format, unit) };
}
void bindTexture(Texture&,
TextureUnit = 0,
TextureFilter = TextureFilter::Nearest,
TextureMipMap = TextureMipMap::No,
TextureWrap wrapX = TextureWrap::Clamp,
TextureWrap wrapY = TextureWrap::Clamp);
void clear(optional<mbgl::Color> color,
optional<float> depth,
optional<int32_t> stencil);
void setDrawMode(const Points&);
void setDrawMode(const Lines&);
void setDrawMode(const LineStrip&);
void setDrawMode(const Triangles&);
void setDrawMode(const TriangleStrip&);
void setDepthMode(const DepthMode&);
void setStencilMode(const StencilMode&);
void setColorMode(const ColorMode&);
void draw(PrimitiveType,
std::size_t indexOffset,
std::size_t indexLength);
// Actually remove the objects we marked as abandoned with the above methods.
// Only call this while the OpenGL context is exclusive to this thread.
void performCleanup();
// Drain pools and remove abandoned objects, in preparation for destroying the store.
// Only call this while the OpenGL context is exclusive to this thread.
void reset();
bool empty() const {
return pooledTextures.empty()
&& abandonedPrograms.empty()
&& abandonedShaders.empty()
&& abandonedBuffers.empty()
&& abandonedTextures.empty()
&& abandonedVertexArrays.empty()
&& abandonedFramebuffers.empty();
}
void setDirtyState();
State<value::ActiveTexture> activeTexture;
State<value::BindFramebuffer> bindFramebuffer;
State<value::Viewport> viewport;
std::array<State<value::BindTexture>, 2> texture;
State<value::BindVertexArray> vertexArrayObject;
State<value::Program> program;
State<value::BindVertexBuffer> vertexBuffer;
State<value::BindElementBuffer> elementBuffer;
#if not MBGL_USE_GLES2
State<value::PixelZoom> pixelZoom;
State<value::RasterPos> rasterPos;
State<value::PixelStorePack> pixelStorePack;
State<value::PixelStoreUnpack> pixelStoreUnpack;
State<value::PixelTransferDepth> pixelTransferDepth;
State<value::PixelTransferStencil> pixelTransferStencil;
#endif // MBGL_USE_GLES2
private:
State<value::StencilFunc> stencilFunc;
State<value::StencilMask> stencilMask;
State<value::StencilTest> stencilTest;
State<value::StencilOp> stencilOp;
State<value::DepthRange> depthRange;
State<value::DepthMask> depthMask;
State<value::DepthTest> depthTest;
State<value::DepthFunc> depthFunc;
State<value::Blend> blend;
State<value::BlendEquation> blendEquation;
State<value::BlendFunc> blendFunc;
State<value::BlendColor> blendColor;
State<value::ColorMask> colorMask;
State<value::ClearDepth> clearDepth;
State<value::ClearColor> clearColor;
State<value::ClearStencil> clearStencil;
State<value::LineWidth> lineWidth;
State<value::BindRenderbuffer> bindRenderbuffer;
#if not MBGL_USE_GLES2
State<value::PointSize> pointSize;
#endif // MBGL_USE_GLES2
UniqueBuffer createVertexBuffer(const void* data, std::size_t size);
UniqueBuffer createIndexBuffer(const void* data, std::size_t size);
UniqueTexture createTexture(Size size, const void* data, TextureFormat, TextureUnit);
void updateTexture(TextureID, Size size, const void* data, TextureFormat, TextureUnit);
UniqueFramebuffer createFramebuffer();
UniqueRenderbuffer createRenderbuffer(RenderbufferType, Size size);
std::unique_ptr<uint8_t[]> readFramebuffer(Size, TextureFormat, bool flip);
#if not MBGL_USE_GLES2
void drawPixels(Size size, const void* data, TextureFormat);
#endif // MBGL_USE_GLES2
friend detail::ProgramDeleter;
friend detail::ShaderDeleter;
friend detail::BufferDeleter;
friend detail::TextureDeleter;
friend detail::VertexArrayDeleter;
friend detail::FramebufferDeleter;
friend detail::RenderbufferDeleter;
std::vector<TextureID> pooledTextures;
std::vector<ProgramID> abandonedPrograms;
std::vector<ShaderID> abandonedShaders;
std::vector<BufferID> abandonedBuffers;
std::vector<TextureID> abandonedTextures;
std::vector<VertexArrayID> abandonedVertexArrays;
std::vector<FramebufferID> abandonedFramebuffers;
std::vector<RenderbufferID> abandonedRenderbuffers;
public:
// For testing
bool disableVAOExtension = false;
};
} // namespace gl
} // namespace mbgl
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