#include #include #include #include #include #include #include #include #include namespace mbgl { namespace gl { RendererBackend::RendererBackend(const gfx::ContextMode contextMode_) : gfx::RendererBackend(contextMode_) {} std::unique_ptr RendererBackend::createContext() { auto result = std::make_unique(*this); result->enableDebugging(); result->initializeExtensions(std::bind(&RendererBackend::getExtensionFunctionPointer, this, std::placeholders::_1)); return result; } PremultipliedImage RendererBackend::readFramebuffer(const Size& size) { return getContext().readFramebuffer(size); } void RendererBackend::assumeFramebufferBinding(const gl::FramebufferID fbo) { getContext().bindFramebuffer.setCurrentValue(fbo); if (fbo != ImplicitFramebufferBinding) { assert(gl::value::BindFramebuffer::Get() == getContext().bindFramebuffer.getCurrentValue()); } } void RendererBackend::assumeViewport(int32_t x, int32_t y, const Size& size) { getContext().viewport.setCurrentValue({x, y, size}); assert(gl::value::Viewport::Get() == getContext().viewport.getCurrentValue()); } void RendererBackend::assumeScissorTest(bool enabled) { getContext().scissorTest.setCurrentValue(enabled); assert(gl::value::ScissorTest::Get() == getContext().scissorTest.getCurrentValue()); } bool RendererBackend::implicitFramebufferBound() { return getContext().bindFramebuffer.getCurrentValue() == ImplicitFramebufferBinding; } void RendererBackend::setFramebufferBinding(const gl::FramebufferID fbo) { getContext().bindFramebuffer = fbo; if (fbo != ImplicitFramebufferBinding) { assert(gl::value::BindFramebuffer::Get() == getContext().bindFramebuffer.getCurrentValue()); } } void RendererBackend::setViewport(int32_t x, int32_t y, const Size& size) { getContext().viewport = {x, y, size}; assert(gl::value::Viewport::Get() == getContext().viewport.getCurrentValue()); } void RendererBackend::setScissorTest(bool enabled) { getContext().scissorTest = enabled; assert(gl::value::ScissorTest::Get() == getContext().scissorTest.getCurrentValue()); } RendererBackend::~RendererBackend() = default; /// @brief Register a list of types with a shader registry instance /// @tparam ...ShaderID Pack of BuiltIn:: shader IDs /// @param registry A shader registry instance /// @param glContext The GL context instance /// @param programParameters ProgramParameters used to initialize each instance template void registerTypes(gfx::ShaderRegistry& registry, gl::Context& glContext, const ProgramParameters& programParameters) { /// The following fold expression will create a shader for every type /// in the parameter pack and register it with the shader registry. /// Registration calls are wrapped in a lambda that throws on registration /// failure, we shouldn't expect registration to faill unless the shader /// registry instance provided already has conflicting programs present. ( [&](const std::string& name, const std::string& vert, const std::string& frag) { using Ty = shaders::ShaderSource; if (!registry.registerShader(gl::ShaderProgramGL::create(glContext, programParameters, name, vert, frag), name)) { throw std::runtime_error("Failed to register " + std::string(Ty::name) + " with shader registry!"); } }(shaders::ShaderSource::name, shaders::ShaderSource::vertex, shaders::ShaderSource::fragment), ...); } void RendererBackend::initShaders(gfx::ShaderRegistry& shaders, const ProgramParameters& programParameters) { registerTypes(shaders, static_cast(*context), programParameters); } } // namespace gl } // namespace mbgl