#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #if MLN_RENDER_BACKEND_METAL #include #include #include /// Enable programmatic Metal frame captures for specific frame numbers. /// Requires iOS 13 constexpr auto EnableMetalCapture = 0; constexpr auto CaptureFrameStart = 0; // frames are 0-based constexpr auto CaptureFrameCount = 1; #elif MLN_RENDER_BACKEND_OPENGL #include #include #endif // !MLN_RENDER_BACKEND_METAL namespace mbgl { using namespace style; namespace { RendererObserver& nullObserver() { static RendererObserver observer; return observer; } } // namespace Renderer::Impl::Impl(gfx::RendererBackend& backend_, float pixelRatio_, const std::optional& localFontFamily_) : orchestrator(!backend_.contextIsShared(), backend_.getThreadPool(), localFontFamily_), backend(backend_), observer(&nullObserver()), pixelRatio(pixelRatio_) {} Renderer::Impl::~Impl() { assert(gfx::BackendScope::exists()); }; void Renderer::Impl::onPreCompileShader(shaders::BuiltIn shaderID, gfx::Backend::Type type, const std::string& additionalDefines) { observer->onPreCompileShader(shaderID, type, additionalDefines); } void Renderer::Impl::onPostCompileShader(shaders::BuiltIn shaderID, gfx::Backend::Type type, const std::string& additionalDefines) { observer->onPostCompileShader(shaderID, type, additionalDefines); } void Renderer::Impl::onShaderCompileFailed(shaders::BuiltIn shaderID, gfx::Backend::Type type, const std::string& additionalDefines) { observer->onShaderCompileFailed(shaderID, type, additionalDefines); } void Renderer::Impl::onRenderError(std::exception_ptr error) { observer->onRenderError(error); } void Renderer::Impl::setObserver(RendererObserver* observer_) { observer = observer_ ? observer_ : &nullObserver(); } void Renderer::Impl::render(const RenderTree& renderTree, const std::shared_ptr& updateParameters) { MLN_TRACE_FUNC(); auto& context = backend.getContext(); context.setObserver(this); assert(updateParameters); #if MLN_RENDER_BACKEND_METAL #if MLN_CREATE_AUTORELEASEPOOL NS::SharedPtr pool = NS::TransferPtr(NS::AutoreleasePool::alloc()->init()); #endif if constexpr (EnableMetalCapture) { const auto& mtlBackend = static_cast(backend); const auto& mtlDevice = mtlBackend.getDevice(); if (!commandCaptureScope) { if (const auto& cmdQueue = mtlBackend.getCommandQueue()) { if (const auto captureManager = NS::RetainPtr(MTL::CaptureManager::sharedCaptureManager())) { // NOLINTNEXTLINE(bugprone-assignment-in-if-condition) if ((commandCaptureScope = NS::TransferPtr(captureManager->newCaptureScope(cmdQueue.get())))) { const auto label = "Renderer::Impl frame=" + util::toString(frameCount); commandCaptureScope->setLabel(NS::String::string(label.c_str(), NS::UTF8StringEncoding)); captureManager->setDefaultCaptureScope(commandCaptureScope.get()); } } } } // "When you capture a frame programmatically, you can capture Metal commands that span multiple // frames by using a custom capture scope. For example, by calling begin() at the start of frame // 1 and end() after frame 3, the trace will contain command data from all the buffers that were // committed in the three frames." // https://developer.apple.com/documentation/metal/debugging_tools/capturing_gpu_command_data_programmatically if constexpr (0 < CaptureFrameStart && 0 < CaptureFrameCount) { if (commandCaptureScope) { const auto captureManager = NS::RetainPtr(MTL::CaptureManager::sharedCaptureManager()); if (frameCount == CaptureFrameStart) { constexpr auto captureDest = MTL::CaptureDestination::CaptureDestinationDeveloperTools; if (captureManager && !captureManager->isCapturing() && captureManager->supportsDestination(captureDest)) { if (auto captureDesc = NS::TransferPtr(MTL::CaptureDescriptor::alloc()->init())) { captureDesc->setCaptureObject(mtlDevice.get()); captureDesc->setDestination(captureDest); NS::Error* errorPtr = nullptr; if (captureManager->startCapture(captureDesc.get(), &errorPtr)) { Log::Warning(Event::Render, "Capture Started"); } else { std::string errStr = ""; if (auto error = NS::TransferPtr(errorPtr)) { if (auto str = error->localizedDescription()) { if (auto cstr = str->utf8String()) { errStr = cstr; } } } Log::Warning(Event::Render, "Capture Failed: " + errStr); } } } } } } if (commandCaptureScope) { commandCaptureScope->beginScope(); const auto captureManager = NS::RetainPtr(MTL::CaptureManager::sharedCaptureManager()); if (captureManager->isCapturing()) { Log::Info(Event::Render, "Capturing frame " + util::toString(frameCount)); } } } #endif // MLN_RENDER_BACKEND_METAL // Blocks execution until the renderable is available. backend.getDefaultRenderable().wait(); context.beginFrame(); if (!staticData) { staticData = std::make_unique(std::make_unique()); // Initialize shaders for drawables const auto programParameters = ProgramParameters{pixelRatio, false}; backend.initShaders(*staticData->shaders, programParameters); // Notify post-shader registration observer->onRegisterShaders(*staticData->shaders); } const auto& renderTreeParameters = renderTree.getParameters(); staticData->has3D = renderTreeParameters.has3D; staticData->backendSize = backend.getDefaultRenderable().getSize(); if (renderState == RenderState::Never) { observer->onWillStartRenderingMap(); } observer->onWillStartRenderingFrame(); const TransformState& state = renderTreeParameters.transformParams.state; const Size& size = staticData->backendSize; const EdgeInsets& frustumOffset = state.getFrustumOffset(); const gfx::ScissorRect scissorRect = { .x = static_cast(frustumOffset.left() * pixelRatio), #if MLN_RENDER_BACKEND_OPENGL .y = static_cast(frustumOffset.bottom() * pixelRatio), #else .y = static_cast(frustumOffset.top() * pixelRatio), #endif .width = size.width - static_cast((frustumOffset.left() + frustumOffset.right()) * pixelRatio), .height = size.height - static_cast((frustumOffset.top() + frustumOffset.bottom()) * pixelRatio), }; PaintParameters parameters{ context, pixelRatio, backend, renderTreeParameters.light, renderTreeParameters.mapMode, renderTreeParameters.debugOptions, renderTreeParameters.timePoint, renderTreeParameters.transformParams, *staticData, renderTree.getLineAtlas(), renderTree.getPatternAtlas(), frameCount, updateParameters->tileLodMinRadius, updateParameters->tileLodScale, updateParameters->tileLodPitchThreshold, updateParameters->tileLodMode, scissorRect, }; parameters.symbolFadeChange = renderTreeParameters.symbolFadeChange; parameters.opaquePassCutoff = renderTreeParameters.opaquePassCutOff; const auto& sourceRenderItems = renderTree.getSourceRenderItems(); const auto& layerRenderItems = renderTree.getLayerRenderItemMap(); // - UPLOAD PASS ------------------------------------------------------------------------------- // Uploads all required buffers and images before we do any actual rendering. { const auto uploadPass = parameters.encoder->createUploadPass("upload", parameters.backend.getDefaultRenderable()); #if !defined(NDEBUG) const auto debugGroup = uploadPass->createDebugGroup("upload"); #endif // Update all clipping IDs + upload buckets. for (const RenderItem& item : sourceRenderItems) { item.upload(*uploadPass); } for (const RenderItem& item : layerRenderItems) { item.upload(*uploadPass); } staticData->upload(*uploadPass); renderTree.getLineAtlas().upload(*uploadPass); renderTree.getPatternAtlas().upload(*uploadPass); } // - LAYER GROUP UPDATE ------------------------------------------------------------------------ // Updates all layer groups and process changes if (staticData && staticData->shaders) { orchestrator.updateLayers(*staticData->shaders, context, renderTreeParameters.transformParams.state, updateParameters, parameters, renderTree); } orchestrator.processChanges(); // Upload layer groups { const auto uploadPass = parameters.encoder->createUploadPass("layerGroup-upload", parameters.backend.getDefaultRenderable()); #if !defined(NDEBUG) const auto debugGroup = uploadPass->createDebugGroup("layerGroup-upload"); #endif // Update the debug layer groups orchestrator.updateDebugLayerGroups(renderTree, parameters); // Tweakers are run in the upload pass so they can set up uniforms. parameters.currentLayer = 0; orchestrator.visitLayerGroups([&](LayerGroupBase& layerGroup) { layerGroup.runTweakers(renderTree, parameters); parameters.currentLayer++; }); parameters.currentLayer = 0; orchestrator.visitDebugLayerGroups([&](LayerGroupBase& layerGroup) { layerGroup.runTweakers(renderTree, parameters); parameters.currentLayer++; }); // Give the layers a chance to upload orchestrator.visitLayerGroups([&](LayerGroupBase& layerGroup) { layerGroup.upload(*uploadPass); }); // Give the render targets a chance to upload orchestrator.visitRenderTargets([&](RenderTarget& renderTarget) { renderTarget.upload(*uploadPass); }); // Upload the Debug layer group orchestrator.visitDebugLayerGroups([&](LayerGroupBase& layerGroup) { layerGroup.upload(*uploadPass); }); } const Size atlasSize = parameters.patternAtlas.getPixelSize(); const auto& worldSize = parameters.staticData.backendSize; const shaders::GlobalPaintParamsUBO globalPaintParamsUBO = { .pattern_atlas_texsize = {static_cast(atlasSize.width), static_cast(atlasSize.height)}, .units_to_pixels = {1.0f / parameters.pixelsToGLUnits[0], 1.0f / parameters.pixelsToGLUnits[1]}, .world_size = {static_cast(worldSize.width), static_cast(worldSize.height)}, .camera_to_center_distance = parameters.state.getCameraToCenterDistance(), .symbol_fade_change = parameters.symbolFadeChange, .aspect_ratio = parameters.state.getSize().aspectRatio(), .pixel_ratio = parameters.pixelRatio, .map_zoom = static_cast(parameters.state.getZoom()), .pad1 = 0, }; auto& globalUniforms = context.mutableGlobalUniformBuffers(); globalUniforms.createOrUpdate(shaders::idGlobalPaintParamsUBO, &globalPaintParamsUBO, context); // - 3D PASS // ------------------------------------------------------------------------------------- // Renders any 3D layers bottom-to-top to unique FBOs with texture // attachments, but share the same depth rbo between them. const auto common3DPass = [&] { if (parameters.staticData.has3D) { parameters.staticData.backendSize = parameters.backend.getDefaultRenderable().getSize(); const auto debugGroup(parameters.encoder->createDebugGroup("common-3d")); parameters.pass = RenderPass::Pass3D; #if MLN_RENDER_BACKEND_OPENGL parameters.updateStencilBufferAvailability(); #endif // TODO is this needed? // if (!parameters.staticData.depthRenderbuffer || // parameters.staticData.depthRenderbuffer->getSize() != parameters.staticData.backendSize) { // parameters.staticData.depthRenderbuffer = // parameters.context.createRenderbuffer( // parameters.staticData.backendSize); //} // parameters.staticData.depthRenderbuffer->setShouldClear(true); } }; const auto drawable3DPass = [&] { const auto debugGroup(parameters.encoder->createDebugGroup("drawables-3d")); assert(parameters.pass == RenderPass::Pass3D); // draw layer groups, 3D pass parameters.currentLayer = static_cast(orchestrator.numLayerGroups()) - 1; orchestrator.visitLayerGroups([&](LayerGroupBase& layerGroup) { layerGroup.render(orchestrator, parameters); if (parameters.currentLayer > 0) { parameters.currentLayer--; } }); }; const auto drawableTargetsPass = [&] { // draw render targets orchestrator.visitRenderTargets( [&](RenderTarget& renderTarget) { renderTarget.render(orchestrator, renderTree, parameters); }); }; const auto commonClearPass = [&] { // - CLEAR // ------------------------------------------------------------------------------------- // Renders the backdrop of the OpenGL view. This also paints in areas where // we don't have any tiles whatsoever. { std::optional color; if (parameters.debugOptions & MapDebugOptions::Overdraw) { color = Color::black(); } else if (!backend.contextIsShared()) { color = renderTreeParameters.backgroundColor; } parameters.renderPass = parameters.encoder->createRenderPass( "main buffer", {.renderable = parameters.backend.getDefaultRenderable(), .clearColor = color, .clearDepth = 1.0f, .clearStencil = 0}); #if MLN_RENDER_BACKEND_OPENGL parameters.updateStencilBufferAvailability(); #endif } }; // Actually render the layers // Drawables const auto drawableOpaquePass = [&] { const auto debugGroup(parameters.renderPass->createDebugGroup("drawables-opaque")); parameters.pass = RenderPass::Opaque; parameters.depthRangeSize = 1 - (orchestrator.numLayerGroups() + 2) * PaintParameters::numSublayers * PaintParameters::depthEpsilon; // draw layer groups, opaque pass parameters.currentLayer = 0; orchestrator.visitLayerGroupsReversed([&](LayerGroupBase& layerGroup) { layerGroup.render(orchestrator, parameters); parameters.currentLayer++; }); }; const auto drawableTranslucentPass = [&] { const auto debugGroup(parameters.renderPass->createDebugGroup("drawables-translucent")); parameters.pass = RenderPass::Translucent; parameters.depthRangeSize = 1 - (orchestrator.numLayerGroups() + 2) * PaintParameters::numSublayers * PaintParameters::depthEpsilon; // draw layer groups, translucent pass parameters.currentLayer = static_cast(orchestrator.numLayerGroups()) - 1; orchestrator.visitLayerGroups([&](LayerGroupBase& layerGroup) { layerGroup.render(orchestrator, parameters); if (parameters.currentLayer > 0) { parameters.currentLayer--; } }); // Finally, render any legacy layers which have not been converted to drawables. // Note that they may be out of order, this is just a temporary fix for `RenderLocationIndicatorLayer` (#2216) parameters.depthRangeSize = 1 - (layerRenderItems.size() + 2) * PaintParameters::numSublayers * PaintParameters::depthEpsilon; int32_t i = static_cast(layerRenderItems.size()) - 1; for (auto it = layerRenderItems.begin(); it != layerRenderItems.end() && i >= 0; ++it, --i) { parameters.currentLayer = i; const RenderItem& item = *it; if (item.hasRenderPass(parameters.pass)) { item.render(parameters); } } }; const auto drawableDebugOverlays = [&] { // Renders debug overlays. { const auto debugGroup(parameters.renderPass->createDebugGroup("debug")); parameters.currentLayer = 0; orchestrator.visitDebugLayerGroups([&](LayerGroupBase& layerGroup) { layerGroup.render(orchestrator, parameters); parameters.currentLayer++; }); } }; if (parameters.staticData.has3D) { common3DPass(); drawable3DPass(); } drawableTargetsPass(); commonClearPass(); context.bindGlobalUniformBuffers(*parameters.renderPass); drawableOpaquePass(); drawableTranslucentPass(); drawableDebugOverlays(); // Give the layers a chance to do cleanup orchestrator.visitLayerGroups([&](LayerGroupBase& layerGroup) { layerGroup.postRender(orchestrator, parameters); }); context.unbindGlobalUniformBuffers(*parameters.renderPass); // Ends the RenderPass parameters.renderPass.reset(); const auto startRendering = util::MonotonicTimer::now().count(); // present submits render commands parameters.encoder->present(parameters.backend.getDefaultRenderable()); context.renderingStats().renderingTime = util::MonotonicTimer::now().count() - startRendering; parameters.encoder.reset(); context.endFrame(); #if MLN_RENDER_BACKEND_METAL if constexpr (EnableMetalCapture) { if (commandCaptureScope) { commandCaptureScope->endScope(); const auto captureManager = NS::RetainPtr(MTL::CaptureManager::sharedCaptureManager()); if (frameCount == CaptureFrameStart + CaptureFrameCount - 1 && captureManager->isCapturing()) { captureManager->stopCapture(); } } } #endif // MLN_RENDER_BACKEND_METAL context.renderingStats().encodingTime = renderTree.getElapsedTime() - context.renderingStats().renderingTime; observer->onDidFinishRenderingFrame( renderTreeParameters.loaded ? RendererObserver::RenderMode::Full : RendererObserver::RenderMode::Partial, renderTreeParameters.needsRepaint, renderTreeParameters.placementChanged, context.threadSafeCopyRenderingStats()); if (!renderTreeParameters.loaded) { renderState = RenderState::Partial; } else if (renderState != RenderState::Fully) { renderState = RenderState::Fully; observer->onDidFinishRenderingMap(); } frameCount += 1; MLN_END_FRAME(); } void Renderer::Impl::reduceMemoryUse() { assert(gfx::BackendScope::exists()); backend.getContext().reduceMemoryUsage(); } } // namespace mbgl