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#pragma once
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/programs/background_program.hpp>
#include <mbgl/programs/extrusion_texture_program.hpp>
#include <mbgl/programs/programs.hpp>
#include <mbgl/programs/raster_program.hpp>
#include <mbgl/util/optional.hpp>
#include <string>
namespace mbgl {
class RenderStaticData {
public:
RenderStaticData(gl::Context&, float pixelRatio, const optional<std::string>& programCacheDir);
gl::VertexBuffer<gfx::Vertex<PositionOnlyLayoutAttributes>> tileVertexBuffer;
gl::VertexBuffer<RasterLayoutVertex> rasterVertexBuffer;
gl::VertexBuffer<ExtrusionTextureLayoutVertex> extrusionTextureVertexBuffer;
gl::IndexBuffer quadTriangleIndexBuffer;
gl::IndexBuffer tileBorderIndexBuffer;
SegmentVector<BackgroundAttributes> tileTriangleSegments;
SegmentVector<DebugAttributes> tileBorderSegments;
SegmentVector<RasterAttributes> rasterSegments;
SegmentVector<ExtrusionTextureAttributes> extrusionTextureSegments;
optional<gl::Renderbuffer<gl::RenderbufferType::DepthComponent>> depthRenderbuffer;
bool has3D = false;
Size backendSize;
Programs programs;
#ifndef NDEBUG
Programs overdrawPrograms;
#endif
};
} // namespace mbgl
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