[general] moving ios and android project under ./platform folder
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208
src/mbgl/renderer/paint_parameters.cpp
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208
src/mbgl/renderer/paint_parameters.cpp
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#include <mbgl/renderer/paint_parameters.hpp>
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#include <mbgl/renderer/update_parameters.hpp>
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#include <mbgl/renderer/render_static_data.hpp>
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#include <mbgl/renderer/render_source.hpp>
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#include <mbgl/renderer/render_tile.hpp>
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#include <mbgl/gfx/command_encoder.hpp>
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#include <mbgl/gfx/render_pass.hpp>
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#include <mbgl/gfx/cull_face_mode.hpp>
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#include <mbgl/map/transform_state.hpp>
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namespace mbgl {
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TransformParameters::TransformParameters(const TransformState& state_)
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: state(state_) {
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// Update the default matrices to the current viewport dimensions.
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state.getProjMatrix(projMatrix);
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// Also compute a projection matrix that aligns with the current pixel grid, taking into account
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// odd viewport sizes.
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state.getProjMatrix(alignedProjMatrix, 1, true);
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// Calculate a second projection matrix with the near plane moved further,
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// to a tenth of the far value, so as not to waste depth buffer precision on
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// very close empty space, for layer types (fill-extrusion) that use the
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// depth buffer to emulate real-world space.
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state.getProjMatrix(nearClippedProjMatrix, 0.1 * state.getCameraToCenterDistance());
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}
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PaintParameters::PaintParameters(gfx::Context& context_,
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float pixelRatio_,
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gfx::RendererBackend& backend_,
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const EvaluatedLight& evaluatedLight_,
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MapMode mode_,
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MapDebugOptions debugOptions_,
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TimePoint timePoint_,
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const TransformParameters& transformParams_,
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RenderStaticData& staticData_,
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LineAtlas& lineAtlas_,
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PatternAtlas& patternAtlas_)
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: context(context_),
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backend(backend_),
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encoder(context.createCommandEncoder()),
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transformParams(transformParams_),
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state(transformParams_.state),
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evaluatedLight(evaluatedLight_),
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staticData(staticData_),
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lineAtlas(lineAtlas_),
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patternAtlas(patternAtlas_),
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mapMode(mode_),
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debugOptions(debugOptions_),
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timePoint(timePoint_),
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pixelRatio(pixelRatio_),
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#ifndef NDEBUG
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programs((debugOptions & MapDebugOptions::Overdraw) ? staticData_.overdrawPrograms : staticData_.programs)
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#else
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programs(staticData_.programs)
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#endif
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{
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pixelsToGLUnits = {{ 2.0f / state.getSize().width, -2.0f / state.getSize().height }};
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if (state.getViewportMode() == ViewportMode::FlippedY) {
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pixelsToGLUnits[1] *= -1;
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}
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}
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PaintParameters::~PaintParameters() = default;
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mat4 PaintParameters::matrixForTile(const UnwrappedTileID& tileID, bool aligned) const {
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mat4 matrix;
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state.matrixFor(matrix, tileID);
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matrix::multiply(matrix, aligned ? transformParams.alignedProjMatrix : transformParams.projMatrix, matrix);
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return matrix;
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}
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gfx::DepthMode PaintParameters::depthModeForSublayer(uint8_t n, gfx::DepthMaskType mask) const {
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if (currentLayer < opaquePassCutoff) {
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return gfx::DepthMode::disabled();
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}
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float depth = depthRangeSize + ((1 + currentLayer) * numSublayers + n) * depthEpsilon;
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return gfx::DepthMode { gfx::DepthFunctionType::LessEqual, mask, { depth, depth } };
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}
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gfx::DepthMode PaintParameters::depthModeFor3D() const {
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return gfx::DepthMode{ gfx::DepthFunctionType::LessEqual,
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gfx::DepthMaskType::ReadWrite,
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{ 0.0, depthRangeSize } };
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}
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void PaintParameters::clearStencil() {
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nextStencilID = 1;
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context.clearStencilBuffer(0b00000000);
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}
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namespace {
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// Detects a difference in keys of renderTiles and tileClippingMaskIDs
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bool tileIDsIdentical(const RenderTiles& renderTiles,
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const std::map<UnwrappedTileID, int32_t>& tileClippingMaskIDs) {
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assert(renderTiles);
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assert(std::is_sorted(renderTiles->begin(), renderTiles->end(),
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[](const RenderTile& a, const RenderTile& b) { return a.id < b.id; }));
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if (renderTiles->size() != tileClippingMaskIDs.size()) {
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return false;
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}
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return std::equal(renderTiles->begin(), renderTiles->end(), tileClippingMaskIDs.begin(),
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[](const RenderTile& a, const auto& b) { return a.id == b.first; });
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}
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} // namespace
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void PaintParameters::renderTileClippingMasks(const RenderTiles& renderTiles) {
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if (!renderTiles || renderTiles->empty() || tileIDsIdentical(renderTiles, tileClippingMaskIDs)) {
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// The current stencil mask is for this source already; no need to draw another one.
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return;
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}
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if (nextStencilID + renderTiles->size() > 256) {
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// we'll run out of fresh IDs so we need to clear and start from scratch
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clearStencil();
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}
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tileClippingMaskIDs.clear();
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auto& program = staticData.programs.clippingMask;
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const style::Properties<>::PossiblyEvaluated properties {};
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const ClippingMaskProgram::Binders paintAttributeData(properties, 0);
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for (const RenderTile& renderTile : *renderTiles) {
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const int32_t stencilID = nextStencilID++;
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tileClippingMaskIDs.emplace(renderTile.id, stencilID);
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program.draw(context,
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*renderPass,
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gfx::Triangles(),
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gfx::DepthMode::disabled(),
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gfx::StencilMode{gfx::StencilMode::Always{},
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stencilID,
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0b11111111,
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gfx::StencilOpType::Keep,
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gfx::StencilOpType::Keep,
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gfx::StencilOpType::Replace},
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gfx::ColorMode::disabled(),
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gfx::CullFaceMode::disabled(),
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*staticData.quadTriangleIndexBuffer,
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staticData.clippingMaskSegments,
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ClippingMaskProgram::computeAllUniformValues(
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ClippingMaskProgram::LayoutUniformValues{
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uniforms::matrix::Value(matrixForTile(renderTile.id)),
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},
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paintAttributeData,
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properties,
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state.getZoom()),
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ClippingMaskProgram::computeAllAttributeBindings(
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*staticData.tileVertexBuffer, paintAttributeData, properties),
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ClippingMaskProgram::TextureBindings{},
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"clipping/" + util::toString(stencilID));
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}
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}
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gfx::StencilMode PaintParameters::stencilModeForClipping(const UnwrappedTileID& tileID) const {
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auto it = tileClippingMaskIDs.find(tileID);
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assert(it != tileClippingMaskIDs.end());
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const int32_t id = it != tileClippingMaskIDs.end() ? it->second : 0b00000000;
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return gfx::StencilMode{ gfx::StencilMode::Equal{ 0b11111111 },
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id,
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0b00000000,
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gfx::StencilOpType::Keep,
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gfx::StencilOpType::Keep,
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gfx::StencilOpType::Replace };
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}
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gfx::StencilMode PaintParameters::stencilModeFor3D() {
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if (nextStencilID + 1 > 256) {
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clearStencil();
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}
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// We're potentially destroying the stencil clipping mask in this pass. That means we'll have
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// to recreate it for the next source if any.
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tileClippingMaskIDs.clear();
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const int32_t id = nextStencilID++;
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return gfx::StencilMode{ gfx::StencilMode::NotEqual{ 0b11111111 },
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id,
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0b11111111,
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gfx::StencilOpType::Keep,
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gfx::StencilOpType::Keep,
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gfx::StencilOpType::Replace };
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}
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gfx::ColorMode PaintParameters::colorModeForRenderPass() const {
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if (debugOptions & MapDebugOptions::Overdraw) {
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const float overdraw = 1.0f / 8.0f;
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return gfx::ColorMode {
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gfx::ColorMode::Add {
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gfx::ColorBlendFactorType::ConstantColor,
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gfx::ColorBlendFactorType::One
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},
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Color { overdraw, overdraw, overdraw, 0.0f },
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gfx::ColorMode::Mask { true, true, true, true }
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};
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} else if (pass == RenderPass::Translucent) {
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return gfx::ColorMode::alphaBlended();
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} else {
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return gfx::ColorMode::unblended();
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}
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}
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} // namespace mbgl
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