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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;
} // namespace gfx
class RenderStaticData {
public:
RenderStaticData(gfx::Context&, float pixelRatio, const optional<std::string>& programCacheDir);
gfx::VertexBuffer<gfx::Vertex<PositionOnlyLayoutAttributes>> tileVertexBuffer;
gfx::VertexBuffer<RasterLayoutVertex> rasterVertexBuffer;
gfx::VertexBuffer<HeatmapTextureLayoutVertex> heatmapTextureVertexBuffer;
gfx::IndexBuffer quadTriangleIndexBuffer;
gfx::IndexBuffer tileBorderIndexBuffer;
SegmentVector<BackgroundAttributes> tileTriangleSegments;
SegmentVector<DebugAttributes> tileBorderSegments;
SegmentVector<RasterAttributes> rasterSegments;
SegmentVector<HeatmapTextureAttributes> heatmapTextureSegments;
optional<gfx::Renderbuffer<gfx::RenderbufferPixelType::Depth>> depthRenderbuffer;
bool has3D = false;
Size backendSize;
Programs programs;
#ifndef NDEBUG
Programs overdrawPrograms;
#endif
};
} // namespace mbgl
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