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#include <mbgl/gl/gl_object_store.hpp>
#include <mbgl/util/thread_context.hpp>
#include <cassert>
namespace mbgl {
namespace gl {
void ProgramHolder::create() {
if (id) return;
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
id = MBGL_CHECK_ERROR(glCreateProgram());
}
void ProgramHolder::reset() {
if (!id) return;
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
MBGL_CHECK_ERROR(glDeleteProgram(id));
id = 0;
}
void ShaderHolder::create() {
if (id) return;
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
id = MBGL_CHECK_ERROR(glCreateShader(type));
}
void ShaderHolder::reset() {
if (!id) return;
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
MBGL_CHECK_ERROR(glDeleteShader(id));
id = 0;
}
void BufferHolder::create() {
if (id) return;
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
MBGL_CHECK_ERROR(glGenBuffers(1, &id));
}
void BufferHolder::reset() {
if (!id) return;
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
MBGL_CHECK_ERROR(glDeleteBuffers(1, &id));
id = 0;
}
void TextureHolder::create() {
if (id) return;
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
MBGL_CHECK_ERROR(glGenTextures(1, &id));
}
void TextureHolder::reset() {
if (!id) return;
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
MBGL_CHECK_ERROR(glDeleteTextures(1, &id));
id = 0;
}
void TexturePoolHolder::create() {
if (bool()) return;
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
MBGL_CHECK_ERROR(glGenTextures(TextureMax, ids.data()));
}
void TexturePoolHolder::reset() {
if (!bool()) return;
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
MBGL_CHECK_ERROR(glDeleteTextures(TextureMax, ids.data()));
ids.fill(0);
}
void VAOHolder::create() {
if (id) return;
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
MBGL_CHECK_ERROR(gl::GenVertexArrays(1, &id));
}
void VAOHolder::reset() {
if (!id) return;
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
MBGL_CHECK_ERROR(gl::DeleteVertexArrays(1, &id));
id = 0;
}
void GLObjectStore::abandon(BufferHolder&& buffer) {
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
abandonedBuffers.push_back(std::move(buffer));
}
void GLObjectStore::abandon(TextureHolder&& texture) {
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
abandonedTextures.push_back(std::move(texture));
}
void GLObjectStore::abandon(TexturePoolHolder&& texture) {
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
abandonedTexturePools.push_back(std::move(texture));
}
void GLObjectStore::abandon(VAOHolder&& vao) {
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
abandonedVAOs.push_back(std::move(vao));
}
void GLObjectStore::performCleanup() {
assert(util::ThreadContext::currentlyOn(util::ThreadType::Map));
abandonedBuffers.clear();
abandonedTextures.clear();
abandonedTexturePools.clear();
abandonedVAOs.clear();
}
} // namespace gl
} // namespace mbgl
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