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#pragma once
#include <mbgl/gl/context.hpp>
#include <mbgl/gl/vertex_array.hpp>
#include <cstddef>
#include <vector>
#include <map>
namespace mbgl {
template <class Attributes>
class Segment {
public:
Segment(std::size_t vertexOffset_,
std::size_t indexOffset_,
std::size_t vertexLength_ = 0,
std::size_t indexLength_ = 0)
: vertexOffset(vertexOffset_),
indexOffset(indexOffset_),
vertexLength(vertexLength_),
indexLength(indexLength_) {}
const std::size_t vertexOffset;
const std::size_t indexOffset;
std::size_t vertexLength;
std::size_t indexLength;
// One VertexArray per layer ID. This minimizes rebinding in cases where
// several layers share buckets but have different sets of active attributes.
// This can happen:
// * when two layers have the same layout properties, but differing
// data-driven paint properties
// * when two fill layers have the same layout properties, but one
// uses fill-color and the other uses fill-pattern
mutable std::map<std::string, gl::VertexArray> vertexArrays;
};
template <class Attributes>
using SegmentVector = std::vector<Segment<Attributes>>;
} // namespace mbgl
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