Files
MapLibreParticleLab/src/mbgl/renderer/renderer_impl.cpp
Alex Cristici 3f42e59ad5 Legacy 3d pass fix (#1332)
Co-authored-by: Alex Cristici <alex@skoon.energy>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2023-08-31 15:36:19 +02:00

476 lines
18 KiB
C++

#include <mbgl/renderer/renderer_impl.hpp>
#include <mbgl/geometry/line_atlas.hpp>
#include <mbgl/gfx/backend_scope.hpp>
#include <mbgl/gfx/context.hpp>
#include <mbgl/gfx/cull_face_mode.hpp>
#include <mbgl/gfx/render_pass.hpp>
#include <mbgl/gfx/renderer_backend.hpp>
#include <mbgl/gfx/renderable.hpp>
#include <mbgl/gfx/upload_pass.hpp>
#include <mbgl/programs/programs.hpp>
#include <mbgl/renderer/pattern_atlas.hpp>
#include <mbgl/renderer/renderer_observer.hpp>
#include <mbgl/renderer/render_static_data.hpp>
#include <mbgl/renderer/render_tree.hpp>
#include <mbgl/util/convert.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/util/logging.hpp>
#if MLN_DRAWABLE_RENDERER
#include <mbgl/gfx/drawable_tweaker.hpp>
#include <mbgl/gl/drawable_gl.hpp>
#include <mbgl/renderer/layer_tweaker.hpp>
#include <mbgl/renderer/render_target.hpp>
#include <mbgl/shaders/gl/shader_program_gl.hpp>
#endif
#if (MLN_LEGACY_RENDERER && MLN_DRAWABLE_RENDERER)
// DEBUG: Enable a debugging split view to compare drawables and vanilla rendering pathways
// Drawables will be on the left, vanilla rendering on the right
// #define MLN_RENDERER_SPLIT_VIEW 1
// If using SPLIT_VIEW, MLN_RENDERER_QUAD_SPLIT_VIEW will split each half, showing just the opaque
// pass on top and then a composited opaque+translucent pass on the bottom
// #define QUAD_SPLIT_VIEW
#if MLN_RENDERER_SPLIT_VIEW
#include <mbgl/gl/context.hpp>
#endif
#endif
namespace mbgl {
using namespace style;
static RendererObserver& nullObserver() {
static RendererObserver observer;
return observer;
}
Renderer::Impl::Impl(gfx::RendererBackend& backend_,
float pixelRatio_,
const std::optional<std::string>& 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::preRender(const RenderTree& renderTree,
[[maybe_unused]] const std::shared_ptr<UpdateParameters>& updateParameters) {
auto& context = backend.getContext();
// Blocks execution until the renderable is available.
backend.getDefaultRenderable().wait();
if (!staticData) {
staticData = std::make_unique<RenderStaticData>(pixelRatio, std::make_unique<gfx::ShaderRegistry>());
// 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;
#if MLN_DRAWABLE_RENDERER
// update layers
if (staticData && staticData->shaders) {
orchestrator.updateLayers(
*staticData->shaders, context, renderTreeParameters.transformParams.state, updateParameters, renderTree);
}
#endif
}
void Renderer::Impl::render(const RenderTree& renderTree) {
if (renderState == RenderState::Never) {
observer->onWillStartRenderingMap();
}
observer->onWillStartRenderingFrame();
auto& context = backend.getContext();
const auto& renderTreeParameters = renderTree.getParameters();
PaintParameters parameters{context,
pixelRatio,
backend,
renderTreeParameters.light,
renderTreeParameters.mapMode,
renderTreeParameters.debugOptions,
renderTreeParameters.timePoint,
renderTreeParameters.transformParams,
*staticData,
renderTree.getLineAtlas(),
renderTree.getPatternAtlas()};
parameters.symbolFadeChange = renderTreeParameters.symbolFadeChange;
parameters.opaquePassCutoff = renderTreeParameters.opaquePassCutOff;
const auto& sourceRenderItems = renderTree.getSourceRenderItems();
const auto& layerRenderItems = renderTree.getLayerRenderItems();
#if MLN_DRAWABLE_RENDERER
// Run changes
orchestrator.processChanges();
// Run layer tweakers to update any dynamic elements
orchestrator.observeLayerGroups([&](LayerGroupBase& layerGroup) {
if (layerGroup.getLayerTweaker()) {
layerGroup.getLayerTweaker()->execute(layerGroup, renderTree, parameters);
}
});
// Give the layers a chance to do setup
// orchestrator.observeLayerGroups([&](LayerGroup& layerGroup) { layerGroup.preRender(orchestrator, parameters);
// });
#endif
// - UPLOAD PASS -------------------------------------------------------------------------------
// Uploads all required buffers and images before we do any actual rendering.
{
const auto uploadPass = parameters.encoder->createUploadPass("upload");
// 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
// Give the layers a chance to upload
orchestrator.observeLayerGroups([&](LayerGroupBase& layerGroup) { layerGroup.upload(*uploadPass); });
// Give the render targets a chance to upload
orchestrator.observeRenderTargets([&](RenderTarget& renderTarget) { renderTarget.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<gfx::RenderbufferPixelType::Depth>(
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);
parameters.currentLayer = 0;
// draw layer groups, opaque pass
orchestrator.observeLayerGroups([&](LayerGroupBase& layerGroup) {
layerGroup.render(orchestrator, parameters);
parameters.currentLayer++;
});
};
#endif // MLN_DRAWABLE_RENDERER
#if MLN_LEGACY_RENDERER
const auto renderLayer3DPass = [&] {
const auto debugGroup(parameters.encoder->createDebugGroup("3d"));
int32_t i = static_cast<int32_t>(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.observeRenderTargets(
[&](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> 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"));
parameters.pass = RenderPass::Opaque;
parameters.currentLayer = 0;
parameters.depthRangeSize = 1 - (orchestrator.numLayerGroups() + 2) * parameters.numSublayers *
PaintParameters::depthEpsilon;
// draw layer groups, opaque pass
orchestrator.observeLayerGroups([&](LayerGroupBase& layerGroup) {
layerGroup.render(orchestrator, parameters);
parameters.currentLayer++;
});
};
const auto drawableTranslucentPass = [&] {
const auto debugGroup(parameters.renderPass->createDebugGroup("drawables-translucent"));
parameters.pass = RenderPass::Translucent;
parameters.currentLayer = static_cast<int32_t>(orchestrator.numLayerGroups()) - 1;
parameters.depthRangeSize = 1 - (orchestrator.numLayerGroups() + 2) * parameters.numSublayers *
PaintParameters::depthEpsilon;
// draw layer groups, translucent pass
orchestrator.observeLayerGroups([&](LayerGroupBase& layerGroup) {
layerGroup.render(orchestrator, parameters);
if (parameters.currentLayer != 0) {
parameters.currentLayer--;
}
});
};
#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<int32_t>(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 && !MLN_LEGACY_RENDERER)
if (parameters.staticData.has3D) {
common3DPass();
drawable3DPass();
}
drawableTargetsPass();
commonClearPass();
drawableOpaquePass();
drawableTranslucentPass();
#elif (MLN_LEGACY_RENDERER && !MLN_DRAWABLE_RENDERER)
if (parameters.staticData.has3D) {
common3DPass();
renderLayer3DPass();
}
commonClearPass();
renderLayerOpaquePass();
renderLayerTranslucentPass();
#elif (MLN_DRAWABLE_RENDERER && MLN_LEGACY_RENDERER)
#if MLN_RENDERER_SPLIT_VIEW
[[maybe_unused]] const auto W = backend.getDefaultRenderable().getSize().width;
[[maybe_unused]] const auto H = backend.getDefaultRenderable().getSize().height;
[[maybe_unused]] const auto halfW = static_cast<platform::GLsizei>(backend.getDefaultRenderable().getSize().width *
0.5f);
[[maybe_unused]] const auto halfH = static_cast<platform::GLsizei>(backend.getDefaultRenderable().getSize().height *
0.5f);
platform::glEnable(GL_SCISSOR_TEST);
#if MLN_RENDERER_QUAD_SPLIT_VIEW
if (parameters.staticData.has3D) {
common3DPass();
drawable3DPass();
renderLayer3DPass();
parameters.clearStencil();
}
// Drawable LayerGroups on the left
// Opaque only on top
platform::glScissor(0, 0, halfW, H);
drawableTargetsPass();
commonClearPass();
drawableOpaquePass();
// Composite (Opaque+Translucent) on bottom
platform::glScissor(0, 0, halfW, halfH);
drawableTranslucentPass();
// RenderLayers on the right
// Opaque only on top
platform::glScissor(halfW, 0, halfW, H);
commonClearPass();
// Clipping masks were drawn only on the other side
parameters.clearTileClippingMasks();
renderLayerOpaquePass();
// Composite (Opaque+Translucent) on bottom
platform::glScissor(halfW, 0, halfW, halfH);
renderLayerTranslucentPass();
#else // MLN_RENDERER_QUAD_SPLIT_VIEW
if (parameters.staticData.has3D) {
common3DPass();
drawable3DPass();
renderLayer3DPass();
parameters.clearStencil();
}
// Drawable LayerGroups on the left
platform::glScissor(0, 0, halfW, H);
drawableTargetsPass();
commonClearPass();
parameters.clearTileClippingMasks();
drawableOpaquePass();
drawableTranslucentPass();
// RenderLayers on the right
platform::glScissor(halfW, 0, W, H);
commonClearPass();
parameters.clearTileClippingMasks();
renderLayerOpaquePass();
renderLayerTranslucentPass();
#endif // MLN_RENDERER_QUAD_SPLIT_VIEW
// Reset viewport
platform::glScissor(0, 0, W, H);
platform::glDisable(GL_SCISSOR_TEST);
#else // if MLN_RENDERER_SPLIT_VIEW
if (parameters.staticData.has3D) {
common3DPass();
renderLayer3DPass();
drawable3DPass();
parameters.clearStencil();
}
commonClearPass();
// Do RenderLayers first, drawables last
renderLayerOpaquePass();
renderLayerTranslucentPass();
drawableOpaquePass();
drawableTranslucentPass();
#endif // MLN_RENDERER_SPLIT_VIEW
#else
static_assert(0, "Must define one of (MLN_DRAWABLE_RENDERER, MLN_LEGACY_RENDERER)");
#endif
#if MLN_LEGACY_RENDERER
// - DEBUG PASS
// --------------------------------------------------------------------------------
// 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
// Give the layers a chance to do cleanup
orchestrator.observeLayerGroups(
[&](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);
if (!renderTreeParameters.loaded) {
renderState = RenderState::Partial;
} else if (renderState != RenderState::Fully) {
renderState = RenderState::Fully;
observer->onDidFinishRenderingMap();
}
}
void Renderer::Impl::reduceMemoryUse() {
assert(gfx::BackendScope::exists());
backend.getContext().reduceMemoryUsage();
}
} // namespace mbgl