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