[core] ensure gfx::DrawScopes are unique

This commit is contained in:
Konstantin Käfer
2019-04-02 14:11:37 +02:00
parent e52ce34fb5
commit 12d8948c2a
3 changed files with 22 additions and 16 deletions

View File

@@ -68,7 +68,7 @@ void RenderBackgroundLayer::render(PaintParameters& parameters) {
const Properties<>::PossiblyEvaluated properties;
const BackgroundProgram::Binders paintAttributeData(properties, 0);
auto draw = [&](auto& program, auto&& uniformValues, const auto& textureBindings) {
auto draw = [&](auto& program, auto&& uniformValues, const auto& textureBindings, const UnwrappedTileID& id) {
const auto allUniformValues = program.computeAllUniformValues(
std::move(uniformValues),
paintAttributeData,
@@ -96,7 +96,7 @@ void RenderBackgroundLayer::render(PaintParameters& parameters) {
allUniformValues,
allAttributeBindings,
textureBindings,
getID()
getID() + "/" + util::toString(id)
);
};
const auto& evaluated = static_cast<const BackgroundLayerProperties&>(*evaluatedProperties).evaluated;
@@ -123,7 +123,8 @@ void RenderBackgroundLayer::render(PaintParameters& parameters) {
),
BackgroundPatternProgram::TextureBindings{
textures::image::Value{ parameters.imageManager.textureBinding() },
}
},
tileID
);
}
} else {
@@ -135,7 +136,8 @@ void RenderBackgroundLayer::render(PaintParameters& parameters) {
uniforms::color::Value( evaluated.get<BackgroundColor>() ),
uniforms::opacity::Value( evaluated.get<BackgroundOpacity>() ),
},
BackgroundProgram::TextureBindings{}
BackgroundProgram::TextureBindings{},
tileID
);
}
}

View File

@@ -77,7 +77,8 @@ void RenderFillExtrusionLayer::render(PaintParameters& parameters) {
const auto& uniformValues,
const optional<ImagePosition>& patternPositionA,
const optional<ImagePosition>& patternPositionB,
const auto& textureBindings) {
const auto& textureBindings,
const std::string& uniqueName) {
const auto& paintPropertyBinders = tileBucket.paintPropertyBinders.at(getID());
paintPropertyBinders.setPatternParameters(patternPositionA, patternPositionB, crossfade_);
@@ -108,12 +109,12 @@ void RenderFillExtrusionLayer::render(PaintParameters& parameters) {
allUniformValues,
allAttributeBindings,
textureBindings,
getID());
getID() + "/" + uniqueName);
};
if (unevaluated.get<FillExtrusionPattern>().isUndefined()) {
// Draw solid color extrusions
auto drawTiles = [&](const gfx::StencilMode& stencilMode_, const gfx::ColorMode& colorMode_) {
auto drawTiles = [&](const gfx::StencilMode& stencilMode_, const gfx::ColorMode& colorMode_, const std::string& name) {
for (const RenderTile& tile : renderTiles) {
const LayerRenderData* renderData = tile.getLayerRenderData(*baseImpl);
if (!renderData) {
@@ -137,28 +138,29 @@ void RenderFillExtrusionLayer::render(PaintParameters& parameters) {
),
{},
{},
FillExtrusionProgram::TextureBindings{}
FillExtrusionProgram::TextureBindings{},
name
);
}
};
if (evaluated.get<FillExtrusionOpacity>() == 1) {
// Draw opaque extrusions
drawTiles(gfx::StencilMode::disabled(), parameters.colorModeForRenderPass());
drawTiles(gfx::StencilMode::disabled(), parameters.colorModeForRenderPass(), "color");
} else {
// Draw transparent buildings in two passes so that only the closest surface is drawn.
// First draw all the extrusions into only the depth buffer. No colors are drawn.
drawTiles(gfx::StencilMode::disabled(), gfx::ColorMode::disabled());
drawTiles(gfx::StencilMode::disabled(), gfx::ColorMode::disabled(), "depth");
// Then draw all the extrusions a second time, only coloring fragments if they have the
// same depth value as the closest fragment in the previous pass. Use the stencil buffer
// to prevent the second draw in cases where we have coincident polygons.
drawTiles(parameters.stencilModeFor3D(), parameters.colorModeForRenderPass());
drawTiles(parameters.stencilModeFor3D(), parameters.colorModeForRenderPass(), "color");
}
} else {
// Draw textured extrusions
const auto fillPatternValue = evaluated.get<FillExtrusionPattern>().constantOr(mbgl::Faded<std::basic_string<char> >{"", ""});
auto drawTiles = [&](const gfx::StencilMode& stencilMode_, const gfx::ColorMode& colorMode_) {
auto drawTiles = [&](const gfx::StencilMode& stencilMode_, const gfx::ColorMode& colorMode_, const std::string& name) {
for (const RenderTile& tile : renderTiles) {
const LayerRenderData* renderData = tile.getLayerRenderData(*baseImpl);
if (!renderData) {
@@ -192,19 +194,20 @@ void RenderFillExtrusionLayer::render(PaintParameters& parameters) {
patternPosB,
FillExtrusionPatternProgram::TextureBindings{
textures::image::Value{ tile.getIconAtlasTexture().getResource(), gfx::TextureFilterType::Linear },
}
},
name
);
}
};
// Draw transparent buildings in two passes so that only the closest surface is drawn.
// First draw all the extrusions into only the depth buffer. No colors are drawn.
drawTiles(gfx::StencilMode::disabled(), gfx::ColorMode::disabled());
drawTiles(gfx::StencilMode::disabled(), gfx::ColorMode::disabled(), "depth");
// Then draw all the extrusions a second time, only coloring fragments if they have the
// same depth value as the closest fragment in the previous pass. Use the stencil buffer
// to prevent the second draw in cases where we have coincident polygons.
drawTiles(parameters.stencilModeFor3D(), parameters.colorModeForRenderPass());
drawTiles(parameters.stencilModeFor3D(), parameters.colorModeForRenderPass(), "color");
}
}

View File

@@ -146,6 +146,7 @@ void RenderRasterLayer::render(PaintParameters& parameters) {
RasterBucket& bucket = *imageData->bucket;
assert(bucket.texture);
size_t i = 0;
for (const auto& matrix_ : *imageData->matrices) {
draw(matrix_,
*bucket.vertexBuffer,
@@ -155,7 +156,7 @@ void RenderRasterLayer::render(PaintParameters& parameters) {
textures::image0::Value{ bucket.texture->getResource(), filter },
textures::image1::Value{ bucket.texture->getResource(), filter },
},
bucket.drawScopeID);
bucket.drawScopeID + std::to_string(i++));
}
} else {
for (const RenderTile& tile : renderTiles) {