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#pragma once
#include <mbgl/gfx/vertex_buffer.hpp>
#include <mbgl/gfx/index_buffer.hpp>
#include <mbgl/gfx/renderbuffer.hpp>
#include <mbgl/programs/background_program.hpp>
#include <mbgl/programs/heatmap_texture_program.hpp>
#include <mbgl/programs/programs.hpp>
#include <mbgl/programs/raster_program.hpp>
#include <mbgl/util/optional.hpp>
#include <string>
namespace mbgl {
namespace gfx {
class Context;
class UploadPass;
} // namespace gfx
class RenderStaticData {
public:
RenderStaticData(gfx::Context&, float pixelRatio);
void upload(gfx::UploadPass&);
optional<gfx::VertexBuffer<gfx::Vertex<PositionOnlyLayoutAttributes>>> tileVertexBuffer;
optional<gfx::VertexBuffer<RasterLayoutVertex>> rasterVertexBuffer;
optional<gfx::VertexBuffer<HeatmapTextureLayoutVertex>> heatmapTextureVertexBuffer;
optional<gfx::IndexBuffer> quadTriangleIndexBuffer;
optional<gfx::IndexBuffer> tileBorderIndexBuffer;
static SegmentVector<BackgroundAttributes> tileTriangleSegments();
static SegmentVector<DebugAttributes> tileBorderSegments();
static SegmentVector<RasterAttributes> rasterSegments();
static SegmentVector<HeatmapTextureAttributes> heatmapTextureSegments();
optional<gfx::Renderbuffer<gfx::RenderbufferPixelType::Depth>> depthRenderbuffer;
bool has3D = false;
bool uploaded = false;
Size backendSize;
Programs programs;
const SegmentVector<BackgroundAttributes> clippingMaskSegments;
#ifndef NDEBUG
Programs overdrawPrograms;
#endif
};
} // namespace mbgl
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