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#pragma once
#include <mbgl/gl/object.hpp>
#include <mbgl/gl/state.hpp>
#include <mbgl/gl/value.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <memory>
#include <vector>
namespace mbgl {
namespace gl {
constexpr GLsizei TextureMax = 64;
class Context : private util::noncopyable {
public:
~Context();
UniqueProgram createProgram() {
return UniqueProgram { MBGL_CHECK_ERROR(glCreateProgram()), { this } };
}
UniqueShader createShader(GLenum type) {
return UniqueShader { MBGL_CHECK_ERROR(glCreateShader(type)), { this } };
}
UniqueBuffer createBuffer() {
GLuint id = 0;
MBGL_CHECK_ERROR(glGenBuffers(1, &id));
return UniqueBuffer { std::move(id), { this } };
}
UniqueTexture createTexture() {
if (pooledTextures.empty()) {
pooledTextures.resize(TextureMax);
MBGL_CHECK_ERROR(glGenTextures(TextureMax, pooledTextures.data()));
}
GLuint id = pooledTextures.back();
pooledTextures.pop_back();
return UniqueTexture { std::move(id), { this } };
}
UniqueVAO createVAO() {
GLuint id = 0;
MBGL_CHECK_ERROR(gl::GenVertexArrays(1, &id));
return UniqueVAO { std::move(id), { this } };
}
UniqueFBO createFBO() {
GLuint id = 0;
MBGL_CHECK_ERROR(glGenFramebuffers(1, &id));
return UniqueFBO { std::move(id), { this } };
}
// 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()
&& abandonedVAOs.empty()
&& abandonedFBOs.empty();
}
void resetState();
void setDirtyState();
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::BlendFunc> blendFunc;
State<value::BlendColor> blendColor;
State<value::ColorMask> colorMask;
State<value::ClearDepth> clearDepth;
State<value::ClearColor> clearColor;
State<value::ClearStencil> clearStencil;
State<value::Program> program;
State<value::LineWidth> lineWidth;
State<value::ActiveTexture> activeTexture;
State<value::BindFramebuffer> bindFramebuffer;
State<value::Viewport> viewport;
#ifndef GL_ES_VERSION_2_0
State<value::PixelZoom> pixelZoom;
State<value::RasterPos> rasterPos;
#endif // GL_ES_VERSION_2_0
std::array<State<value::BindTexture>, 2> texture;
State<value::BindBuffer<GL_ARRAY_BUFFER>> vertexBuffer;
State<value::BindBuffer<GL_ELEMENT_ARRAY_BUFFER>> elementBuffer;
State<value::BindVAO> vertexArrayObject;
private:
friend detail::ProgramDeleter;
friend detail::ShaderDeleter;
friend detail::BufferDeleter;
friend detail::TextureDeleter;
friend detail::VAODeleter;
friend detail::FBODeleter;
std::vector<GLuint> pooledTextures;
std::vector<GLuint> abandonedPrograms;
std::vector<GLuint> abandonedShaders;
std::vector<GLuint> abandonedBuffers;
std::vector<GLuint> abandonedTextures;
std::vector<GLuint> abandonedVAOs;
std::vector<GLuint> abandonedFBOs;
};
} // namespace gl
} // namespace mbgl
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