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#pragma once
#include <mbgl/gfx/uniform.hpp>
#include <mbgl/gl/types.hpp>
#include <mbgl/util/optional.hpp>
#include <mbgl/util/ignore.hpp>
#include <mbgl/util/indexed_tuple.hpp>
#include <array>
#include <vector>
#include <map>
#include <functional>
namespace mbgl {
namespace gl {
template <class T>
void bindUniform(UniformLocation, const T&);
class ActiveUniform {
public:
std::size_t size;
UniformDataType type;
};
#ifndef NDEBUG
template <class T>
bool verifyUniform(const ActiveUniform&);
using ActiveUniforms = std::map<std::string, ActiveUniform>;
ActiveUniforms activeUniforms(ProgramID);
#endif
template <class Value>
class UniformState {
public:
UniformState(UniformLocation location_ = -1) : location(std::move(location_)) {
}
void operator=(const Value& value) {
if (location >= 0 && (!current || *current != value)) {
current = value;
bindUniform(location, value);
}
}
UniformLocation location;
optional<Value> current = {};
};
UniformLocation uniformLocation(ProgramID, const char* name);
using NamedUniformLocations = std::vector<std::pair<const std::string, UniformLocation>>;
template <class>
class UniformStates;
template <class... Us>
class UniformStates<TypeList<Us...>> final {
private:
using State = IndexedTuple<TypeList<Us...>, TypeList<UniformState<typename Us::Value>...>>;
State state;
public:
void queryLocations(const ProgramID& id) {
#ifndef NDEBUG
// Verify active uniform types match the enum
const auto active = gl::activeUniforms(id);
util::ignore(
{ // Some shader programs have uniforms declared, but not used, so they're not active.
// Therefore, we'll only verify them when they are indeed active.
(active.find(Us::name()) != active.end()
? verifyUniform<typename Us::Value>(active.at(Us::name()))
: false)... });
#endif
state = State{ gl::uniformLocation(id, Us::name())... };
}
template <class BinaryProgram>
void loadNamedLocations(const BinaryProgram& program) {
state = State{ UniformState<typename Us::Value>(program.uniformLocation(Us::name()))... };
}
NamedUniformLocations getNamedLocations() const {
return NamedUniformLocations{ { Us::name(), state.template get<Us>().location }... };
}
void bind(const gfx::UniformValues<TypeList<Us...>>& values) {
util::ignore({ (state.template get<Us>() = values.template get<Us>(), 0)... });
}
};
} // namespace gl
} // namespace mbgl
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