Files
MapLibreParticleLab/src/mbgl/mtl/renderer_backend.cpp
Alex Cristici 8264a1c86b Fill outline triangulated reorganized (#2266)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2024-04-16 20:04:06 +03:00

160 lines
6.8 KiB
C++

#include <mbgl/mtl/renderer_backend.hpp>
#include <mbgl/gfx/backend_scope.hpp>
#include <mbgl/gfx/shader_registry.hpp>
#include <mbgl/mtl/context.hpp>
#include <mbgl/shaders/background_layer_ubo.hpp>
#include <mbgl/shaders/mtl/shader_group.hpp>
#include <mbgl/shaders/mtl/shader_program.hpp>
#include <mbgl/shaders/shader_manifest.hpp>
#include <mbgl/util/logging.hpp>
// ... shader_manifest.hpp
#include <mbgl/shaders/mtl/background.hpp>
#include <mbgl/shaders/mtl/background_pattern.hpp>
#include <mbgl/shaders/mtl/circle.hpp>
#include <mbgl/shaders/mtl/clipping_mask.hpp>
#include <mbgl/shaders/mtl/collision_box.hpp>
#include <mbgl/shaders/mtl/collision_circle.hpp>
#include <mbgl/shaders/mtl/custom_symbol_icon.hpp>
#include <mbgl/shaders/mtl/debug.hpp>
#include <mbgl/shaders/mtl/fill.hpp>
#include <mbgl/shaders/mtl/fill_extrusion.hpp>
#include <mbgl/shaders/mtl/fill_extrusion_pattern.hpp>
#include <mbgl/shaders/mtl/heatmap.hpp>
#include <mbgl/shaders/mtl/heatmap_texture.hpp>
#include <mbgl/shaders/mtl/hillshade.hpp>
#include <mbgl/shaders/mtl/hillshade_prepare.hpp>
#include <mbgl/shaders/mtl/line.hpp>
#include <mbgl/shaders/mtl/line_gradient.hpp>
#include <mbgl/shaders/mtl/fill.hpp>
#include <mbgl/shaders/mtl/raster.hpp>
#include <mbgl/shaders/mtl/symbol_icon.hpp>
#include <mbgl/shaders/mtl/symbol_sdf.hpp>
#include <mbgl/shaders/mtl/symbol_text_and_icon.hpp>
#include <mbgl/shaders/mtl/widevector.hpp>
#include <cassert>
#include <string>
namespace mbgl {
namespace mtl {
RendererBackend::RendererBackend(const gfx::ContextMode contextMode_)
: gfx::RendererBackend(contextMode_),
device(NS::TransferPtr(MTL::CreateSystemDefaultDevice())),
commandQueue(NS::TransferPtr(device->newCommandQueue())) {
assert(device);
assert(commandQueue);
}
RendererBackend::~RendererBackend() = default;
std::unique_ptr<gfx::Context> RendererBackend::createContext() {
return std::make_unique<mtl::Context>(*this);
}
PremultipliedImage RendererBackend::readFramebuffer(const Size& size) {
return PremultipliedImage(size);
// return getContext<mtl::Context>().readFramebuffer<PremultipliedImage>(size);
}
void RendererBackend::assumeFramebufferBinding(const mtl::FramebufferID fbo) {
/*getContext<mtl::Context>().bindFramebuffer.setCurrentValue(fbo);
if (fbo != ImplicitFramebufferBinding) {
assert(mtl::value::BindFramebuffer::Get() == getContext<mtl::Context>().bindFramebuffer.getCurrentValue());
}*/
}
void RendererBackend::assumeViewport(int32_t x, int32_t y, const Size& size) {
/*getContext<mtl::Context>().viewport.setCurrentValue({x, y, size});
assert(mtl::value::Viewport::Get() == getContext<mtl::Context>().viewport.getCurrentValue());*/
}
void RendererBackend::assumeScissorTest(bool enabled) {
/*getContext<mtl::Context>().scissorTest.setCurrentValue(enabled);
assert(mtl::value::ScissorTest::Get() == getContext<mtl::Context>().scissorTest.getCurrentValue());*/
}
bool RendererBackend::implicitFramebufferBound() {
return false;
// return getContext<mtl::Context>().bindFramebuffer.getCurrentValue() == ImplicitFramebufferBinding;
}
void RendererBackend::setFramebufferBinding(const mtl::FramebufferID fbo) {
/*getContext<mtl::Context>().bindFramebuffer = fbo;
if (fbo != ImplicitFramebufferBinding) {
assert(mtl::value::BindFramebuffer::Get() == getContext<mtl::Context>().bindFramebuffer.getCurrentValue());
}*/
}
void RendererBackend::setViewport(int32_t x, int32_t y, const Size& size) {
/*getContext<mtl::Context>().viewport = {x, y, size};
assert(mtl::value::Viewport::Get() == getContext<mtl::Context>().viewport.getCurrentValue());*/
}
void RendererBackend::setScissorTest(bool enabled) {
/*getContext<mtl::Context>().scissorTest = enabled;
assert(mtl::value::ScissorTest::Get() == getContext<mtl::Context>().scissorTest.getCurrentValue());*/
}
/// @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 programParameters ProgramParameters used to initialize each instance
template <shaders::BuiltIn... ShaderID>
void registerTypes(gfx::ShaderRegistry& registry, 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.
(
[&]() {
using namespace std::string_literals;
using ShaderClass = shaders::ShaderSource<ShaderID, gfx::Backend::Type::Metal>;
auto group = std::make_shared<ShaderGroup<ShaderID>>(programParameters);
if (!registry.registerShaderGroup(std::move(group), ShaderClass::name)) {
assert(!"duplicate shader group");
throw std::runtime_error("Failed to register "s + ShaderClass::name + " with shader registry!");
}
}(),
...);
}
void RendererBackend::initShaders(gfx::ShaderRegistry& shaders, const ProgramParameters& programParameters) {
registerTypes<shaders::BuiltIn::BackgroundShader,
shaders::BuiltIn::BackgroundPatternShader,
shaders::BuiltIn::CircleShader,
shaders::BuiltIn::ClippingMaskProgram,
shaders::BuiltIn::CollisionBoxShader,
shaders::BuiltIn::CollisionCircleShader,
shaders::BuiltIn::CustomSymbolIconShader,
shaders::BuiltIn::DebugShader,
shaders::BuiltIn::FillShader,
shaders::BuiltIn::FillOutlineShader,
shaders::BuiltIn::FillPatternShader,
shaders::BuiltIn::FillOutlinePatternShader,
shaders::BuiltIn::FillOutlineTriangulatedShader,
shaders::BuiltIn::FillExtrusionShader,
shaders::BuiltIn::FillExtrusionPatternShader,
shaders::BuiltIn::HeatmapShader,
shaders::BuiltIn::HeatmapTextureShader,
shaders::BuiltIn::HillshadeShader,
shaders::BuiltIn::HillshadePrepareShader,
shaders::BuiltIn::LineShader,
shaders::BuiltIn::LineGradientShader,
shaders::BuiltIn::LineSDFShader,
shaders::BuiltIn::LinePatternShader,
shaders::BuiltIn::RasterShader,
shaders::BuiltIn::SymbolIconShader,
shaders::BuiltIn::SymbolSDFIconShader,
shaders::BuiltIn::SymbolTextAndIconShader,
shaders::BuiltIn::WideVectorShader>(shaders, programParameters);
}
} // namespace mtl
} // namespace mbgl