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Store vertex attribute binding to prevent duplicate binds#9181
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kkaefer
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Jun 4, 2017
| if (oldBinding) { | ||
| MBGL_CHECK_ERROR(glDisableVertexAttribArray(location)); | ||
| oldBinding = {}; | ||
| } |
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This fails when we're not using VAOs. In that case, we're resetting the binding for every segment we're drawing to force a rebind, so oldBinding will always be empty and we may fail to disable the vertex attribute array for a certain location.
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Right, so revert all of these changes, leaving only the oldBinding = *this; change?
We have an "oldBinding" value that we use for checking whether the vertex attribute was already bound to the current VAO, but we never set the state. Additionally, we're also checking whether the previous state was already any binding (optional is set), and don't re-enable the vertex attribute array. Additionally, we now only disable the vertex attribute array when the previous state was in fact an array attribute. We still don't deduplicate constant glVertexAttrib* calls, but that's a little trickier.
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Ready for review |
jfirebaugh
approved these changes
Jun 13, 2017
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We have an
oldBindingvalue that we use for checking whether the vertex attribute was alreadybound to the current VAO, but we never set the state. Additionally, we're also checking whether
the previous state was already any binding (
optionalis set), and don't re-enable the vertexattribute array. Additionally, we now only disable the vertex attribute array when the previous
state was in fact an array attribute. We still don't deduplicate constant
glVertexAttrib*calls,but that's a little trickier.