1 #include <mbgl/gl/attribute.hpp>
2 #include <mbgl/gl/context.hpp>
3 #include <mbgl/gl/gl.hpp>
4
5 namespace mbgl {
6 namespace gl {
7
bindAttributeLocation(Context & context,ProgramID id,AttributeLocation location,const char * name)8 void bindAttributeLocation(Context& context, ProgramID id, AttributeLocation location, const char* name) {
9 // We're using sequentially numberered attribute locations starting with 0. Therefore we can use
10 // the location as a proxy for the number of attributes.
11 if (location >= context.maximumVertexBindingCount) {
12 // Don't bind the location on this hardware since it exceeds the limit (otherwise we'd get
13 // an OpenGL error). This means we'll see rendering errors, and possibly slow rendering due
14 // to unbound attributes.
15 } else {
16 MBGL_CHECK_ERROR(glBindAttribLocation(id, location, name));
17 }
18 }
19
getActiveAttributes(ProgramID id)20 std::set<std::string> getActiveAttributes(ProgramID id) {
21 std::set<std::string> activeAttributes;
22
23 GLint attributeCount;
24 MBGL_CHECK_ERROR(glGetProgramiv(id, GL_ACTIVE_ATTRIBUTES, &attributeCount));
25
26 GLint maxAttributeLength;
27 MBGL_CHECK_ERROR(glGetProgramiv(id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxAttributeLength));
28
29 std::string attributeName;
30 attributeName.resize(maxAttributeLength);
31
32 GLsizei actualLength;
33 GLint size;
34 GLenum type;
35
36 for (int32_t i = 0; i < attributeCount; i++) {
37 MBGL_CHECK_ERROR(glGetActiveAttrib(id, i, maxAttributeLength, &actualLength, &size, &type, &attributeName[0]));
38 activeAttributes.emplace(std::string(attributeName, 0, actualLength));
39 }
40
41 return activeAttributes;
42 }
43
44 } // namespace gl
45 } // namespace mbgl
46