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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/util/noncopyable.hpp>
#include <memory>
#include <vector>
#include <array>
namespace mbgl {
namespace gl {
constexpr size_t TextureMax = 64;
class Context : private util::noncopyable {
public:
~Context();
UniqueProgram createProgram();
UniqueShader createVertexShader();
UniqueShader createFragmentShader();
UniqueBuffer createBuffer();
UniqueTexture createTexture();
UniqueVertexArray createVertexArray();
UniqueFramebuffer createFramebuffer();
void uploadBuffer(BufferType, size_t, void*);
// Create a texture from an image with data.
template <typename Image>
Texture createTexture(const Image& image, TextureUnit unit = 0) {
return { {{ image.width, image.height }},
createTexture(image.width, image.height, image.data.get(), unit) };
}
// Creates an empty texture with the specified dimensions.
Texture createTexture(const std::array<uint16_t, 2>& size, TextureUnit unit = 0) {
return { size, createTexture(size[0], size[1], nullptr, unit) };
}
void bindTexture(Texture&,
TextureUnit = 0,
TextureFilter = TextureFilter::Nearest,
TextureMipMap = TextureMipMap::No);
// 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 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;
#if not MBGL_USE_GLES2
State<value::PixelZoom> pixelZoom;
State<value::RasterPos> rasterPos;
#endif // MBGL_USE_GLES2
std::array<State<value::BindTexture>, 2> texture;
State<value::BindVertexBuffer> vertexBuffer;
State<value::BindElementBuffer> elementBuffer;
State<value::BindVertexArray> vertexArrayObject;
private:
UniqueTexture createTexture(uint16_t width, uint16_t height, const void* data, TextureUnit);
private:
friend detail::ProgramDeleter;
friend detail::ShaderDeleter;
friend detail::BufferDeleter;
friend detail::TextureDeleter;
friend detail::VertexArrayDeleter;
friend detail::FramebufferDeleter;
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;
};
} // namespace gl
} // namespace mbgl
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