Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
160 lines
6.8 KiB
C++
160 lines
6.8 KiB
C++
#include <mbgl/mtl/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/mtl/context.hpp>
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#include <mbgl/shaders/background_layer_ubo.hpp>
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#include <mbgl/shaders/mtl/shader_group.hpp>
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#include <mbgl/shaders/mtl/shader_program.hpp>
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#include <mbgl/shaders/shader_manifest.hpp>
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#include <mbgl/util/logging.hpp>
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// ... shader_manifest.hpp
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#include <mbgl/shaders/mtl/background.hpp>
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#include <mbgl/shaders/mtl/background_pattern.hpp>
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#include <mbgl/shaders/mtl/circle.hpp>
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#include <mbgl/shaders/mtl/clipping_mask.hpp>
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#include <mbgl/shaders/mtl/collision_box.hpp>
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#include <mbgl/shaders/mtl/collision_circle.hpp>
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#include <mbgl/shaders/mtl/custom_symbol_icon.hpp>
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#include <mbgl/shaders/mtl/debug.hpp>
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#include <mbgl/shaders/mtl/fill.hpp>
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#include <mbgl/shaders/mtl/fill_extrusion.hpp>
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#include <mbgl/shaders/mtl/fill_extrusion_pattern.hpp>
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#include <mbgl/shaders/mtl/heatmap.hpp>
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#include <mbgl/shaders/mtl/heatmap_texture.hpp>
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#include <mbgl/shaders/mtl/hillshade.hpp>
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#include <mbgl/shaders/mtl/hillshade_prepare.hpp>
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#include <mbgl/shaders/mtl/line.hpp>
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#include <mbgl/shaders/mtl/line_gradient.hpp>
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#include <mbgl/shaders/mtl/fill.hpp>
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#include <mbgl/shaders/mtl/raster.hpp>
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#include <mbgl/shaders/mtl/symbol_icon.hpp>
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#include <mbgl/shaders/mtl/symbol_sdf.hpp>
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#include <mbgl/shaders/mtl/symbol_text_and_icon.hpp>
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#include <mbgl/shaders/mtl/widevector.hpp>
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#include <cassert>
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#include <string>
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namespace mbgl {
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namespace mtl {
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RendererBackend::RendererBackend(const gfx::ContextMode contextMode_)
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: gfx::RendererBackend(contextMode_),
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device(NS::TransferPtr(MTL::CreateSystemDefaultDevice())),
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commandQueue(NS::TransferPtr(device->newCommandQueue())) {
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assert(device);
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assert(commandQueue);
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}
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RendererBackend::~RendererBackend() = default;
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std::unique_ptr<gfx::Context> RendererBackend::createContext() {
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return std::make_unique<mtl::Context>(*this);
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}
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PremultipliedImage RendererBackend::readFramebuffer(const Size& size) {
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return PremultipliedImage(size);
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// return getContext<mtl::Context>().readFramebuffer<PremultipliedImage>(size);
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}
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void RendererBackend::assumeFramebufferBinding(const mtl::FramebufferID fbo) {
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/*getContext<mtl::Context>().bindFramebuffer.setCurrentValue(fbo);
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if (fbo != ImplicitFramebufferBinding) {
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assert(mtl::value::BindFramebuffer::Get() == getContext<mtl::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<mtl::Context>().viewport.setCurrentValue({x, y, size});
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assert(mtl::value::Viewport::Get() == getContext<mtl::Context>().viewport.getCurrentValue());*/
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}
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void RendererBackend::assumeScissorTest(bool enabled) {
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/*getContext<mtl::Context>().scissorTest.setCurrentValue(enabled);
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assert(mtl::value::ScissorTest::Get() == getContext<mtl::Context>().scissorTest.getCurrentValue());*/
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}
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bool RendererBackend::implicitFramebufferBound() {
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return false;
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// return getContext<mtl::Context>().bindFramebuffer.getCurrentValue() == ImplicitFramebufferBinding;
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}
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void RendererBackend::setFramebufferBinding(const mtl::FramebufferID fbo) {
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/*getContext<mtl::Context>().bindFramebuffer = fbo;
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if (fbo != ImplicitFramebufferBinding) {
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assert(mtl::value::BindFramebuffer::Get() == getContext<mtl::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<mtl::Context>().viewport = {x, y, size};
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assert(mtl::value::Viewport::Get() == getContext<mtl::Context>().viewport.getCurrentValue());*/
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}
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void RendererBackend::setScissorTest(bool enabled) {
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/*getContext<mtl::Context>().scissorTest = enabled;
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assert(mtl::value::ScissorTest::Get() == getContext<mtl::Context>().scissorTest.getCurrentValue());*/
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}
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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 programParameters ProgramParameters used to initialize each instance
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template <shaders::BuiltIn... ShaderID>
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void registerTypes(gfx::ShaderRegistry& registry, 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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[&]() {
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using namespace std::string_literals;
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using ShaderClass = shaders::ShaderSource<ShaderID, gfx::Backend::Type::Metal>;
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auto group = std::make_shared<ShaderGroup<ShaderID>>(programParameters);
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if (!registry.registerShaderGroup(std::move(group), ShaderClass::name)) {
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assert(!"duplicate shader group");
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throw std::runtime_error("Failed to register "s + ShaderClass::name + " with shader registry!");
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}
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}(),
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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::BackgroundPatternShader,
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shaders::BuiltIn::CircleShader,
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shaders::BuiltIn::ClippingMaskProgram,
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shaders::BuiltIn::CollisionBoxShader,
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shaders::BuiltIn::CollisionCircleShader,
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shaders::BuiltIn::CustomSymbolIconShader,
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shaders::BuiltIn::DebugShader,
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shaders::BuiltIn::FillShader,
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shaders::BuiltIn::FillOutlineShader,
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shaders::BuiltIn::FillPatternShader,
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shaders::BuiltIn::FillOutlinePatternShader,
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shaders::BuiltIn::FillOutlineTriangulatedShader,
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shaders::BuiltIn::FillExtrusionShader,
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shaders::BuiltIn::FillExtrusionPatternShader,
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shaders::BuiltIn::HeatmapShader,
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shaders::BuiltIn::HeatmapTextureShader,
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shaders::BuiltIn::HillshadeShader,
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shaders::BuiltIn::HillshadePrepareShader,
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shaders::BuiltIn::LineShader,
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shaders::BuiltIn::LineGradientShader,
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shaders::BuiltIn::LineSDFShader,
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shaders::BuiltIn::LinePatternShader,
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shaders::BuiltIn::RasterShader,
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shaders::BuiltIn::SymbolIconShader,
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shaders::BuiltIn::SymbolSDFIconShader,
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shaders::BuiltIn::SymbolTextAndIconShader,
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shaders::BuiltIn::WideVectorShader>(shaders, programParameters);
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}
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} // namespace mtl
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} // namespace mbgl
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