Vulkan fill extrusion instancing [Core optimization] (#4310)

Co-authored-by: Alex Cristici <alex.cristici@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Bart Louwers <bart@emeel.net>
This commit is contained in:
Adrian Cojocaru
2026-06-06 02:06:59 +03:00
committed by GitHub
parent 9fa80b37d2
commit 1b6ed35426
27 changed files with 940 additions and 309 deletions

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@@ -71,14 +71,8 @@ enum {
globalUBOCount
};
enum {
idDrawableReservedVertexOnlyUBO = globalUBOCount,
idDrawableReservedFragmentOnlyUBO,
drawableReservedUBOCount
};
#define MLN_UBO_CONSOLIDATION (MLN_RENDER_BACKEND_METAL || MLN_RENDER_BACKEND_VULKAN || MLN_RENDER_BACKEND_WEBGPU)
#define MLN_USE_FILL_EXTRUSION_INSTANCING (MLN_RENDER_BACKEND_METAL)
#define MLN_USE_FILL_EXTRUSION_INSTANCING (MLN_RENDER_BACKEND_METAL || MLN_RENDER_BACKEND_VULKAN)
} // namespace shaders
} // namespace mbgl

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@@ -7,253 +7,281 @@
namespace mbgl {
namespace shaders {
// drawable UBOs
enum {
idBackgroundDrawableUBO = idDrawableReservedVertexOnlyUBO,
backgroundDrawableUBOCount = drawableReservedUBOCount
};
enum {
idCircleDrawableUBO = idDrawableReservedVertexOnlyUBO,
circleDrawableUBOCount = drawableReservedUBOCount
};
enum {
idClippingMaskUBO = idDrawableReservedVertexOnlyUBO,
clippingMaskDrawableUBOCount = drawableReservedUBOCount
};
enum {
idCollisionDrawableUBO = idDrawableReservedVertexOnlyUBO,
idCollisionTilePropsUBO = drawableReservedUBOCount,
collisionDrawableUBOCount
};
enum {
idCustomGeometryDrawableUBO = drawableReservedUBOCount,
customGeometryDrawableUBOCount
};
enum {
idCustomSymbolDrawableUBO = idDrawableReservedVertexOnlyUBO,
customSymbolDrawableUBOCount = drawableReservedUBOCount
};
enum {
idDebugUBO = drawableReservedUBOCount,
debugDrawableUBOCount
};
enum {
idFillDrawableUBO = idDrawableReservedVertexOnlyUBO,
idFillTilePropsUBO = drawableReservedUBOCount,
fillDrawableUBOCount
};
enum {
idFillExtrusionDrawableUBO = idDrawableReservedVertexOnlyUBO,
idFillExtrusionTilePropsUBO = drawableReservedUBOCount,
fillExtrusionDrawableUBOCount
};
enum {
idHeatmapDrawableUBO = idDrawableReservedVertexOnlyUBO,
heatmapDrawableUBOCount = drawableReservedUBOCount
};
enum {
heatmapTextureDrawableUBOCount = drawableReservedUBOCount
};
enum {
idHillshadeDrawableUBO = idDrawableReservedVertexOnlyUBO,
idHillshadeTilePropsUBO = idDrawableReservedFragmentOnlyUBO,
hillshadeDrawableUBOCount = drawableReservedUBOCount
};
enum {
idHillshadePrepareDrawableUBO = idDrawableReservedVertexOnlyUBO,
idHillshadePrepareTilePropsUBO = drawableReservedUBOCount,
hillshadePrepareDrawableUBOCount
};
enum {
idColorReliefDrawableUBO = idDrawableReservedVertexOnlyUBO,
idColorReliefTilePropsUBO = drawableReservedUBOCount,
colorReliefDrawableUBOCount
};
enum {
idLineDrawableUBO = idDrawableReservedVertexOnlyUBO,
idLineTilePropsUBO = idDrawableReservedFragmentOnlyUBO,
lineDrawableUBOCount = drawableReservedUBOCount
};
enum {
idLocationIndicatorDrawableUBO = drawableReservedUBOCount,
locationIndicatorDrawableUBOCount
};
enum {
idRasterDrawableUBO = idDrawableReservedVertexOnlyUBO,
rasterDrawableUBOCount = drawableReservedUBOCount
};
enum {
idSymbolDrawableUBO = idDrawableReservedVertexOnlyUBO,
idSymbolTilePropsUBO = idDrawableReservedFragmentOnlyUBO,
symbolDrawableUBOCount = drawableReservedUBOCount
};
enum {
idWideVectorUniformsUBO = idDrawableReservedVertexOnlyUBO,
idWideVectorUniformWideVecUBO = drawableReservedUBOCount,
wideVectorDrawableUBOCount
};
// layer SSBOs
static constexpr uint32_t layerSSBOStartId = globalUBOCount;
static constexpr uint32_t layerUBOStartId = std::max({static_cast<uint32_t>(backgroundDrawableUBOCount),
static_cast<uint32_t>(circleDrawableUBOCount),
static_cast<uint32_t>(clippingMaskDrawableUBOCount),
static_cast<uint32_t>(collisionDrawableUBOCount),
static_cast<uint32_t>(customGeometryDrawableUBOCount),
static_cast<uint32_t>(customSymbolDrawableUBOCount),
static_cast<uint32_t>(debugDrawableUBOCount),
static_cast<uint32_t>(fillDrawableUBOCount),
static_cast<uint32_t>(fillExtrusionDrawableUBOCount),
static_cast<uint32_t>(heatmapDrawableUBOCount),
static_cast<uint32_t>(heatmapTextureDrawableUBOCount),
static_cast<uint32_t>(hillshadeDrawableUBOCount),
static_cast<uint32_t>(hillshadePrepareDrawableUBOCount),
static_cast<uint32_t>(colorReliefDrawableUBOCount),
static_cast<uint32_t>(lineDrawableUBOCount),
static_cast<uint32_t>(locationIndicatorDrawableUBOCount),
static_cast<uint32_t>(rasterDrawableUBOCount),
static_cast<uint32_t>(symbolDrawableUBOCount),
static_cast<uint32_t>(wideVectorDrawableUBOCount)});
static constexpr uint32_t maxUBOCountPerDrawable = layerUBOStartId - globalUBOCount;
enum {
idDrawableReservedVertexOnlyUBO = layerSSBOStartId,
idDrawableReservedFragmentOnlyUBO,
drawableReservedUBOCount
};
enum {
idBackgroundDrawableUBO = idDrawableReservedVertexOnlyUBO, // SSBO
backgroundLayerSSBOCount = drawableReservedUBOCount
};
enum {
idCircleDrawableUBO = idDrawableReservedVertexOnlyUBO, // SSBO
circleLayerSSBOCount = drawableReservedUBOCount
};
enum {
idColorReliefDrawableUBO = idDrawableReservedVertexOnlyUBO, // SSBO
idColorReliefTilePropsUBO = drawableReservedUBOCount, // SSBO
colorReliefLayerSSBOCount
};
enum {
idFillDrawableUBO = idDrawableReservedVertexOnlyUBO, // SSBO
idFillTilePropsUBO = drawableReservedUBOCount, // SSBO
fillLayerSSBOCount
};
enum {
idFillExtrusionDrawableUBO = idDrawableReservedVertexOnlyUBO, // SSBO
idFillExtrusionTilePropsUBO = drawableReservedUBOCount, // both SSBO and UBO?
fillExtrusionLayerSSBOCount
};
enum {
idHeatmapDrawableUBO = idDrawableReservedVertexOnlyUBO, // SSBO
heatmapLayerSSBOCount = drawableReservedUBOCount
};
enum {
idHillshadeDrawableUBO = idDrawableReservedVertexOnlyUBO, // SSBO
idHillshadeTilePropsUBO = idDrawableReservedFragmentOnlyUBO, // SSBO
hillshadeLayerSSBOCount = drawableReservedUBOCount
};
enum {
idLineDrawableUBO = idDrawableReservedVertexOnlyUBO, // SSBO
idLineTilePropsUBO = idDrawableReservedFragmentOnlyUBO, // SSBO
lineLayerSSBOCount = drawableReservedUBOCount
};
enum {
idRasterDrawableUBO = idDrawableReservedVertexOnlyUBO, // SSBO
rasterLayerSSBOCount = drawableReservedUBOCount
};
enum {
idSymbolDrawableUBO = idDrawableReservedVertexOnlyUBO, // SSBO
idSymbolTilePropsUBO = idDrawableReservedFragmentOnlyUBO, // SSBO
symbolLayerSSBOCount = drawableReservedUBOCount
};
// layer UBOs
static constexpr uint32_t layerUBOStartId = std::max({static_cast<uint32_t>(drawableReservedUBOCount),
static_cast<uint32_t>(backgroundLayerSSBOCount),
static_cast<uint32_t>(circleLayerSSBOCount),
static_cast<uint32_t>(fillLayerSSBOCount),
static_cast<uint32_t>(fillExtrusionLayerSSBOCount),
static_cast<uint32_t>(heatmapLayerSSBOCount),
static_cast<uint32_t>(hillshadeLayerSSBOCount),
static_cast<uint32_t>(colorReliefLayerSSBOCount),
static_cast<uint32_t>(lineLayerSSBOCount),
static_cast<uint32_t>(rasterLayerSSBOCount),
static_cast<uint32_t>(symbolLayerSSBOCount)});
#if MLN_RENDER_BACKEND_VULKAN
#define getLayerStartValue(packedValue) layerUBOStartId
#define getEnumValue(packed, unpacked) unpacked
#else
#define getLayerStartValue(packedValue) packedValue
#define getEnumValue(packed, unpacked) packed
#endif
enum {
idBackgroundPropsUBO = getLayerStartValue(backgroundDrawableUBOCount),
backgroundUBOCount
idBackgroundPropsUBO = getEnumValue(backgroundLayerSSBOCount, layerUBOStartId),
backgroundLayerUBOCount
};
enum {
idCircleEvaluatedPropsUBO = getLayerStartValue(circleDrawableUBOCount),
circleUBOCount
idCircleEvaluatedPropsUBO = getEnumValue(circleLayerSSBOCount, layerUBOStartId),
circleLayerUBOCount
};
enum {
clippingMaskUBOCount = getLayerStartValue(clippingMaskDrawableUBOCount)
idColorReliefEvaluatedPropsUBO = getEnumValue(colorReliefLayerSSBOCount, layerUBOStartId),
colorReliefLayerUBOCount
};
enum {
collisionUBOCount = getLayerStartValue(collisionDrawableUBOCount)
idFillEvaluatedPropsUBO = getEnumValue(fillLayerSSBOCount, layerUBOStartId),
fillLayerUBOCount
};
enum {
customGeometryUBOCount = getLayerStartValue(customGeometryDrawableUBOCount)
idFillExtrusionPropsUBO = getEnumValue(fillExtrusionLayerSSBOCount, layerUBOStartId),
fillExtrusionLayerUBOCount
};
enum {
customSymbolUBOCount = getLayerStartValue(customSymbolDrawableUBOCount)
idHeatmapEvaluatedPropsUBO = getEnumValue(heatmapLayerSSBOCount, layerUBOStartId),
heatmapLayerUBOCount
};
enum {
debugUBOCount = getLayerStartValue(debugDrawableUBOCount)
};
enum {
idFillEvaluatedPropsUBO = getLayerStartValue(fillDrawableUBOCount),
fillUBOCount
};
enum {
idFillExtrusionPropsUBO = getLayerStartValue(fillExtrusionDrawableUBOCount),
fillExtrusionUBOCount
};
enum {
idHeatmapEvaluatedPropsUBO = getLayerStartValue(heatmapDrawableUBOCount),
heatmapUBOCount
};
enum {
idHeatmapTexturePropsUBO = getLayerStartValue(heatmapTextureDrawableUBOCount),
idHeatmapTexturePropsUBO = getEnumValue(drawableReservedUBOCount, layerUBOStartId),
heatmapTextureUBOCount
};
enum {
idHillshadeEvaluatedPropsUBO = getLayerStartValue(hillshadeDrawableUBOCount),
hillshadeUBOCount
idHillshadeEvaluatedPropsUBO = getEnumValue(hillshadeLayerSSBOCount, layerUBOStartId),
hillshadeLayerUBOCount
};
enum {
hillshadePrepareUBOCount = getLayerStartValue(hillshadePrepareDrawableUBOCount)
};
enum {
idColorReliefEvaluatedPropsUBO = getLayerStartValue(colorReliefDrawableUBOCount),
colorReliefUBOCount
};
enum {
idLineEvaluatedPropsUBO = getLayerStartValue(lineDrawableUBOCount),
idLineEvaluatedPropsUBO = getEnumValue(lineLayerSSBOCount, layerUBOStartId),
idLineExpressionUBO,
lineUBOCount
lineLayerUBOCount
};
enum {
locationIndicatorUBOCount = getLayerStartValue(locationIndicatorDrawableUBOCount)
idRasterEvaluatedPropsUBO = getEnumValue(rasterLayerSSBOCount, layerUBOStartId),
rasterLayerUBOCount
};
enum {
idRasterEvaluatedPropsUBO = getLayerStartValue(rasterDrawableUBOCount),
rasterUBOCount
idSymbolEvaluatedPropsUBO = getEnumValue(symbolLayerSSBOCount, layerUBOStartId),
symbolLayerUBOCount
};
// drawable SSBOs
static constexpr uint32_t drawableSSBOStartId = std::max({static_cast<uint32_t>(backgroundLayerUBOCount),
static_cast<uint32_t>(circleLayerUBOCount),
static_cast<uint32_t>(colorReliefLayerUBOCount),
static_cast<uint32_t>(fillLayerUBOCount),
static_cast<uint32_t>(fillExtrusionLayerUBOCount),
static_cast<uint32_t>(heatmapLayerUBOCount),
static_cast<uint32_t>(hillshadeLayerUBOCount),
static_cast<uint32_t>(lineLayerUBOCount),
static_cast<uint32_t>(rasterLayerUBOCount),
static_cast<uint32_t>(symbolLayerUBOCount)});
enum {
#if MLN_USE_FILL_EXTRUSION_INSTANCING
idFillExtrusionInstanced = getEnumValue(fillExtrusionLayerUBOCount, drawableSSBOStartId),
#endif
fillExtrusionDrawableSSBOCount
};
// drawable UBOs
static constexpr uint32_t drawableUBOStartId = std::max(
{static_cast<uint32_t>(drawableSSBOStartId), static_cast<uint32_t>(fillExtrusionDrawableSSBOCount)});
enum {
backgroundUBOCount = getEnumValue(backgroundLayerUBOCount, drawableUBOStartId)
};
enum {
idSymbolEvaluatedPropsUBO = getLayerStartValue(symbolDrawableUBOCount),
symbolUBOCount
circleUBOCount = getEnumValue(circleLayerUBOCount, drawableUBOStartId)
};
enum {
wideVectorUBOCount = getLayerStartValue(wideVectorDrawableUBOCount)
idCollisionDrawableUBO = getEnumValue(idDrawableReservedVertexOnlyUBO, drawableUBOStartId), // UBO
idCollisionTilePropsUBO = getEnumValue(drawableReservedUBOCount, idCollisionDrawableUBO + 1),
collisionUBOCount
};
#undef getLayerStartValue
enum {
idClippingMaskUBO = getEnumValue(idDrawableReservedVertexOnlyUBO, drawableUBOStartId),
clippingMaskUBOCount = getEnumValue(drawableReservedUBOCount, idClippingMaskUBO + 1)
};
enum {
colorReliefUBOCount = getEnumValue(colorReliefLayerUBOCount, drawableUBOStartId)
};
enum {
idCustomGeometryDrawableUBO = getEnumValue(drawableReservedUBOCount, drawableUBOStartId), // UBO
customGeometryUBOCount
};
enum {
idCustomSymbolDrawableUBO = getEnumValue(idDrawableReservedVertexOnlyUBO, drawableUBOStartId), // UBO
customSymbolUBOCount = getEnumValue(drawableReservedUBOCount, idCustomSymbolDrawableUBO + 1)
};
enum {
idDebugUBO = getEnumValue(drawableReservedUBOCount, drawableUBOStartId), // UBO
debugUBOCount
};
enum {
fillUBOCount = getEnumValue(fillLayerUBOCount, drawableUBOStartId)
};
enum {
fillExtrusionUBOCount = getEnumValue(fillExtrusionLayerUBOCount, drawableUBOStartId)
};
enum {
heatmapUBOCount = getEnumValue(heatmapLayerUBOCount, drawableUBOStartId)
};
enum {
idHillshadePrepareDrawableUBO = getEnumValue(idDrawableReservedVertexOnlyUBO, drawableUBOStartId), // UBO
idHillshadePrepareTilePropsUBO = getEnumValue(drawableReservedUBOCount, idHillshadePrepareDrawableUBO + 1), // UBO
hillshadePrepareUBOCount
};
enum {
hillshadeUBOCount = getEnumValue(hillshadeLayerUBOCount, drawableUBOStartId)
};
enum {
lineUBOCount = getEnumValue(lineLayerUBOCount, drawableUBOStartId)
};
enum {
idLocationIndicatorDrawableUBO = getEnumValue(drawableReservedUBOCount, drawableUBOStartId), // UBO
locationIndicatorUBOCount
};
enum {
rasterUBOCount = getEnumValue(rasterLayerUBOCount, drawableUBOStartId)
};
enum {
symbolUBOCount = getEnumValue(symbolLayerUBOCount, drawableUBOStartId)
};
enum {
idWideVectorUniformsUBO = getEnumValue(idDrawableReservedVertexOnlyUBO, drawableUBOStartId), // UBO
idWideVectorUniformWideVecUBO = getEnumValue(drawableReservedUBOCount, idWideVectorUniformsUBO + 1), // UBO
wideVectorUBOCount
};
#undef getEnumValue
static constexpr uint32_t maxUBOCountPerShader = std::max({static_cast<uint32_t>(backgroundUBOCount),
static_cast<uint32_t>(circleUBOCount),
static_cast<uint32_t>(clippingMaskUBOCount),
static_cast<uint32_t>(collisionUBOCount),
static_cast<uint32_t>(customSymbolUBOCount),
static_cast<uint32_t>(colorReliefUBOCount),
static_cast<uint32_t>(customGeometryUBOCount),
static_cast<uint32_t>(debugUBOCount),
static_cast<uint32_t>(fillUBOCount),
static_cast<uint32_t>(fillExtrusionUBOCount),
static_cast<uint32_t>(heatmapUBOCount),
static_cast<uint32_t>(heatmapTextureUBOCount),
static_cast<uint32_t>(hillshadeUBOCount),
static_cast<uint32_t>(heatmapUBOCount),
static_cast<uint32_t>(hillshadePrepareUBOCount),
static_cast<uint32_t>(colorReliefUBOCount),
static_cast<uint32_t>(hillshadeUBOCount),
static_cast<uint32_t>(lineUBOCount),
static_cast<uint32_t>(locationIndicatorUBOCount),
static_cast<uint32_t>(rasterUBOCount),
static_cast<uint32_t>(symbolUBOCount),
static_cast<uint32_t>(wideVectorUBOCount)});
static constexpr uint32_t maxSSBOCountPerLayer = maxUBOCountPerDrawable;
static constexpr uint32_t maxUBOCountPerLayer = maxUBOCountPerShader - layerUBOStartId;
static constexpr uint32_t maxSSBOCountPerLayer = layerUBOStartId - layerSSBOStartId;
static constexpr uint32_t maxUBOCountPerLayer = drawableSSBOStartId - layerUBOStartId;
static constexpr uint32_t maxSSBOCountPerDrawable = drawableUBOStartId - drawableSSBOStartId;
static constexpr uint32_t maxUBOCountPerDrawable = maxUBOCountPerShader - drawableUBOStartId;
// Texture defines
enum {

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@@ -8,8 +8,8 @@ namespace shaders {
constexpr auto collisionShaderPrelude = R"(
#define idCollisionDrawableUBO idDrawableReservedVertexOnlyUBO
#define idCollisionTilePropsUBO drawableReservedUBOCount
#define idCollisionDrawableUBO drawableUBOStartId
#define idCollisionTilePropsUBO drawableUBOStartId + 1
)";

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@@ -67,15 +67,33 @@ vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
return (tile_units_to_pixels * pos + offset) / pattern_size;
}
#define GLOBAL_SET_INDEX 0
#define LAYER_SET_INDEX 1
#define DRAWABLE_UBO_SET_INDEX 2
#define DRAWABLE_IMAGE_SET_INDEX 3
vec2 unpack_int(int value) {
const int low = (value << 16) >> 16;
const int high = value >> 16;
#define idDrawableReservedVertexOnlyUBO 0
#define idDrawableReservedFragmentOnlyUBO 1
#define drawableReservedUBOCount 2
#define layerUBOStartId 3
return vec2(low, high);
}
vec2 unpack_uint(uint value) {
const uint low = value & 0xFFFF;
const uint high = (value >> 16) & 0xFFFF;
return vec2(low, high);
}
#define GLOBAL_SET_INDEX 0
#define LAYER_SET_INDEX 1
#define DRAWABLE_UBO_SET_INDEX 2
#define DRAWABLE_IMAGE_SET_INDEX 3
#define layerSSBOStartId 0
#define layerUBOStartId 3
#define drawableSSBOStartId 0
#define drawableUBOStartId 1
#define idDrawableReservedVertexOnlyUBO layerSSBOStartId
#define idDrawableReservedFragmentOnlyUBO idDrawableReservedVertexOnlyUBO + 1
#define drawableReservedUBOCount idDrawableReservedFragmentOnlyUBO + 1
layout(set = GLOBAL_SET_INDEX, binding = 0) uniform GlobalPaintParamsUBO {
vec2 pattern_atlas_texsize;
@@ -110,15 +128,19 @@ void applySurfaceTransform() {
#define M_PI 3.1415926535897932384626433832795
#define SDF_PX 8.0
#define GLOBAL_SET_INDEX 0
#define LAYER_SET_INDEX 1
#define DRAWABLE_UBO_SET_INDEX 2
#define DRAWABLE_IMAGE_SET_INDEX 3
#define GLOBAL_SET_INDEX 0
#define LAYER_SET_INDEX 1
#define DRAWABLE_UBO_SET_INDEX 2
#define DRAWABLE_IMAGE_SET_INDEX 3
#define idDrawableReservedVertexOnlyUBO 0
#define idDrawableReservedFragmentOnlyUBO 1
#define drawableReservedUBOCount 2
#define layerUBOStartId 3
#define layerSSBOStartId 0
#define layerUBOStartId 3
#define drawableSSBOStartId 0
#define drawableUBOStartId 1
#define idDrawableReservedVertexOnlyUBO layerSSBOStartId
#define idDrawableReservedFragmentOnlyUBO idDrawableReservedVertexOnlyUBO + 1
#define drawableReservedUBOCount idDrawableReservedFragmentOnlyUBO + 1
layout(set = GLOBAL_SET_INDEX, binding = 0) uniform GlobalPaintParamsUBO {
vec2 pattern_atlas_texsize;

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@@ -6,7 +6,7 @@
namespace mbgl {
namespace shaders {
constexpr auto customGeometryShaderPrelude = R"(#define idCustomGeometryDrawableUBO drawableReservedUBOCount)";
constexpr auto customGeometryShaderPrelude = R"(#define idCustomGeometryDrawableUBO drawableUBOStartId)";
template <>
struct ShaderSource<BuiltIn::CustomGeometryShader, gfx::Backend::Type::Vulkan> {

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@@ -6,7 +6,7 @@
namespace mbgl {
namespace shaders {
constexpr auto customSymbolIconShaderPrelude = R"(#define idCustomSymbolDrawableUBO idDrawableReservedVertexOnlyUBO)";
constexpr auto customSymbolIconShaderPrelude = R"(#define idCustomSymbolDrawableUBO drawableUBOStartId)";
template <>
struct ShaderSource<BuiltIn::CustomSymbolIconShader, gfx::Backend::Type::Vulkan> {

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@@ -6,7 +6,7 @@
namespace mbgl {
namespace shaders {
constexpr auto debugShaderPrelude = R"(#define idDebugUBO drawableReservedUBOCount)";
constexpr auto debugShaderPrelude = R"(#define idDebugUBO drawableUBOStartId)";
template <>
struct ShaderSource<BuiltIn::DebugShader, gfx::Backend::Type::Vulkan> {

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@@ -8,9 +8,10 @@ namespace shaders {
constexpr auto fillExtrusionShaderPrelude = R"(
#define idFillExtrusionDrawableUBO idDrawableReservedVertexOnlyUBO
#define idFillExtrusionTilePropsUBO drawableReservedUBOCount
#define idFillExtrusionPropsUBO layerUBOStartId
#define idFillExtrusionDrawableUBO idDrawableReservedVertexOnlyUBO
#define idFillExtrusionTilePropsUBO drawableReservedUBOCount
#define idFillExtrusionPropsUBO layerUBOStartId
#define idFillExtrusionInstancedDrawableUBO drawableSSBOStartId
)";
@@ -18,7 +19,7 @@ template <>
struct ShaderSource<BuiltIn::FillExtrusionShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "FillExtrusionShader";
static const std::array<AttributeInfo, 5> attributes;
static const std::array<AttributeInfo, 4> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 0> textures;
@@ -26,18 +27,17 @@ struct ShaderSource<BuiltIn::FillExtrusionShader, gfx::Backend::Type::Vulkan> {
static constexpr auto vertex = R"(
layout(location = 0) in ivec2 in_position;
layout(location = 1) in ivec4 in_normal_ed;
#if !defined(HAS_UNIFORM_u_color)
layout(location = 2) in vec4 in_color;
layout(location = 1) in vec4 in_color;
#endif
#if !defined(HAS_UNIFORM_u_base)
layout(location = 3) in vec2 in_base;
layout(location = 2) in vec2 in_base;
#endif
#if !defined(HAS_UNIFORM_u_height)
layout(location = 4) in vec2 in_height;
layout(location = 3) in vec2 in_height;
#endif
layout(push_constant) uniform Constants {
@@ -100,8 +100,8 @@ void main() {
vec4 color = unpack_mix_color(in_color, drawable.color_t);
#endif
const vec3 normal = in_normal_ed.xyz;
const float t = mod(normal.x, 2.0);
const vec3 normal = vec3(0.0, 0.0, 1.0);
const float t = 1.0;
const float z = t != 0.0 ? height : base;
gl_Position = drawable.matrix * vec4(in_position, z, 1.0);
@@ -121,7 +121,177 @@ void main() {
color += vec4(0.03, 0.03, 0.03, 1.0);
// Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray
const float directionalFraction = clamp(dot(normal / 16384.0, props.light_position_base.xyz), 0.0, 1.0);
const float directionalFraction = clamp(dot(normal, props.light_position_base.xyz), 0.0, 1.0);
// Adjust directional so that the range of values for highlight/shading is
// narrower with lower light intensity and with lighter/brighter surface colors
const float minDirectional = 1.0 - props.light_intensity;
const float maxDirectional = max(1.0 - luminance + props.light_intensity, 1.0);
float directional = mix(minDirectional, maxDirectional, directionalFraction);
// Add gradient along z axis of side surfaces
if (normal.y != 0.0) {
// This avoids another branching statement, but multiplies by a constant of 0.84 if no
// vertical gradient, and otherwise calculates the gradient based on base + height
// TODO: If we're optimizing to the level of avoiding branches, we should pre-compute
// the square root when height is a uniform.
const float fMin = mix(0.7, 0.98, 1.0 - props.light_intensity);
const float factor = clamp((t + base) * pow(height / 150.0, 0.5), fMin, 1.0);
directional *= (1.0 - props.vertical_gradient) + (props.vertical_gradient * factor);
}
// Assign final color based on surface + ambient light color, diffuse light directional,
// and light color with lower bounds adjusted to hue of light so that shading is tinted
// with the complementary (opposite) color to the light color
const vec3 light_color = props.light_color_pad.rgb;
const vec3 minLight = mix(vec3(0.0), vec3(0.3), 1.0 - light_color.rgb);
vcolor += vec4(clamp(color.rgb * directional * light_color.rgb, minLight, vec3(1.0)), 0.0);
frag_color = vcolor * props.opacity;
}
)";
static constexpr auto fragment = R"(
layout(location = 0) in vec4 frag_color;
layout(location = 0) out vec4 out_color;
void main() {
out_color = frag_color;
}
)";
};
template <>
struct ShaderSource<BuiltIn::FillExtrusionInstancedShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "FillExtrusionInstancedShader";
static const std::array<AttributeInfo, 1> attributes;
static const std::array<AttributeInfo, 5> instanceAttributes;
static const std::array<TextureInfo, 0> textures;
static constexpr auto prelude = fillExtrusionShaderPrelude;
static constexpr auto vertex = R"(
layout(location = 0) in ivec2 in_position;
#if !defined(HAS_UNIFORM_u_color)
layout(location = 3) in vec4 in_color;
#endif
#if !defined(HAS_UNIFORM_u_base)
layout(location = 4) in vec2 in_base;
#endif
#if !defined(HAS_UNIFORM_u_height)
layout(location = 5) in vec2 in_height;
#endif
layout(push_constant) uniform Constants {
int ubo_index;
} constant;
struct FillExtrusionDrawableUBO {
mat4 matrix;
vec2 pixel_coord_upper;
vec2 pixel_coord_lower;
float height_factor;
float tile_ratio;
// Interpolations
float base_t;
float height_t;
float color_t;
float pattern_from_t;
float pattern_to_t;
float pad1;
};
layout(std140, set = LAYER_SET_INDEX, binding = idFillExtrusionDrawableUBO) readonly buffer FillExtrusionDrawableUBOVector {
FillExtrusionDrawableUBO drawable_ubo[];
} drawableVector;
layout(set = LAYER_SET_INDEX, binding = idFillExtrusionPropsUBO) uniform FillExtrusionPropsUBO {
vec4 color;
vec4 light_color_pad;
vec4 light_position_base;
float height;
float light_intensity;
float vertical_gradient;
float opacity;
float fade;
float from_scale;
float to_scale;
float pad2;
} props;
struct OutlineInstance {
int pos;
uint ed_discard;
};
layout(std430, set = DRAWABLE_UBO_SET_INDEX, binding = idFillExtrusionInstancedDrawableUBO) readonly buffer FillExtrusionInstanceVector {
OutlineInstance instance[];
} instanceVector;
layout(location = 0) out mediump vec4 frag_color;
void main() {
const vec2 instancePos = unpack_int(instanceVector.instance[gl_InstanceIndex].pos);
const vec2 instanceEd = unpack_uint(instanceVector.instance[gl_InstanceIndex].ed_discard);
if (instanceEd.y > 0.0) {
gl_Position = vec4(0.0);
frag_color = vec4(0.0);
return;
}
const FillExtrusionDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
#if defined(HAS_UNIFORM_u_base)
const float base = props.light_position_base.w;
#else
const float base = max(unpack_mix_float(in_base, drawable.base_t), 0.0);
#endif
#if defined(HAS_UNIFORM_u_height)
const float height = props.height;
#else
const float height = max(unpack_mix_float(in_height, drawable.height_t), 0.0);
#endif
#if defined(HAS_UNIFORM_u_color)
vec4 color = props.color;
#else
vec4 color = unpack_mix_color(in_color, drawable.color_t);
#endif
const vec2 p1 = unpack_int(instanceVector.instance[gl_InstanceIndex + 1].pos);
const vec2 p2 = unpack_int(instanceVector.instance[gl_InstanceIndex + 0].pos);
const vec2 perp = normalize(p1 - p2);
const vec3 normal = vec3(-perp.y, perp.x, 0.0);
const float t = float(in_position.y);
const float z = t != 0.0 ? height : base;
gl_Position = drawable.matrix * vec4(unpack_int(instanceVector.instance[gl_InstanceIndex + in_position.x].pos), z, 1.0);
applySurfaceTransform();
#if defined(OVERDRAW_INSPECTOR)
frag_color = vec4(1.0);
return;
#endif
// Relative luminance (how dark/bright is the surface color?)
const float luminance = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
vec4 vcolor = vec4(0.0, 0.0, 0.0, 1.0);
// Add slight ambient lighting so no extrusions are totally black
color += vec4(0.03, 0.03, 0.03, 1.0);
// Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray
const float directionalFraction = clamp(dot(normal, props.light_position_base.xyz), 0.0, 1.0);
// Adjust directional so that the range of values for highlight/shading is
// narrower with lower light intensity and with lighter/brighter surface colors
@@ -166,7 +336,7 @@ template <>
struct ShaderSource<BuiltIn::FillExtrusionPatternShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "FillExtrusionPatternShader";
static const std::array<AttributeInfo, 6> attributes;
static const std::array<AttributeInfo, 5> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
@@ -174,22 +344,21 @@ struct ShaderSource<BuiltIn::FillExtrusionPatternShader, gfx::Backend::Type::Vul
static constexpr auto vertex = R"(
layout(location = 0) in ivec2 in_position;
layout(location = 1) in ivec4 in_normal_ed;
#if !defined(HAS_UNIFORM_u_base)
layout(location = 2) in vec2 in_base;
layout(location = 1) in vec2 in_base;
#endif
#if !defined(HAS_UNIFORM_u_height)
layout(location = 3) in vec2 in_height;
layout(location = 2) in vec2 in_height;
#endif
#if !defined(HAS_UNIFORM_u_pattern_from)
layout(location = 4) in uvec4 in_pattern_from;
layout(location = 3) in uvec4 in_pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
layout(location = 5) in uvec4 in_pattern_to;
layout(location = 4) in uvec4 in_pattern_to;
#endif
layout(push_constant) uniform Constants {
@@ -215,13 +384,17 @@ layout(std140, set = LAYER_SET_INDEX, binding = idFillExtrusionDrawableUBO) read
FillExtrusionDrawableUBO drawable_ubo[];
} drawableVector;
layout(set = DRAWABLE_UBO_SET_INDEX, binding = idFillExtrusionTilePropsUBO) uniform FillExtrusionTilePropsUBO {
struct FillExtrusionTilePropsUBO {
vec4 pattern_from;
vec4 pattern_to;
vec2 texsize;
float pad1;
float pad2;
} tileProps;
};
layout(std140, set = LAYER_SET_INDEX, binding = idFillExtrusionTilePropsUBO) readonly buffer FillExtrusionTilePropsUBOVector {
FillExtrusionTilePropsUBO tile_props_ubo[];
} tilePropsVector;
layout(set = LAYER_SET_INDEX, binding = idFillExtrusionPropsUBO) uniform FillExtrusionPropsUBO {
vec4 color;
@@ -251,6 +424,7 @@ layout(location = 4) out mediump vec4 frag_pattern_to;
void main() {
const FillExtrusionDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
const FillExtrusionTilePropsUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
#if defined(HAS_UNIFORM_u_base)
const float base = props.light_position_base.w;
@@ -264,16 +438,19 @@ void main() {
const float height = max(unpack_mix_float(in_height, drawable.height_t), 0.0);
#endif
const vec3 normal = in_normal_ed.xyz;
const float edgedistance = in_normal_ed.w;
const float t = mod(normal.x, 2.0);
const vec3 normal = vec3(0.0, 0.0, 1.0);
const float t = 1.0;
const float z = t != 0.0 ? height : base;
gl_Position = drawable.matrix * vec4(in_position, z, 1.0);
applySurfaceTransform();
#if defined(OVERDRAW_INSPECTOR)
frag_color = vec4(1.0);
frag_lighting = vec4(1.0);
frag_pos_a = vec4(0.0);
frag_pos_b = vec4(0.0);
frag_pattern_from = vec4(0.0);
frag_pattern_to = vec4(0.0);
return;
#endif
@@ -304,12 +481,298 @@ void main() {
const vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
const vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
const vec2 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0
? vec2(in_position) // extrusion top
: vec2(edgedistance, z * drawable.height_factor); // extrusion side
const vec2 pos = vec2(in_position); // extrusion side
vec4 lighting = vec4(0.0, 0.0, 0.0, 1.0);
float directional = clamp(dot(normal / 16383.0, props.light_position_base.xyz), 0.0, 1.0);
float directional = clamp(dot(normal, props.light_position_base.xyz), 0.0, 1.0);
directional = mix((1.0 - props.light_intensity), max((0.5 + props.light_intensity), 1.0), directional);
if (normal.y != 0.0) {
// This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,
// and otherwise calculates the gradient based on base + height
directional *= (
(1.0 - props.vertical_gradient) +
(props.vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - props.light_intensity), 1.0)));
}
lighting.rgb += clamp(directional * props.light_color_pad.rgb, mix(vec3(0.0), vec3(0.3), 1.0 - props.light_color_pad.rgb), vec3(1.0));
lighting *= props.opacity;
frag_lighting = lighting;
frag_pos_a = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, pos);
frag_pos_b = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, toScale * display_size_b, tileZoomRatio, pos);
#if !defined(HAS_UNIFORM_u_pattern_from)
frag_pattern_from = in_pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
frag_pattern_to = in_pattern_to;
#endif
}
)";
static constexpr auto fragment = R"(
layout(location = 0) in mediump vec4 frag_lighting;
layout(location = 1) in mediump vec2 frag_pos_a;
layout(location = 2) in mediump vec2 frag_pos_b;
#if !defined(HAS_UNIFORM_u_pattern_from)
layout(location = 3) in mediump vec4 frag_pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
layout(location = 4) in mediump vec4 frag_pattern_to;
#endif
layout(location = 0) out vec4 out_color;
layout(push_constant) uniform Constants {
int ubo_index;
} constant;
struct FillExtrusionTilePropsUBO {
vec4 pattern_from;
vec4 pattern_to;
vec2 texsize;
float pad1;
float pad2;
};
layout(std140, set = LAYER_SET_INDEX, binding = idFillExtrusionTilePropsUBO) readonly buffer FillExtrusionTilePropsUBOVector {
FillExtrusionTilePropsUBO tile_props_ubo[];
} tilePropsVector;
layout(set = LAYER_SET_INDEX, binding = idFillExtrusionPropsUBO) uniform FillExtrusionPropsUBO {
vec4 color;
vec4 light_color_pad;
vec4 light_position_base;
float height;
float light_intensity;
float vertical_gradient;
float opacity;
float fade;
float from_scale;
float to_scale;
float pad2;
} props;
layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image0_sampler;
void main() {
#if defined(OVERDRAW_INSPECTOR)
out_color = vec4(1.0);
return;
#endif
const FillExtrusionTilePropsUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
#if defined(HAS_UNIFORM_u_pattern_from)
const vec4 pattern_from = tileProps.pattern_from;
#else
const vec4 pattern_from = frag_pattern_from;
#endif
#if defined(HAS_UNIFORM_u_pattern_to)
const vec4 pattern_to = tileProps.pattern_to;
#else
const vec4 pattern_to = frag_pattern_to;
#endif
const vec2 pattern_tl_a = pattern_from.xy;
const vec2 pattern_br_a = pattern_from.zw;
const vec2 pattern_tl_b = pattern_to.xy;
const vec2 pattern_br_b = pattern_to.zw;
const vec2 imagecoord = mod(frag_pos_a, 1.0);
const vec2 pos = mix(pattern_tl_a / tileProps.texsize, pattern_br_a / tileProps.texsize, imagecoord);
const vec4 color1 = texture(image0_sampler, pos);
const vec2 imagecoord_b = mod(frag_pos_b, 1.0);
const vec2 pos2 = mix(pattern_tl_b / tileProps.texsize, pattern_br_b / tileProps.texsize, imagecoord_b);
const vec4 color2 = texture(image0_sampler, pos2);
out_color = mix(color1, color2, props.fade) * frag_lighting;
}
)";
};
template <>
struct ShaderSource<BuiltIn::FillExtrusionPatternInstancedShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "FillExtrusionPatternInstancedShader";
static const std::array<AttributeInfo, 1> attributes;
static const std::array<AttributeInfo, 6> instanceAttributes;
static const std::array<TextureInfo, 1> textures;
static constexpr auto prelude = fillExtrusionShaderPrelude;
static constexpr auto vertex = R"(
layout(location = 0) in ivec2 in_position;
#if !defined(HAS_UNIFORM_u_base)
layout(location = 3) in vec2 in_base;
#endif
#if !defined(HAS_UNIFORM_u_height)
layout(location = 4) in vec2 in_height;
#endif
#if !defined(HAS_UNIFORM_u_pattern_from)
layout(location = 5) in uvec4 in_pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
layout(location = 6) in uvec4 in_pattern_to;
#endif
layout(push_constant) uniform Constants {
int ubo_index;
} constant;
struct FillExtrusionDrawableUBO {
mat4 matrix;
vec2 pixel_coord_upper;
vec2 pixel_coord_lower;
float height_factor;
float tile_ratio;
// Interpolations
float base_t;
float height_t;
float color_t;
float pattern_from_t;
float pattern_to_t;
float pad1;
};
layout(std140, set = LAYER_SET_INDEX, binding = idFillExtrusionDrawableUBO) readonly buffer FillExtrusionDrawableUBOVector {
FillExtrusionDrawableUBO drawable_ubo[];
} drawableVector;
struct OutlineInstance {
int pos;
uint ed_discard;
};
layout(std430, set = DRAWABLE_UBO_SET_INDEX, binding = idFillExtrusionInstancedDrawableUBO) readonly buffer FillExtrusionInstanceVector {
OutlineInstance instance[];
} instanceVector;
struct FillExtrusionTilePropsUBO {
vec4 pattern_from;
vec4 pattern_to;
vec2 texsize;
float pad1;
float pad2;
};
layout(std140, set = LAYER_SET_INDEX, binding = idFillExtrusionTilePropsUBO) readonly buffer FillExtrusionTilePropsUBOVector {
FillExtrusionTilePropsUBO tile_props_ubo[];
} tilePropsVector;
layout(set = LAYER_SET_INDEX, binding = idFillExtrusionPropsUBO) uniform FillExtrusionPropsUBO {
vec4 color;
vec4 light_color_pad;
vec4 light_position_base;
float height;
float light_intensity;
float vertical_gradient;
float opacity;
float fade;
float from_scale;
float to_scale;
float pad2;
} props;
layout(location = 0) out mediump vec4 frag_lighting;
layout(location = 1) out mediump vec2 frag_pos_a;
layout(location = 2) out mediump vec2 frag_pos_b;
#if !defined(HAS_UNIFORM_u_pattern_from)
layout(location = 3) out mediump vec4 frag_pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
layout(location = 4) out mediump vec4 frag_pattern_to;
#endif
void main() {
const vec2 instancePos = unpack_int(instanceVector.instance[gl_InstanceIndex].pos);
const vec2 instanceEd = unpack_uint(instanceVector.instance[gl_InstanceIndex].ed_discard);
if (instanceEd.y > 0.0) {
gl_Position = vec4(0.0);
return;
}
const FillExtrusionDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
const FillExtrusionTilePropsUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
#if defined(HAS_UNIFORM_u_base)
const float base = props.light_position_base.w;
#else
const float base = max(unpack_mix_float(in_base, drawable.base_t), 0.0);
#endif
#if defined(HAS_UNIFORM_u_height)
const float height = props.height;
#else
const float height = max(unpack_mix_float(in_height, drawable.height_t), 0.0);
#endif
const vec2 p1 = unpack_int(instanceVector.instance[gl_InstanceIndex + 1].pos);
const vec2 p2 = unpack_int(instanceVector.instance[gl_InstanceIndex + 0].pos);
const vec2 perp = normalize(p1 - p2);
const vec3 normal = vec3(-perp.y, perp.x, 0.0);
const float edgedistance = unpack_uint(instanceVector.instance[gl_InstanceIndex + 1 - in_position.x].ed_discard).x;
const float t = float(in_position.y);
const float z = t != 0.0 ? height : base;
gl_Position = drawable.matrix * vec4(unpack_int(instanceVector.instance[gl_InstanceIndex + in_position.x].pos), z, 1.0);
applySurfaceTransform();
#if defined(OVERDRAW_INSPECTOR)
frag_lighting = vec4(1.0);
frag_pos_a = vec4(0.0);
frag_pos_b = vec4(0.0);
frag_pattern_from = vec4(0.0);
frag_pattern_to = vec4(0.0);
return;
#endif
#if defined(HAS_UNIFORM_u_pattern_from)
const mediump vec4 pattern_from = tileProps.pattern_from;
#else
const mediump vec4 pattern_from = in_pattern_from;
frag_pattern_from = in_pattern_from;
#endif
#if defined(HAS_UNIFORM_u_pattern_to)
const mediump vec4 pattern_to = tileProps.pattern_to;
#else
const mediump vec4 pattern_to = in_pattern_to;
frag_pattern_to = in_pattern_to;
#endif
const vec2 pattern_tl_a = pattern_from.xy;
const vec2 pattern_br_a = pattern_from.zw;
const vec2 pattern_tl_b = pattern_to.xy;
const vec2 pattern_br_b = pattern_to.zw;
const float pixelRatio = paintParams.pixel_ratio;
const float tileZoomRatio = drawable.tile_ratio;
const float fromScale = props.from_scale;
const float toScale = props.to_scale;
const vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
const vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
const vec2 pos = vec2(edgedistance, z * drawable.height_factor); // extrusion side
vec4 lighting = vec4(0.0, 0.0, 0.0, 1.0);
float directional = clamp(dot(normal, props.light_position_base.xyz), 0.0, 1.0);
directional = mix((1.0 - props.light_intensity), max((0.5 + props.light_intensity), 1.0), directional);
if (normal.y != 0.0) {

View File

@@ -8,8 +8,8 @@ namespace shaders {
constexpr auto hillshadePrepareShaderPrelude = R"(
#define idHillshadePrepareDrawableUBO idDrawableReservedVertexOnlyUBO
#define idHillshadePrepareTilePropsUBO drawableReservedUBOCount
#define idHillshadePrepareDrawableUBO drawableUBOStartId
#define idHillshadePrepareTilePropsUBO drawableUBOStartId + 1
)";

View File

@@ -6,7 +6,7 @@
namespace mbgl {
namespace shaders {
constexpr auto locationIndicatorShaderPrelude = R"(#define idLocationIndicatorDrawableUBO drawableReservedUBOCount)";
constexpr auto locationIndicatorShaderPrelude = R"(#define idLocationIndicatorDrawableUBO drawableUBOStartId)";
template <>
struct ShaderSource<BuiltIn::LocationIndicatorShader, gfx::Backend::Type::Vulkan> {

View File

@@ -77,11 +77,13 @@ public:
using ShaderClass = shaders::ShaderSource<ShaderID, gfx::Backend::Type::Vulkan>;
for (const auto& attrib : ShaderClass::attributes) {
if (!propertiesAsUniforms.second.contains(attrib.id)) {
shader->initAttribute(attrib);
shader->initVertexAttribute(attrib);
}
}
for (const auto& attrib : ShaderClass::instanceAttributes) {
shader->initInstanceAttribute(attrib);
if (!propertiesAsUniforms.second.contains(attrib.id)) {
shader->initInstanceAttribute(attrib);
}
}
for (const auto& texture : ShaderClass::textures) {
shader->initTexture(texture);

View File

@@ -11,27 +11,17 @@
namespace mbgl {
namespace shaders {
struct UniformBlockInfo {
constexpr UniformBlockInfo(bool vertex_, bool fragment_, std::size_t size_, std::size_t id_)
: index(id_),
vertex(vertex_),
fragment(fragment_),
size(size_),
id(id_) {}
std::size_t index;
bool vertex;
bool fragment;
std::size_t size;
std::size_t id;
};
struct AttributeInfo {
constexpr AttributeInfo(std::size_t index_, gfx::AttributeDataType dataType_, std::size_t id_)
constexpr AttributeInfo(std::size_t index_, gfx::AttributeDataType dataType_, std::size_t id_, int ubo_ = -1)
: index(index_),
dataType(dataType_),
id(id_) {}
id(id_),
ubo(ubo_) {}
std::size_t index;
gfx::AttributeDataType dataType;
std::size_t id;
int ubo;
};
struct TextureInfo {
constexpr TextureInfo(std::size_t index_, std::size_t id_)
@@ -72,7 +62,7 @@ public:
bool hasTextures() const;
void initAttribute(const shaders::AttributeInfo&);
void initVertexAttribute(const shaders::AttributeInfo&);
void initInstanceAttribute(const shaders::AttributeInfo&);
void initTexture(const shaders::TextureInfo&);

View File

@@ -8,8 +8,8 @@ namespace shaders {
constexpr auto wideVectorShaderPrelude = R"(
#define idWideVectorUniformsUBO idDrawableReservedVertexOnlyUBO
#define idWideVectorUniformWideVecUBO drawableReservedUBOCount
#define idWideVectorUniformsUBO drawableUBOStartId
#define idWideVectorUniformWideVecUBO drawableUBOStartId + 1
)";

View File

@@ -47,6 +47,7 @@ public:
BufferResource& operator=(BufferResource&&) noexcept;
BufferResource clone() const;
BufferResource shared() const;
void destroy(bool deferred = true);
void update(const void* data, std::size_t size, std::size_t offset) noexcept;
@@ -72,6 +73,9 @@ public:
/// Used to detect whether buffer contents have changed
VersionType getVersion() const noexcept { return version; }
protected:
BufferResource(const BufferResource&) noexcept;
protected:
Context& context;
std::size_t size;

View File

@@ -2,6 +2,7 @@
#include <mbgl/gfx/drawable.hpp>
#include <mbgl/gfx/draw_mode.hpp>
#include <mbgl/gfx/upload_pass.hpp>
#include <memory>
@@ -52,6 +53,7 @@ public:
std::size_t segmentCount) override;
protected:
void setSharedBuffers(const gfx::VertexAttributeArray&, const gfx::AttributeBindingArray&);
void buildVulkanInputBindings();
bool bindAttributes(CommandEncoder&) const;

View File

@@ -50,9 +50,9 @@ public:
bool persistent) override;
void updateIndexBufferResource(gfx::IndexBufferResource&, const void* data, std::size_t size) override;
const gfx::UniqueVertexBufferResource& getBuffer(const gfx::VertexVectorBasePtr&,
gfx::BufferUsageType,
bool forceUpdate);
BufferResource createBufferResource(const void* data, std::size_t size, size_t usage, bool persistent);
const gfx::UniqueVertexBufferResource& getBuffer(const gfx::VertexVectorBasePtr&, size_t usage, bool forceUpdate);
gfx::AttributeBindingArray buildAttributeBindings(
const std::size_t vertexCount,

View File

@@ -21,10 +21,18 @@ public:
VertexAttribute(const VertexAttribute& other) = delete;
~VertexAttribute() override = default;
void setUBO(int value) { ubo = value; }
int getUBO() const { return ubo; }
size_t getBufferUsage() const;
static const gfx::UniqueVertexBufferResource& getBuffer(gfx::VertexAttribute&,
UploadPass&,
const gfx::BufferUsageType,
size_t,
bool forceUpdate);
protected:
int ubo = -1;
};
/// Stores a collection of vertex attributes by name

View File

@@ -5,36 +5,79 @@
namespace mbgl {
namespace shaders {
// idFillExtrusionInstanced is shared between instanced and non-instanced drawables
//
// Fill extrusion
using FillExtrusionShaderSource = ShaderSource<BuiltIn::FillExtrusionShader, gfx::Backend::Type::Vulkan>;
const std::array<AttributeInfo, 5> FillExtrusionShaderSource::attributes = {
AttributeInfo{0, gfx::AttributeDataType::Short2, idFillExtrusionPosVertexAttribute},
AttributeInfo{1, gfx::AttributeDataType::Short4, idFillExtrusionNormalEdVertexAttribute},
AttributeInfo{2, gfx::AttributeDataType::Float4, idFillExtrusionColorVertexAttribute},
AttributeInfo{3, gfx::AttributeDataType::Float, idFillExtrusionBaseVertexAttribute},
AttributeInfo{4, gfx::AttributeDataType::Float, idFillExtrusionHeightVertexAttribute},
const std::array<AttributeInfo, 4> FillExtrusionShaderSource::attributes = {
AttributeInfo{0, gfx::AttributeDataType::Short2, idFillExtrusionPosVertexAttribute, idFillExtrusionInstanced},
AttributeInfo{1, gfx::AttributeDataType::Float4, idFillExtrusionColorVertexAttribute},
AttributeInfo{2, gfx::AttributeDataType::Float, idFillExtrusionBaseVertexAttribute},
AttributeInfo{3, gfx::AttributeDataType::Float, idFillExtrusionHeightVertexAttribute},
};
const std::array<TextureInfo, 0> FillExtrusionShaderSource::textures = {};
//
// Fill extrusion instanced
using FillExtrusionInstancedShaderSource =
ShaderSource<BuiltIn::FillExtrusionInstancedShader, gfx::Backend::Type::Vulkan>;
const std::array<AttributeInfo, 1> FillExtrusionInstancedShaderSource::attributes = {
AttributeInfo{0, gfx::AttributeDataType::Short2, idFillExtrusionPosVertexAttribute},
};
const std::array<AttributeInfo, 5> FillExtrusionInstancedShaderSource::instanceAttributes = {
AttributeInfo{1, gfx::AttributeDataType::Short2, idFillExtrusionOutlinePosAttribute, idFillExtrusionInstanced},
AttributeInfo{2, gfx::AttributeDataType::UShort2, idFillExtrusionEdDiscardAttribute, idFillExtrusionInstanced},
// Data driven
AttributeInfo{3, gfx::AttributeDataType::Float4, idFillExtrusionColorVertexAttribute},
AttributeInfo{4, gfx::AttributeDataType::Float, idFillExtrusionBaseVertexAttribute},
AttributeInfo{5, gfx::AttributeDataType::Float, idFillExtrusionHeightVertexAttribute},
};
const std::array<TextureInfo, 0> FillExtrusionInstancedShaderSource::textures = {};
//
// Fill extrusion pattern
using FillExtrusionPatternShaderSource = ShaderSource<BuiltIn::FillExtrusionPatternShader, gfx::Backend::Type::Vulkan>;
const std::array<AttributeInfo, 6> FillExtrusionPatternShaderSource::attributes = {
AttributeInfo{0, gfx::AttributeDataType::Short2, idFillExtrusionPosVertexAttribute},
AttributeInfo{1, gfx::AttributeDataType::Short4, idFillExtrusionNormalEdVertexAttribute},
AttributeInfo{2, gfx::AttributeDataType::Float, idFillExtrusionBaseVertexAttribute},
AttributeInfo{3, gfx::AttributeDataType::Float, idFillExtrusionHeightVertexAttribute},
AttributeInfo{4, gfx::AttributeDataType::UShort4, idFillExtrusionPatternFromVertexAttribute},
AttributeInfo{5, gfx::AttributeDataType::UShort4, idFillExtrusionPatternToVertexAttribute},
const std::array<AttributeInfo, 5> FillExtrusionPatternShaderSource::attributes = {
AttributeInfo{0, gfx::AttributeDataType::Short2, idFillExtrusionPosVertexAttribute, idFillExtrusionInstanced},
AttributeInfo{1, gfx::AttributeDataType::Float, idFillExtrusionBaseVertexAttribute},
AttributeInfo{2, gfx::AttributeDataType::Float, idFillExtrusionHeightVertexAttribute},
AttributeInfo{3, gfx::AttributeDataType::UShort4, idFillExtrusionPatternFromVertexAttribute},
AttributeInfo{4, gfx::AttributeDataType::UShort4, idFillExtrusionPatternToVertexAttribute},
};
const std::array<TextureInfo, 1> FillExtrusionPatternShaderSource::textures = {
TextureInfo{0, idFillExtrusionImageTexture},
};
//
// Fill extrusion pattern instanced
using FillExtrusionPatternInstancedShaderSource =
ShaderSource<BuiltIn::FillExtrusionPatternInstancedShader, gfx::Backend::Type::Vulkan>;
const std::array<AttributeInfo, 1> FillExtrusionPatternInstancedShaderSource::attributes = {
AttributeInfo{0, gfx::AttributeDataType::Short2, idFillExtrusionPosVertexAttribute},
};
const std::array<AttributeInfo, 6> FillExtrusionPatternInstancedShaderSource::instanceAttributes = {
AttributeInfo{1, gfx::AttributeDataType::Short2, idFillExtrusionOutlinePosAttribute, idFillExtrusionInstanced},
AttributeInfo{2, gfx::AttributeDataType::UShort2, idFillExtrusionEdDiscardAttribute, idFillExtrusionInstanced},
// Data driven
AttributeInfo{3, gfx::AttributeDataType::Float, idFillExtrusionBaseVertexAttribute},
AttributeInfo{4, gfx::AttributeDataType::Float, idFillExtrusionHeightVertexAttribute},
AttributeInfo{5, gfx::AttributeDataType::UShort4, idFillExtrusionPatternFromVertexAttribute},
AttributeInfo{6, gfx::AttributeDataType::UShort4, idFillExtrusionPatternToVertexAttribute},
};
const std::array<TextureInfo, 1> FillExtrusionPatternInstancedShaderSource::textures = {
TextureInfo{0, idFillExtrusionImageTexture},
};
} // namespace shaders
} // namespace mbgl

View File

@@ -244,14 +244,18 @@ bool ShaderProgram::hasTextures() const {
textureBindings.begin(), textureBindings.end(), [](const auto& texture) { return texture.has_value(); });
}
void ShaderProgram::initAttribute(const shaders::AttributeInfo& info) {
void ShaderProgram::initVertexAttribute(const shaders::AttributeInfo& info) {
const auto index = static_cast<int>(info.index);
#if !defined(NDEBUG)
// Indexes must be unique, if there's a conflict check the `attributes` array in the shader
vertexAttributes.visitAttributes([&](const gfx::VertexAttribute& attrib) { assert(attrib.getIndex() != index); });
instanceAttributes.visitAttributes([&](const gfx::VertexAttribute& attrib) { assert(attrib.getIndex() != index); });
#endif
vertexAttributes.set(info.id, index, info.dataType, 1);
if (info.ubo != -1) {
auto& attrib = static_cast<VertexAttribute&>(*vertexAttributes.get(info.id));
attrib.setUBO(info.ubo);
}
}
void ShaderProgram::initInstanceAttribute(const shaders::AttributeInfo& info) {
@@ -260,9 +264,14 @@ void ShaderProgram::initInstanceAttribute(const shaders::AttributeInfo& info) {
#if !defined(NDEBUG)
// Indexes must not be reused by regular attributes or uniform blocks
// More than one instance attribute can have the same index, if they share the block
vertexAttributes.visitAttributes([&](const gfx::VertexAttribute& attrib) { assert(attrib.getIndex() != index); });
instanceAttributes.visitAttributes([&](const gfx::VertexAttribute& attrib) { assert(attrib.getIndex() != index); });
#endif
instanceAttributes.set(info.id, index, info.dataType, 1);
if (info.ubo != -1) {
auto& attrib = static_cast<VertexAttribute&>(*instanceAttributes.get(info.id));
attrib.setUBO(info.ubo);
}
}
void ShaderProgram::initTexture(const shaders::TextureInfo& info) {

View File

@@ -57,7 +57,8 @@ BufferResource::BufferResource(
std::size_t totalSize = size;
// TODO -> check avg minUniformBufferOffsetAlignment vs individual buffers
if (usage & VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT || usage & VK_BUFFER_USAGE_STORAGE_BUFFER_BIT) {
if ((usage & VK_BUFFER_USAGE_VERTEX_BUFFER_BIT) == 0 &&
(usage & VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT || usage & VK_BUFFER_USAGE_STORAGE_BUFFER_BIT)) {
const auto& backend = context.getBackend();
const auto& deviceProps = backend.getDeviceProperties();
@@ -127,30 +128,44 @@ BufferResource::BufferResource(BufferResource&& other) noexcept
other.bufferAllocation = nullptr;
}
BufferResource::BufferResource(const BufferResource& other) noexcept
: context(other.context),
size(other.size),
usage(other.usage),
version(other.version),
persistent(other.persistent),
bufferAllocation(other.bufferAllocation),
bufferWindowSize(other.bufferWindowSize),
bufferWindowVersions(other.bufferWindowVersions) {}
BufferResource::~BufferResource() noexcept {
destroy(true);
}
void BufferResource::destroy(bool deferred) {
if (isValid()) {
context.threadSafeAccessRenderingStats([&](gfx::RenderingStats& stats) {
stats.numBuffers--;
if (bufferWindowSize > 0) {
stats.memBuffers -= bufferWindowSize * context.getBackend().getMaxFrames();
} else {
stats.memBuffers -= size;
}
});
}
if (!bufferAllocation) {
return;
}
const size_t size_ = bufferWindowSize > 0 ? bufferWindowSize * bufferWindowVersions.size() : size;
if (deferred) {
context.enqueueDeletion([allocation = std::move(bufferAllocation)](auto&) mutable { allocation.reset(); });
context.enqueueDeletion([size_, allocation = std::move(bufferAllocation)](auto& context_) mutable {
if (allocation.use_count() == 1) {
context_.threadSafeAccessRenderingStats([&](gfx::RenderingStats& stats) {
stats.numBuffers--;
stats.memBuffers -= size_;
});
}
allocation.reset();
});
} else {
if (bufferAllocation.use_count() == 1) {
context.threadSafeAccessRenderingStats([&](gfx::RenderingStats& stats) {
stats.numBuffers--;
stats.memBuffers -= size_;
});
}
bufferAllocation.reset();
}
}
@@ -159,6 +174,10 @@ BufferResource BufferResource::clone() const {
return {context, contents(), size, usage, persistent};
}
BufferResource BufferResource::shared() const {
return BufferResource(*this);
}
BufferResource& BufferResource::operator=(BufferResource&& other) noexcept {
assert(&context == &other.context);
if (isValid()) {

View File

@@ -99,7 +99,8 @@ void Context::initFrameResources() {
descriptorPoolMap.emplace(
DescriptorSetType::DrawableUniform,
DescriptorPoolGrowable(drawableUniformDescriptorPoolSize, 0, shaders::maxUBOCountPerDrawable, 0));
DescriptorPoolGrowable(
drawableUniformDescriptorPoolSize, shaders::maxSSBOCountPerDrawable, shaders::maxUBOCountPerDrawable, 0));
descriptorPoolMap.emplace(
DescriptorSetType::DrawableImage,
@@ -125,18 +126,18 @@ void Context::initFrameResources() {
}
// force placeholder texture upload before any descriptor sets
(void)getDummyTexture();
static_cast<void>(getDummyTexture());
buildUniformDescriptorSetLayout(
globalUniformDescriptorSetLayout, 0, 0, shaders::globalUBOCount, "GlobalUniformDescriptorSetLayout");
buildUniformDescriptorSetLayout(layerUniformDescriptorSetLayout,
shaders::globalUBOCount,
shaders::layerSSBOStartId,
shaders::maxSSBOCountPerLayer,
shaders::maxUBOCountPerLayer,
"LayerUniformDescriptorSetLayout");
buildUniformDescriptorSetLayout(drawableUniformDescriptorSetLayout,
shaders::globalUBOCount,
0,
shaders::drawableSSBOStartId,
shaders::maxSSBOCountPerDrawable,
shaders::maxUBOCountPerDrawable,
"DrawableUniformDescriptorSetLayout");
buildImageDescriptorSetLayout();
@@ -663,7 +664,7 @@ const std::unique_ptr<Texture2D>& Context::getDummyTexture() {
}
void Context::buildUniformDescriptorSetLayout(vk::UniqueDescriptorSetLayout& layout,
size_t startId,
[[maybe_unused]] size_t startId,
size_t storageCount,
size_t uniformCount,
const std::string& name) {
@@ -673,6 +674,7 @@ void Context::buildUniformDescriptorSetLayout(vk::UniqueDescriptorSetLayout& lay
if (startId + i != shaders::idDrawableReservedFragmentOnlyUBO) {
stageFlags |= vk::ShaderStageFlagBits::eVertex;
}
if (startId + i != shaders::idDrawableReservedVertexOnlyUBO) {
stageFlags |= vk::ShaderStageFlagBits::eFragment;
}

View File

@@ -194,6 +194,9 @@ void Drawable::upload(gfx::UploadPass& uploadPass_) {
if (impl->attributeBindings != attributeBindings_) {
impl->attributeBindings = std::move(attributeBindings_);
const auto& shaderImpl = static_cast<const mbgl::vulkan::ShaderProgram&>(*shader);
setSharedBuffers(shaderImpl.getVertexAttributes(), impl->attributeBindings);
}
}
@@ -219,6 +222,9 @@ void Drawable::upload(gfx::UploadPass& uploadPass_) {
if (impl->instanceBindings != instanceBindings_) {
impl->instanceBindings = std::move(instanceBindings_);
const auto& shaderImpl = static_cast<const mbgl::vulkan::ShaderProgram&>(*shader);
setSharedBuffers(shaderImpl.getInstanceAttributes(), impl->instanceBindings);
}
}
@@ -358,6 +364,26 @@ gfx::UniformBufferArray& Drawable::mutableUniformBuffers() {
return impl->uniformBuffers;
}
void Drawable::setSharedBuffers(const gfx::VertexAttributeArray& attribs, const gfx::AttributeBindingArray& bindings) {
// set shared vertex/uniform buffers
attribs.visitAttributes([&](const gfx::VertexAttribute& attrib) {
const auto& vkAttrib = static_cast<const VertexAttribute&>(attrib);
int ubo = vkAttrib.getUBO();
if (ubo == -1 || impl->uniformBuffers.get(ubo) != nullptr) {
return;
}
const auto& binding = bindings[vkAttrib.getIndex()];
if (!binding) {
return;
}
const auto buffer = static_cast<const VertexBufferResource*>(binding->vertexBufferResource);
impl->uniformBuffers.set(ubo, std::make_shared<UniformBuffer>(buffer->get().shared()));
});
}
void Drawable::buildVulkanInputBindings() {
MLN_TRACE_FUNC();

View File

@@ -24,8 +24,10 @@ using namespace platform;
class Drawable::Impl final {
public:
Impl()
: uniformBuffers(
DescriptorSetType::DrawableUniform, shaders::globalUBOCount, 0, shaders::maxUBOCountPerDrawable) {}
: uniformBuffers(DescriptorSetType::DrawableUniform,
shaders::drawableSSBOStartId,
shaders::maxSSBOCountPerDrawable,
shaders::maxUBOCountPerDrawable) {}
~Impl() = default;

View File

@@ -17,7 +17,7 @@ namespace vulkan {
LayerGroup::LayerGroup(int32_t layerIndex_, std::size_t initialCapacity, std::string name_)
: mbgl::LayerGroup(layerIndex_, initialCapacity, std::move(name_)),
uniformBuffers(DescriptorSetType::Layer,
shaders::globalUBOCount,
shaders::layerSSBOStartId,
shaders::maxSSBOCountPerLayer,
shaders::maxUBOCountPerLayer) {}

View File

@@ -690,7 +690,9 @@ void RendererBackend::initShaders(gfx::ShaderRegistry& shaders, const ProgramPar
shaders::BuiltIn::FillOutlinePatternShader,
shaders::BuiltIn::FillOutlineTriangulatedShader,
shaders::BuiltIn::FillExtrusionShader,
shaders::BuiltIn::FillExtrusionInstancedShader,
shaders::BuiltIn::FillExtrusionPatternShader,
shaders::BuiltIn::FillExtrusionPatternInstancedShader,
shaders::BuiltIn::HeatmapShader,
shaders::BuiltIn::HeatmapTextureShader,
shaders::BuiltIn::HillshadeShader,

View File

@@ -50,6 +50,10 @@ void UploadPass::updateIndexBufferResource(gfx::IndexBufferResource& resource, c
static_cast<IndexBufferResource&>(resource).get().update(data, size, /*offset=*/0);
}
BufferResource UploadPass::createBufferResource(const void* data, std::size_t size, size_t usage, bool persistent) {
return commandEncoder.context.createBuffer(data, size, usage, persistent);
}
struct VertexBuffer : public gfx::VertexBufferBase {
~VertexBuffer() override = default;
@@ -59,7 +63,7 @@ struct VertexBuffer : public gfx::VertexBufferBase {
static const std::unique_ptr<gfx::VertexBufferResource> noBuffer;
const gfx::UniqueVertexBufferResource& UploadPass::getBuffer(const gfx::VertexVectorBasePtr& vec,
const gfx::BufferUsageType usage,
size_t usage,
[[maybe_unused]] bool forceUpdate) {
if (vec) {
const auto* rawBufPtr = vec->getRawData();
@@ -81,7 +85,8 @@ const gfx::UniqueVertexBufferResource& UploadPass::getBuffer(const gfx::VertexVe
// Otherwise, create a new one
if (rawBufSize > 0) {
auto buffer = std::make_unique<VertexBuffer>();
buffer->resource = createVertexBufferResource(rawBufPtr, rawBufSize, usage, /*persistent=*/false);
buffer->resource = std::make_unique<VertexBufferResource>(
createBufferResource(rawBufPtr, rawBufSize, usage, false));
vec->setBuffer(std::move(buffer));
auto* rawData = static_cast<VertexBuffer*>(vec->getBuffer());
@@ -100,7 +105,7 @@ gfx::AttributeBindingArray UploadPass::buildAttributeBindings(
const std::vector<std::uint8_t>&,
const gfx::VertexAttributeArray& defaults,
const gfx::VertexAttributeArray& overrides,
const gfx::BufferUsageType usage,
const gfx::BufferUsageType,
const std::optional<std::chrono::duration<double>> lastUpdate,
/*out*/ std::vector<std::unique_ptr<gfx::VertexBufferResource>>&) {
gfx::AttributeBindingArray bindings;
@@ -128,7 +133,8 @@ gfx::AttributeBindingArray UploadPass::buildAttributeBindings(
}
// If the attribute references data shared with a bucket, get the corresponding buffer.
if (const auto& buffer = getBuffer(effectiveAttr.getSharedRawData(), usage, !lastUpdate)) {
if (const auto& buffer = getBuffer(
effectiveAttr.getSharedRawData(), defaultAttr.getBufferUsage(), !lastUpdate)) {
assert(effectiveAttr.getSharedStride() * effectiveAttr.getSharedVertexOffset() <
effectiveAttr.getSharedRawData()->getRawSize() * effectiveAttr.getSharedRawData()->getRawCount());
@@ -146,7 +152,7 @@ gfx::AttributeBindingArray UploadPass::buildAttributeBindings(
// Otherwise, turn the data managed by the attribute into a buffer.
if (const auto& buffer = VertexAttribute::getBuffer(
effectiveAttr, *this, gfx::BufferUsageType::StaticDraw, !lastUpdate)) {
effectiveAttr, *this, defaultAttr.getBufferUsage(), !lastUpdate)) {
bindings[index] = {
/*.attribute = */ {effectiveAttr.getDataType(), /*offset=*/0},
/*.vertexStride = */ static_cast<uint32_t>(effectiveAttr.getStride()),

View File

@@ -2,6 +2,7 @@
#include <mbgl/gfx/vertex_vector.hpp>
#include <mbgl/vulkan/buffer_resource.hpp>
#include <mbgl/vulkan/vertex_buffer_resource.hpp>
#include <mbgl/vulkan/upload_pass.hpp>
#include <mbgl/util/logging.hpp>
#include <mbgl/util/convert.hpp>
@@ -12,9 +13,17 @@
namespace mbgl {
namespace vulkan {
size_t VertexAttribute::getBufferUsage() const {
if (ubo == -1) {
return VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
}
return VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
}
const gfx::UniqueVertexBufferResource& VertexAttribute::getBuffer(gfx::VertexAttribute& attrib_,
UploadPass& uploadPass,
const gfx::BufferUsageType usage,
size_t usage,
bool forceUpdate) {
if (!attrib_.getBuffer()) {
auto& attrib = static_cast<VertexAttribute&>(attrib_);
@@ -22,8 +31,8 @@ const gfx::UniqueVertexBufferResource& VertexAttribute::getBuffer(gfx::VertexAtt
return uploadPass.getBuffer(attrib.sharedRawData, usage, forceUpdate);
} else {
if (!attrib.rawData.empty()) {
auto buffer = uploadPass.createVertexBufferResource(
attrib.rawData.data(), attrib.rawData.size(), usage, false);
auto buffer = std::make_unique<VertexBufferResource>(
uploadPass.createBufferResource(attrib.rawData.data(), attrib.rawData.size(), usage, false));
attrib.setBuffer(std::move(buffer));
attrib.setRawData({});
attrib_.setDirty(false);