Remove split view debugging (#1571)

This commit is contained in:
mwilsnd
2023-08-25 14:43:44 -05:00
committed by Bart Louwers
parent 642903fdb4
commit 03be4ed400
2 changed files with 0 additions and 101 deletions

View File

@@ -13,8 +13,6 @@ option(MLN_WITH_OSMESA "Build with OSMesa (Software) renderer" OFF)
option(MLN_WITH_WERROR "Make all compilation warnings errors" ON)
option(MLN_LEGACY_RENDERER "Include the legacy rendering pathway" ON)
option(MLN_DRAWABLE_RENDERER "Include the drawable rendering pathway" OFF)
option(MLN_RENDERER_SPLIT_VIEW "Enable a split view if both renderers are enabled" ON)
option(MLN_RENDERER_QUAD_SPLIT_VIEW "When using split view, split opaque and translucent passes as well" OFF)
if (MLN_WITH_CLANG_TIDY)
find_program(CLANG_TIDY_COMMAND NAMES clang-tidy)
@@ -982,8 +980,6 @@ if(MLN_WITH_OPENGL)
mbgl-core
PRIVATE
MBGL_RENDER_BACKEND_OPENGL=1
"MLN_RENDERER_SPLIT_VIEW=$<BOOL:${MLN_RENDERER_SPLIT_VIEW}>"
"MLN_RENDERER_QUAD_SPLIT_VIEW=$<BOOL:${MLN_RENDERER_QUAD_SPLIT_VIEW}>"
PUBLIC
"MLN_LEGACY_RENDERER=$<BOOL:${MLN_LEGACY_RENDERER}>"
"MLN_DRAWABLE_RENDERER=$<BOOL:${MLN_DRAWABLE_RENDERER}>"

View File

@@ -27,18 +27,6 @@
#include <limits>
#endif
#if (MLN_LEGACY_RENDERER && MLN_DRAWABLE_RENDERER)
// DEBUG: Enable a debugging split view to compare drawables and vanilla rendering pathways
// Drawables will be on the left, vanilla rendering on the right
// #define MLN_RENDERER_SPLIT_VIEW 1
// If using SPLIT_VIEW, MLN_RENDERER_QUAD_SPLIT_VIEW will split each half, showing just the opaque
// pass on top and then a composited opaque+translucent pass on the bottom
// #define QUAD_SPLIT_VIEW
#if MLN_RENDERER_SPLIT_VIEW
#include <mbgl/gl/context.hpp>
#endif
#endif
namespace mbgl {
using namespace style;
@@ -377,91 +365,6 @@ void Renderer::Impl::render(const RenderTree& renderTree,
renderLayerOpaquePass();
renderLayerTranslucentPass();
renderDebugOverlays();
#elif (MLN_DRAWABLE_RENDERER && MLN_LEGACY_RENDERER)
#if MLN_RENDERER_SPLIT_VIEW
[[maybe_unused]] const auto W = backend.getDefaultRenderable().getSize().width;
[[maybe_unused]] const auto H = backend.getDefaultRenderable().getSize().height;
[[maybe_unused]] const auto halfW = static_cast<platform::GLsizei>(backend.getDefaultRenderable().getSize().width *
0.5f);
[[maybe_unused]] const auto halfH = static_cast<platform::GLsizei>(backend.getDefaultRenderable().getSize().height *
0.5f);
platform::glEnable(GL_SCISSOR_TEST);
#if MLN_RENDERER_QUAD_SPLIT_VIEW
if (parameters.staticData.has3D) {
common3DPass();
drawable3DPass();
renderLayer3DPass();
parameters.clearStencil();
}
// Drawable LayerGroups on the left
// Opaque only on top
platform::glScissor(0, 0, halfW, H);
drawableTargetsPass();
commonClearPass();
drawableOpaquePass();
// Composite (Opaque+Translucent) on bottom
platform::glScissor(0, 0, halfW, halfH);
drawableTranslucentPass();
// RenderLayers on the right
// Opaque only on top
platform::glScissor(halfW, 0, halfW, H);
commonClearPass();
// Clipping masks were drawn only on the other side
parameters.clearTileClippingMasks();
renderLayerOpaquePass();
// Composite (Opaque+Translucent) on bottom
platform::glScissor(halfW, 0, halfW, halfH);
renderLayerTranslucentPass();
#else // MLN_RENDERER_QUAD_SPLIT_VIEW
if (parameters.staticData.has3D) {
common3DPass();
drawable3DPass();
renderLayer3DPass();
parameters.clearStencil();
}
// Drawable LayerGroups on the left
platform::glScissor(0, 0, halfW, H);
drawableTargetsPass();
commonClearPass();
parameters.clearTileClippingMasks();
drawableOpaquePass();
drawableTranslucentPass();
drawableDebugOverlays();
// RenderLayers on the right
platform::glScissor(halfW, 0, W, H);
commonClearPass();
parameters.clearTileClippingMasks();
renderLayerOpaquePass();
renderLayerTranslucentPass();
renderDebugOverlays();
#endif // MLN_RENDERER_QUAD_SPLIT_VIEW
// Reset viewport
platform::glScissor(0, 0, W, H);
platform::glDisable(GL_SCISSOR_TEST);
#else // if MLN_RENDERER_SPLIT_VIEW
if (parameters.staticData.has3D) {
common3DPass();
renderLayer3DPass();
drawable3DPass();
parameters.clearStencil();
}
commonClearPass();
// Do RenderLayers first, drawables last
renderLayerOpaquePass();
renderLayerTranslucentPass();
drawableOpaquePass();
drawableTranslucentPass();
renderDebugOverlays();
drawableDebugOverlays();
#endif // MLN_RENDERER_SPLIT_VIEW
#else
static_assert(0, "Must define one of (MLN_DRAWABLE_RENDERER, MLN_LEGACY_RENDERER)");
#endif