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#include <mbgl/gl/object_store.hpp>
#include <cassert>
namespace mbgl {
namespace gl {
void ProgramDeleter::operator()(GLuint id) const {
assert(store);
store->abandonedPrograms.push_back(id);
}
void ShaderDeleter::operator()(GLuint id) const {
assert(store);
store->abandonedShaders.push_back(id);
}
void BufferDeleter::operator()(GLuint id) const {
assert(store);
store->abandonedBuffers.push_back(id);
}
void TextureDeleter::operator()(GLuint id) const {
assert(store);
store->abandonedTextures.push_back(id);
}
void VAODeleter::operator()(GLuint id) const {
assert(store);
store->abandonedVAOs.push_back(id);
}
void TexturePoolDeleter::operator()(ObjectPool ids) const {
assert(store);
for (const auto& id : ids) {
store->abandonedTextures.push_back(id);
}
}
ObjectStore::~ObjectStore() {
assert(abandonedPrograms.empty());
assert(abandonedShaders.empty());
assert(abandonedBuffers.empty());
assert(abandonedTextures.empty());
assert(abandonedVAOs.empty());
}
void ObjectStore::performCleanup() {
for (GLuint id : abandonedPrograms) {
MBGL_CHECK_ERROR(glDeleteProgram(id));
}
abandonedPrograms.clear();
for (GLuint id : abandonedShaders) {
MBGL_CHECK_ERROR(glDeleteShader(id));
}
abandonedShaders.clear();
if (!abandonedBuffers.empty()) {
MBGL_CHECK_ERROR(glDeleteBuffers(int(abandonedBuffers.size()), abandonedBuffers.data()));
abandonedBuffers.clear();
}
if (!abandonedTextures.empty()) {
MBGL_CHECK_ERROR(glDeleteTextures(int(abandonedTextures.size()), abandonedTextures.data()));
abandonedTextures.clear();
}
if (!abandonedVAOs.empty()) {
MBGL_CHECK_ERROR(gl::DeleteVertexArrays(int(abandonedVAOs.size()), abandonedVAOs.data()));
abandonedVAOs.clear();
}
}
} // namespace gl
} // namespace mbgl
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