#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #if MLN_DRAWABLE_RENDERER #include #include #include #include #endif // MLN_DRAWABLE_RENDERER #if !MLN_RENDER_BACKEND_METAL #include #if MLN_DRAWABLE_RENDERER #include #endif // MLN_DRAWABLE_RENDERER #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(), localFontFamily_), backend(backend_), observer(&nullObserver()), pixelRatio(pixelRatio_) {} Renderer::Impl::~Impl() { assert(gfx::BackendScope::exists()); }; void Renderer::Impl::setObserver(RendererObserver* observer_) { observer = observer_ ? observer_ : &nullObserver(); } void Renderer::Impl::render(const RenderTree& renderTree, [[maybe_unused]] const std::shared_ptr& updateParameters) { auto& context = backend.getContext(); // Blocks execution until the renderable is available. backend.getDefaultRenderable().wait(); if (!staticData) { staticData = std::make_unique(pixelRatio, std::make_unique()); // Initialize legacy shader programs staticData->programs.registerWith(*staticData->shaders); #if MLN_DRAWABLE_RENDERER // Initialize shaders for drawables const auto programParameters = ProgramParameters{pixelRatio, false}; backend.initShaders(*staticData->shaders, programParameters); #endif // 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(); PaintParameters parameters{context, pixelRatio, backend, renderTreeParameters.light, renderTreeParameters.mapMode, renderTreeParameters.debugOptions, renderTreeParameters.timePoint, renderTreeParameters.transformParams, *staticData, renderTree.getLineAtlas(), renderTree.getPatternAtlas(), frameCount}; parameters.symbolFadeChange = renderTreeParameters.symbolFadeChange; parameters.opaquePassCutoff = renderTreeParameters.opaquePassCutOff; const auto& sourceRenderItems = renderTree.getSourceRenderItems(); const auto& layerRenderItems = renderTree.getLayerRenderItems(); // - 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); } #if MLN_DRAWABLE_RENDERER // - LAYER GROUP UPDATE ------------------------------------------------------------------------ // Updates all layer groups and process changes if (staticData && staticData->shaders) { orchestrator.updateLayers( *staticData->shaders, context, renderTreeParameters.transformParams.state, updateParameters, 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 // Tweakers are run in the upload pass so they can set up uniforms. orchestrator.visitLayerGroups( [&](LayerGroupBase& layerGroup) { layerGroup.runTweakers(renderTree, parameters); }); } // Update the debug layer groups orchestrator.updateDebugLayerGroups(renderTree, parameters); // Give the layers a chance to do setup // orchestrator.visitLayerGroups([&](LayerGroup& layerGroup) { layerGroup.preRender(orchestrator, parameters); // }); // Upload layer groups { const auto uploadPass = parameters.encoder->createUploadPass("layerGroup-upload", parameters.backend.getDefaultRenderable()); // 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); }); } #endif // - 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 (!parameters.staticData.depthRenderbuffer || parameters.staticData.depthRenderbuffer->getSize() != parameters.staticData.backendSize) { parameters.staticData.depthRenderbuffer = parameters.context.createRenderbuffer( parameters.staticData.backendSize); } parameters.staticData.depthRenderbuffer->setShouldClear(true); } }; #if MLN_DRAWABLE_RENDERER const auto drawable3DPass = [&] { const auto debugGroup(parameters.encoder->createDebugGroup("drawables-3d")); assert(parameters.pass == RenderPass::Pass3D); // draw layer groups, 3D pass const auto maxLayerIndex = orchestrator.maxLayerIndex(); orchestrator.visitLayerGroups([&](LayerGroupBase& layerGroup) { layerGroup.render(orchestrator, parameters); parameters.currentLayer = maxLayerIndex - layerGroup.getLayerIndex(); }); }; #endif // MLN_DRAWABLE_RENDERER #if MLN_LEGACY_RENDERER const auto renderLayer3DPass = [&] { const auto debugGroup(parameters.encoder->createDebugGroup("3d")); 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& renderItem = it->get(); if (renderItem.hasRenderPass(parameters.pass)) { const auto layerDebugGroup(parameters.encoder->createDebugGroup(renderItem.getName().c_str())); renderItem.render(parameters); } } }; #endif // MLN_LEGACY_RENDERER #if MLN_DRAWABLE_RENDERER const auto drawableTargetsPass = [&] { // draw render targets orchestrator.visitRenderTargets( [&](RenderTarget& renderTarget) { renderTarget.render(orchestrator, renderTree, parameters); }); }; #endif 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", {parameters.backend.getDefaultRenderable(), color, 1.0f, 0}); } }; // Actually render the layers #if MLN_DRAWABLE_RENDERER // Drawables const auto drawableOpaquePass = [&] { const auto debugGroup(parameters.renderPass->createDebugGroup("drawables-opaque")); const auto maxLayerIndex = orchestrator.maxLayerIndex(); parameters.pass = RenderPass::Opaque; parameters.currentLayer = 0; parameters.depthRangeSize = 1 - (maxLayerIndex + 3) * parameters.numSublayers * PaintParameters::depthEpsilon; // draw layer groups, opaque pass orchestrator.visitLayerGroups([&](LayerGroupBase& layerGroup) { parameters.currentLayer = layerGroup.getLayerIndex(); layerGroup.render(orchestrator, parameters); }); }; const auto drawableTranslucentPass = [&] { const auto debugGroup(parameters.renderPass->createDebugGroup("drawables-translucent")); const auto maxLayerIndex = orchestrator.maxLayerIndex(); parameters.pass = RenderPass::Translucent; parameters.depthRangeSize = 1 - (maxLayerIndex + 3) * parameters.numSublayers * PaintParameters::depthEpsilon; // draw layer groups, translucent pass orchestrator.visitLayerGroups([&](LayerGroupBase& layerGroup) { parameters.currentLayer = maxLayerIndex - layerGroup.getLayerIndex(); layerGroup.render(orchestrator, parameters); }); }; #endif #if MLN_LEGACY_RENDERER // Render everything top-to-bottom by using reverse iterators. Render opaque objects first. const auto renderLayerOpaquePass = [&] { const auto debugGroup(parameters.renderPass->createDebugGroup("opaque")); parameters.pass = RenderPass::Opaque; parameters.depthRangeSize = 1 - (layerRenderItems.size() + 2) * parameters.numSublayers * PaintParameters::depthEpsilon; uint32_t i = 0; for (auto it = layerRenderItems.rbegin(); it != layerRenderItems.rend(); ++it, ++i) { parameters.currentLayer = i; const RenderItem& renderItem = it->get(); if (renderItem.hasRenderPass(parameters.pass)) { const auto layerDebugGroup(parameters.renderPass->createDebugGroup(renderItem.getName().c_str())); renderItem.render(parameters); } } }; // Make a second pass, rendering translucent objects. This time, we render bottom-to-top. const auto renderLayerTranslucentPass = [&] { const auto debugGroup(parameters.renderPass->createDebugGroup("translucent")); parameters.pass = RenderPass::Translucent; parameters.depthRangeSize = 1 - (layerRenderItems.size() + 2) * parameters.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& renderItem = it->get(); if (renderItem.hasRenderPass(parameters.pass)) { const auto layerDebugGroup(parameters.renderPass->createDebugGroup(renderItem.getName().c_str())); renderItem.render(parameters); } } }; #endif // MLN_LEGACY_RENDERER #if MLN_DRAWABLE_RENDERER const auto drawableDebugOverlays = [&] { // Renders debug overlays. { const auto debugGroup(parameters.renderPass->createDebugGroup("debug")); orchestrator.visitDebugLayerGroups([&](LayerGroupBase& layerGroup) { layerGroup.visitDrawables([&](gfx::Drawable& drawable) { drawable.draw(parameters); }); }); } }; #endif // MLN_DRAWABLE_RENDERER #if MLN_LEGACY_RENDERER const auto renderDebugOverlays = [&] { // Renders debug overlays. { const auto debugGroup(parameters.renderPass->createDebugGroup("debug")); // Finalize the rendering, e.g. by calling debug render calls per tile. // This guarantees that we have at least one function per tile called. // When only rendering layers via the stylesheet, it's possible that we // don't ever visit a tile during rendering. for (const RenderItem& renderItem : sourceRenderItems) { renderItem.render(parameters); } } #if !defined(NDEBUG) if (parameters.debugOptions & MapDebugOptions::StencilClip) { // Render tile clip boundaries, using stencil buffer to calculate fill color. parameters.context.visualizeStencilBuffer(); } else if (parameters.debugOptions & MapDebugOptions::DepthBuffer) { // Render the depth buffer. parameters.context.visualizeDepthBuffer(parameters.depthRangeSize); } #endif }; #endif // MLN_LEGACY_RENDERER #if (MLN_DRAWABLE_RENDERER && !MLN_LEGACY_RENDERER) if (parameters.staticData.has3D) { common3DPass(); drawable3DPass(); } drawableTargetsPass(); commonClearPass(); drawableOpaquePass(); drawableTranslucentPass(); drawableDebugOverlays(); #elif (MLN_LEGACY_RENDERER && !MLN_DRAWABLE_RENDERER) if (parameters.staticData.has3D) { common3DPass(); renderLayer3DPass(); } commonClearPass(); renderLayerOpaquePass(); renderLayerTranslucentPass(); renderDebugOverlays(); #else static_assert(0, "Must define one of (MLN_DRAWABLE_RENDERER, MLN_LEGACY_RENDERER)"); #endif // MLN_LEGACY_RENDERER #if MLN_DRAWABLE_RENDERER // Give the layers a chance to do cleanup orchestrator.visitLayerGroups([&](LayerGroupBase& layerGroup) { layerGroup.postRender(orchestrator, parameters); }); #endif // Ends the RenderPass parameters.renderPass.reset(); const bool isMapModeContinuous = renderTreeParameters.mapMode == MapMode::Continuous; if (isMapModeContinuous) { parameters.encoder->present(parameters.backend.getDefaultRenderable()); } // CommandEncoder destructor submits render commands. parameters.encoder.reset(); observer->onDidFinishRenderingFrame( renderTreeParameters.loaded ? RendererObserver::RenderMode::Full : RendererObserver::RenderMode::Partial, renderTreeParameters.needsRepaint, renderTreeParameters.placementChanged, renderTree.getElapsedTime()); if (!renderTreeParameters.loaded) { renderState = RenderState::Partial; } else if (renderState != RenderState::Fully) { renderState = RenderState::Fully; observer->onDidFinishRenderingMap(); } frameCount += 1; } void Renderer::Impl::reduceMemoryUse() { assert(gfx::BackendScope::exists()); backend.getContext().reduceMemoryUsage(); } } // namespace mbgl