VertexArrayObject and ElementGroup should be noncopyable

This commit is contained in:
John Firebaugh
2014-08-26 14:43:29 -07:00
parent 073d1fc9e8
commit 42d0740ef0
8 changed files with 74 additions and 69 deletions

View File

@@ -3,13 +3,14 @@
#include <mbgl/geometry/buffer.hpp>
#include <mbgl/geometry/vao.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <array>
namespace mbgl {
template <int count>
struct ElementGroup {
struct ElementGroup : public util::noncopyable {
std::array<VertexArrayObject, count> array;
uint32_t vertex_length;
uint32_t elements_length;

View File

@@ -3,13 +3,14 @@
#include <mbgl/shader/shader.hpp>
#include <mbgl/platform/gl.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <stdexcept>
namespace mbgl {
#if GL_ARB_vertex_array_object
class VertexArrayObject {
class VertexArrayObject : public util::noncopyable {
public:
template <typename Shader, typename VertexBuffer>
inline void bind(Shader& shader, VertexBuffer &vertexBuffer, char *offset) {
@@ -56,7 +57,7 @@ private:
#else
class VertexArrayObject {
class VertexArrayObject : public util::noncopyable {
public:
template <typename Shader, typename Buffers>
void bind(Shader& shader, Buffers& buffers, char *offset) {

View File

@@ -34,8 +34,9 @@ class FillBucket : public Bucket {
static void *realloc(void *data, void *ptr, unsigned int size);
static void free(void *userData, void *ptr);
typedef ElementGroup<2> triangle_group_type;
typedef ElementGroup<1> line_group_type;
typedef std::unique_ptr<ElementGroup<2>> triangle_group_type;
typedef std::unique_ptr<ElementGroup<1>> line_group_type;
public:
FillBucket(FillVertexBuffer& vertexBuffer,
TriangleElementsBuffer& triangleElementsBuffer,

View File

@@ -20,8 +20,9 @@ class LinejoinShader;
struct pbf;
class LineBucket : public Bucket {
typedef ElementGroup<1> triangle_group_type;
typedef ElementGroup<1> point_group_type;
typedef std::unique_ptr<ElementGroup<1>> triangle_group_type;
typedef std::unique_ptr<ElementGroup<1>> point_group_type;
public:
LineBucket(LineVertexBuffer& vertexBuffer,
TriangleElementsBuffer& triangleElementsBuffer,
@@ -43,7 +44,6 @@ public:
const StyleBucketLine &properties;
private:
LineVertexBuffer& vertexBuffer;
TriangleElementsBuffer& triangleElementsBuffer;
PointElementsBuffer& pointElementsBuffer;

View File

@@ -50,8 +50,8 @@ typedef std::vector<Symbol> Symbols;
class SymbolBucket : public Bucket {
typedef ElementGroup<1> TextElementGroup;
typedef ElementGroup<1> IconElementGroup;
typedef std::unique_ptr<ElementGroup<1>> TextElementGroup;
typedef std::unique_ptr<ElementGroup<1>> IconElementGroup;
public:
SymbolBucket(const StyleBucketSymbol &properties, Collision &collision);

View File

@@ -8,7 +8,7 @@
#include <mbgl/map/vector_tile.hpp>
#include <mbgl/platform/gl.hpp>
#include <mbgl/util/std.hpp>
#include <cassert>
@@ -111,13 +111,13 @@ void FillBucket::tessellate() {
throw geometry_too_long_exception();
}
if (!lineGroups.size() || (lineGroups.back().vertex_length + total_vertex_count > 65535)) {
if (!lineGroups.size() || (lineGroups.back()->vertex_length + total_vertex_count > 65535)) {
// Move to a new group because the old one can't hold the geometry.
lineGroups.emplace_back();
lineGroups.emplace_back(std::make_unique<ElementGroup<1>>());
}
line_group_type& lineGroup = lineGroups.back();
uint32_t lineIndex = lineGroup.vertex_length;
uint32_t lineIndex = lineGroup->vertex_length;
for (const std::vector<ClipperLib::IntPoint>& polygon : polygons) {
const size_t group_count = polygon.size();
@@ -140,7 +140,7 @@ void FillBucket::tessellate() {
tessAddContour(tesselator, vertexSize, line.data(), stride, (int)line.size() / vertexSize);
}
lineGroup.elements_length += total_vertex_count;
lineGroup->elements_length += total_vertex_count;
if (tessTesselate(tesselator, TESS_WINDING_POSITIVE, TESS_POLYGONS, vertices_per_group, vertexSize, 0)) {
const TESSreal *vertices = tessGetVertices(tesselator);
@@ -157,15 +157,15 @@ void FillBucket::tessellate() {
}
}
if (!triangleGroups.size() || (triangleGroups.back().vertex_length + total_vertex_count > 65535)) {
if (!triangleGroups.size() || (triangleGroups.back()->vertex_length + total_vertex_count > 65535)) {
// Move to a new group because the old one can't hold the geometry.
triangleGroups.emplace_back();
triangleGroups.emplace_back(std::make_unique<ElementGroup<2>>());
}
// We're generating triangle fans, so we always start with the first
// coordinate in this polygon.
triangle_group_type& triangleGroup = triangleGroups.back();
uint32_t triangleIndex = triangleGroup.vertex_length;
uint32_t triangleIndex = triangleGroup->vertex_length;
for (int i = 0; i < triangle_count; ++i) {
const TESSindex *element_group = &elements[i * vertices_per_group];
@@ -190,8 +190,8 @@ void FillBucket::tessellate() {
}
}
triangleGroup.vertex_length += total_vertex_count;
triangleGroup.elements_length += triangle_count;
triangleGroup->vertex_length += total_vertex_count;
triangleGroup->elements_length += triangle_count;
} else {
#if defined(DEBUG)
fprintf(stderr, "tessellation failed\n");
@@ -201,7 +201,7 @@ void FillBucket::tessellate() {
// We're adding the total vertex count *after* we added additional vertices
// in the tessellation step. They won't be part of the actual lines, but
// we need to skip over them anyway if we draw the next group.
lineGroup.vertex_length += total_vertex_count;
lineGroup->vertex_length += total_vertex_count;
}
void FillBucket::render(Painter& painter, std::shared_ptr<StyleLayer> layer_desc, const Tile::ID& id, const mat4 &matrix) {
@@ -216,10 +216,10 @@ void FillBucket::drawElements(PlainShader& shader) {
char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
char *elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize);
for (triangle_group_type& group : triangleGroups) {
group.array[0].bind(shader, vertexBuffer, triangleElementsBuffer, vertex_index);
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index);
vertex_index += group.vertex_length * vertexBuffer.itemSize;
elements_index += group.elements_length * triangleElementsBuffer.itemSize;
group->array[0].bind(shader, vertexBuffer, triangleElementsBuffer, vertex_index);
glDrawElements(GL_TRIANGLES, group->elements_length * 3, GL_UNSIGNED_SHORT, elements_index);
vertex_index += group->vertex_length * vertexBuffer.itemSize;
elements_index += group->elements_length * triangleElementsBuffer.itemSize;
}
}
@@ -227,10 +227,10 @@ void FillBucket::drawElements(PatternShader& shader) {
char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
char *elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize);
for (triangle_group_type& group : triangleGroups) {
group.array[1].bind(shader, vertexBuffer, triangleElementsBuffer, vertex_index);
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index);
vertex_index += group.vertex_length * vertexBuffer.itemSize;
elements_index += group.elements_length * triangleElementsBuffer.itemSize;
group->array[1].bind(shader, vertexBuffer, triangleElementsBuffer, vertex_index);
glDrawElements(GL_TRIANGLES, group->elements_length * 3, GL_UNSIGNED_SHORT, elements_index);
vertex_index += group->vertex_length * vertexBuffer.itemSize;
elements_index += group->elements_length * triangleElementsBuffer.itemSize;
}
}
@@ -238,9 +238,9 @@ void FillBucket::drawVertices(OutlineShader& shader) {
char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
char *elements_index = BUFFER_OFFSET(line_elements_start * lineElementsBuffer.itemSize);
for (line_group_type& group : lineGroups) {
group.array[0].bind(shader, vertexBuffer, lineElementsBuffer, vertex_index);
glDrawElements(GL_LINES, group.elements_length * 2, GL_UNSIGNED_SHORT, elements_index);
vertex_index += group.vertex_length * vertexBuffer.itemSize;
elements_index += group.elements_length * lineElementsBuffer.itemSize;
group->array[0].bind(shader, vertexBuffer, lineElementsBuffer, vertex_index);
glDrawElements(GL_LINES, group->elements_length * 2, GL_UNSIGNED_SHORT, elements_index);
vertex_index += group->vertex_length * vertexBuffer.itemSize;
elements_index += group->elements_length * lineElementsBuffer.itemSize;
}
}

View File

@@ -7,6 +7,7 @@
#include <mbgl/map/vector_tile.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/util/std.hpp>
#include <mbgl/platform/gl.hpp>
#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
@@ -306,38 +307,38 @@ void LineBucket::addGeometry(const std::vector<Coordinate>& vertices) {
// Store the triangle/line groups.
{
if (!triangleGroups.size() || (triangleGroups.back().vertex_length + vertex_count > 65535)) {
if (!triangleGroups.size() || (triangleGroups.back()->vertex_length + vertex_count > 65535)) {
// Move to a new group because the old one can't hold the geometry.
triangleGroups.emplace_back();
triangleGroups.emplace_back(std::make_unique<ElementGroup<1>>());
}
triangle_group_type& group = triangleGroups.back();
for (const TriangleElement& triangle : triangle_store) {
triangleElementsBuffer.add(
group.vertex_length + triangle.a,
group.vertex_length + triangle.b,
group.vertex_length + triangle.c
group->vertex_length + triangle.a,
group->vertex_length + triangle.b,
group->vertex_length + triangle.c
);
}
group.vertex_length += vertex_count;
group.elements_length += triangle_store.size();
group->vertex_length += vertex_count;
group->elements_length += triangle_store.size();
}
// Store the line join/cap groups.
{
if (!pointGroups.size() || (pointGroups.back().vertex_length + vertex_count > 65535)) {
if (!pointGroups.size() || (pointGroups.back()->vertex_length + vertex_count > 65535)) {
// Move to a new group because the old one can't hold the geometry.
pointGroups.emplace_back();
pointGroups.emplace_back(std::make_unique<ElementGroup<1>>());
}
point_group_type& group = pointGroups.back();
for (PointElement point : point_store) {
pointElementsBuffer.add(group.vertex_length + point);
pointElementsBuffer.add(group->vertex_length + point);
}
group.vertex_length += vertex_count;
group.elements_length += point_store.size();
group->vertex_length += vertex_count;
group->elements_length += point_store.size();
}
}
@@ -352,7 +353,7 @@ bool LineBucket::hasData() const {
bool LineBucket::hasPoints() const {
if (!pointGroups.empty()) {
for (const point_group_type& group : pointGroups) {
if (group.elements_length) {
if (group->elements_length) {
return true;
}
}
@@ -364,13 +365,13 @@ void LineBucket::drawLines(LineShader& shader) {
char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
char *elements_index = BUFFER_OFFSET(triangle_elements_start * triangleElementsBuffer.itemSize);
for (triangle_group_type& group : triangleGroups) {
if (!group.elements_length) {
if (!group->elements_length) {
continue;
}
group.array[0].bind(shader, vertexBuffer, triangleElementsBuffer, vertex_index);
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index);
vertex_index += group.vertex_length * vertexBuffer.itemSize;
elements_index += group.elements_length * triangleElementsBuffer.itemSize;
group->array[0].bind(shader, vertexBuffer, triangleElementsBuffer, vertex_index);
glDrawElements(GL_TRIANGLES, group->elements_length * 3, GL_UNSIGNED_SHORT, elements_index);
vertex_index += group->vertex_length * vertexBuffer.itemSize;
elements_index += group->elements_length * triangleElementsBuffer.itemSize;
}
}
@@ -378,12 +379,12 @@ void LineBucket::drawPoints(LinejoinShader& shader) {
char *vertex_index = BUFFER_OFFSET(vertex_start * vertexBuffer.itemSize);
char *elements_index = BUFFER_OFFSET(point_elements_start * pointElementsBuffer.itemSize);
for (point_group_type& group : pointGroups) {
if (!group.elements_length) {
if (!group->elements_length) {
continue;
}
group.array[0].bind(shader, vertexBuffer, pointElementsBuffer, vertex_index);
glDrawElements(GL_POINTS, group.elements_length, GL_UNSIGNED_SHORT, elements_index);
vertex_index += group.vertex_length * vertexBuffer.itemSize;
elements_index += group.elements_length * pointElementsBuffer.itemSize;
group->array[0].bind(shader, vertexBuffer, pointElementsBuffer, vertex_index);
glDrawElements(GL_POINTS, group->elements_length, GL_UNSIGNED_SHORT, elements_index);
vertex_index += group->vertex_length * vertexBuffer.itemSize;
elements_index += group->elements_length * pointElementsBuffer.itemSize;
}
}

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@@ -16,6 +16,7 @@
#include <mbgl/util/utf.hpp>
#include <mbgl/util/token.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/util/std.hpp>
namespace mbgl {
@@ -344,15 +345,15 @@ void SymbolBucket::addSymbols(Buffer &buffer, const PlacedGlyphs &symbols, float
const int glyph_vertex_length = 4;
if (!buffer.groups.size() ||
(buffer.groups.back().vertex_length + glyph_vertex_length > 65535)) {
(buffer.groups.back()->vertex_length + glyph_vertex_length > 65535)) {
// Move to a new group because the old one can't hold the geometry.
buffer.groups.emplace_back();
buffer.groups.emplace_back(std::make_unique<ElementGroup<1>>());
}
// We're generating triangle fans, so we always start with the first
// coordinate in this polygon.
TextElementGroup &triangleGroup = buffer.groups.back();
uint32_t triangleIndex = triangleGroup.vertex_length;
uint32_t triangleIndex = triangleGroup->vertex_length;
// coordinates (2 triangles)
buffer.vertices.add(glyphAnchor.x, glyphAnchor.y, tl.x, tl.y, tex.x, tex.y, angle, minZoom,
@@ -368,8 +369,8 @@ void SymbolBucket::addSymbols(Buffer &buffer, const PlacedGlyphs &symbols, float
buffer.triangles.add(triangleIndex + 0, triangleIndex + 1, triangleIndex + 2);
buffer.triangles.add(triangleIndex + 1, triangleIndex + 2, triangleIndex + 3);
triangleGroup.vertex_length += glyph_vertex_length;
triangleGroup.elements_length += 2;
triangleGroup->vertex_length += glyph_vertex_length;
triangleGroup->elements_length += 2;
}
}
@@ -377,10 +378,10 @@ void SymbolBucket::drawGlyphs(TextShader &shader) {
char *vertex_index = BUFFER_OFFSET(0);
char *elements_index = BUFFER_OFFSET(0);
for (TextElementGroup &group : text.groups) {
group.array[0].bind(shader, text.vertices, text.triangles, vertex_index);
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index);
vertex_index += group.vertex_length * text.vertices.itemSize;
elements_index += group.elements_length * text.triangles.itemSize;
group->array[0].bind(shader, text.vertices, text.triangles, vertex_index);
glDrawElements(GL_TRIANGLES, group->elements_length * 3, GL_UNSIGNED_SHORT, elements_index);
vertex_index += group->vertex_length * text.vertices.itemSize;
elements_index += group->elements_length * text.triangles.itemSize;
}
}
@@ -388,10 +389,10 @@ void SymbolBucket::drawIcons(IconShader &shader) {
char *vertex_index = BUFFER_OFFSET(0);
char *elements_index = BUFFER_OFFSET(0);
for (IconElementGroup &group : icon.groups) {
group.array[0].bind(shader, icon.vertices, icon.triangles, vertex_index);
glDrawElements(GL_TRIANGLES, group.elements_length * 3, GL_UNSIGNED_SHORT, elements_index);
vertex_index += group.vertex_length * icon.vertices.itemSize;
elements_index += group.elements_length * icon.triangles.itemSize;
group->array[0].bind(shader, icon.vertices, icon.triangles, vertex_index);
glDrawElements(GL_TRIANGLES, group->elements_length * 3, GL_UNSIGNED_SHORT, elements_index);
vertex_index += group->vertex_length * icon.vertices.itemSize;
elements_index += group->elements_length * icon.triangles.itemSize;
}
}
}