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#pragma once
namespace mbgl {
namespace gl {
// Wraps a piece of OpenGL state and remember its value to avoid redundant state calls.
// Wrapped types need to implement to the Value class interface:
//
// class Value {
// using Type = ...;
// static const constexpr Type Default = ...;
// static void Set(const Type& value);
// static Type Get();
// };
template <typename T>
class State {
public:
void operator=(const typename T::Type& value) {
if (*this != value) {
setCurrentValue(value);
T::Set(currentValue);
}
}
bool operator==(const typename T::Type& value) const {
return !(*this != value);
}
bool operator!=(const typename T::Type& value) const {
return dirty || currentValue != value;
}
void setCurrentValue(const typename T::Type& value) {
dirty = false;
currentValue = value;
}
// Mark the state as dirty. This means that the next time we are assigning a value to this
// piece of OpenGL state will always result in an actual OpenGL call.
void setDirty() {
dirty = true;
}
typename T::Type getCurrentValue() const {
return currentValue;
}
bool isDirty() const {
return dirty;
}
private:
typename T::Type currentValue = T::Default;
bool dirty = true;
};
// Helper struct that stores the current state and restores it upon destruction. You should not use
// this code normally, except for debugging purposes.
template <typename T>
class PreserveState {
public:
PreserveState() : value(T::Get()) {
}
~PreserveState() {
T::Set(value);
}
private:
const typename T::Type value;
};
} // namespace gl
} // namespace mbgl
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