Make a class for keeping GL objects ids and attach it to the ThreadContext instead of hanging it on the Environment.
308 lines
11 KiB
C++
308 lines
11 KiB
C++
#include <mbgl/geometry/sprite_atlas.hpp>
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#include <mbgl/platform/gl.hpp>
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#include <mbgl/platform/log.hpp>
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#include <mbgl/platform/platform.hpp>
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#include <mbgl/util/gl_object_store.hpp>
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#include <mbgl/util/math.hpp>
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#include <mbgl/util/std.hpp>
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#include <mbgl/util/constants.hpp>
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#include <mbgl/util/scaling.hpp>
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#include <mbgl/util/thread_context.hpp>
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#include <mbgl/map/sprite.hpp>
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#include <cassert>
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#include <cmath>
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#include <algorithm>
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using namespace mbgl;
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SpriteAtlas::SpriteAtlas(dimension width_, dimension height_)
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: width(width_),
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height(height_),
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bin(width_, height_),
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dirty(true) {
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}
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bool SpriteAtlas::resize(const float newRatio) {
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if (pixelRatio == newRatio) return false;
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std::lock_guard<std::recursive_mutex> lock(mtx);
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const float oldRatio = pixelRatio;
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pixelRatio = newRatio;
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if (data) {
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const auto oldData = std::move(data);
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allocate();
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const int old_w = width * oldRatio;
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const int old_h = height * oldRatio;
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const int new_w = width * newRatio;
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const int new_h = height * newRatio;
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// Basic image scaling. TODO: Replace this with better image scaling.
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for (int y = 0; y < new_h; y++) {
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const int old_yoffset = ((y * old_h) / new_h) * old_w;
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const int new_yoffset = y * new_w;
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for (int x = 0; x < new_w; x++) {
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const int old_x = (x * old_w) / new_w;
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data[new_yoffset + x] = oldData[old_yoffset + old_x];
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}
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}
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dirty = true;
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fullUploadRequired = true;
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// Mark all sprite images as in need of update
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for (const auto &pair : images) {
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uninitialized.emplace(pair.first);
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}
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}
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return dirty;
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}
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Rect<SpriteAtlas::dimension> SpriteAtlas::allocateImage(const size_t pixel_width, const size_t pixel_height) {
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// Increase to next number divisible by 4, but at least 1.
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// This is so we can scale down the texture coordinates and pack them
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// into 2 bytes rather than 4 bytes.
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const uint16_t pack_width = (pixel_width + 1) + (4 - (pixel_width + 1) % 4);
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const uint16_t pack_height = (pixel_height + 1) + (4 - (pixel_height + 1) % 4);
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// We have to allocate a new area in the bin, and store an empty image in it.
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// Add a 1px border around every image.
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Rect<dimension> rect = bin.allocate(pack_width, pack_height);
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if (rect.w == 0) {
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return rect;
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}
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rect.originalW = pixel_width;
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rect.originalH = pixel_height;
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return rect;
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}
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Rect<SpriteAtlas::dimension> SpriteAtlas::getImage(const std::string& name, const bool wrap) {
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std::lock_guard<std::recursive_mutex> lock(mtx);
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auto rect_it = images.find(name);
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if (rect_it != images.end()) {
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return rect_it->second;
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}
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const SpritePosition &pos = sprite->getSpritePosition(name);
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if (!pos.width || !pos.height) {
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return Rect<dimension> { 0, 0, 0, 0 };
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}
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Rect<dimension> rect = allocateImage(pos.width / pos.pixelRatio, pos.height / pos.pixelRatio);
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if (rect.w == 0) {
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if (debug::spriteWarnings) {
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Log::Warning(Event::Sprite, "sprite atlas bitmap overflow");
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}
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return rect;
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}
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images.emplace(name, rect);
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copy(rect, pos, wrap);
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return rect;
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}
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SpriteAtlasPosition SpriteAtlas::getPosition(const std::string& name, bool repeating) {
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std::lock_guard<std::recursive_mutex> lock(mtx);
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Rect<dimension> rect = getImage(name, repeating);
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if (repeating) {
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// When the image is repeating, get the correct position of the image, rather than the
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// one rounded up to 4 pixels.
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const SpritePosition &pos = sprite->getSpritePosition(name);
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if (!pos.width || !pos.height) {
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return SpriteAtlasPosition {};
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}
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rect.w = pos.width / pos.pixelRatio;
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rect.h = pos.height / pos.pixelRatio;
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}
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const float padding = 1;
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return SpriteAtlasPosition {
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{{ float(rect.w), float(rect.h) }},
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{{ float(rect.x + padding) / width, float(rect.y + padding) / height }},
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{{ float(rect.x + padding + rect.w) / width, float(rect.y + padding + rect.h) / height }}
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};
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}
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void SpriteAtlas::allocate() {
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if (!data) {
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dimension w = static_cast<dimension>(width * pixelRatio);
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dimension h = static_cast<dimension>(height * pixelRatio);
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data = std::make_unique<uint32_t[]>(w * h);
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std::fill(data.get(), data.get() + w * h, 0);
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}
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}
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void SpriteAtlas::copy(const Rect<dimension>& dst, const SpritePosition& src, const bool wrap) {
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if (!sprite->raster) return;
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const uint32_t *srcData = reinterpret_cast<const uint32_t *>(sprite->raster->getData());
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if (!srcData) return;
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const vec2<uint32_t> srcSize { sprite->raster->getWidth(), sprite->raster->getHeight() };
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const Rect<uint32_t> srcPos { src.x, src.y, src.width, src.height };
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const int offset = 1;
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allocate();
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uint32_t *const dstData = data.get();
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const vec2<uint32_t> dstSize { static_cast<unsigned int>(width * pixelRatio),
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static_cast<unsigned int>(height * pixelRatio) };
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const Rect<uint32_t> dstPos { static_cast<uint32_t>((offset + dst.x) * pixelRatio),
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static_cast<uint32_t>((offset + dst.y) * pixelRatio),
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static_cast<uint32_t>(dst.originalW * pixelRatio),
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static_cast<uint32_t>(dst.originalH * pixelRatio) };
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util::bilinearScale(srcData, srcSize, srcPos, dstData, dstSize, dstPos, wrap);
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// Add borders around the copied image if required.
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if (wrap) {
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// We're copying from the same image so we don't have to scale again.
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const uint32_t border = 1;
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const uint32_t borderX = dstPos.x != 0 ? border : 0;
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const uint32_t borderY = dstPos.y != 0 ? border : 0;
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// Left border
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util::nearestNeighborScale(
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dstData, dstSize, { dstPos.x + dstPos.w - borderX, dstPos.y, borderX, dstPos.h },
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dstData, dstSize, { dstPos.x - borderX, dstPos.y, borderX, dstPos.h });
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// Right border
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util::nearestNeighborScale(dstData, dstSize, { dstPos.x, dstPos.y, border, dstPos.h },
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dstData, dstSize,
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{ dstPos.x + dstPos.w, dstPos.y, border, dstPos.h });
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// Top border
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util::nearestNeighborScale(
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dstData, dstSize, { dstPos.x - borderX, dstPos.y + dstPos.h - borderY,
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dstPos.w + border + borderX, borderY },
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dstData, dstSize,
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{ dstPos.x - borderX, dstPos.y - borderY, dstPos.w + 2 * borderX, borderY });
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// Bottom border
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util::nearestNeighborScale(
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dstData, dstSize, { dstPos.x - borderX, dstPos.y, dstPos.w + 2 * borderX, border },
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dstData, dstSize,
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{ dstPos.x - borderX, dstPos.y + dstPos.h, dstPos.w + border + borderX, border });
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}
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dirty = true;
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}
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void SpriteAtlas::setSprite(util::ptr<Sprite> sprite_) {
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std::lock_guard<std::recursive_mutex> lock(mtx);
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sprite = sprite_;
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if (!sprite->isLoaded()) return;
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util::erase_if(uninitialized, [this](const std::string &name) {
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Rect<dimension> dst = getImage(name, false);
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const SpritePosition& src = sprite->getSpritePosition(name);
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if (!src) {
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if (debug::spriteWarnings) {
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Log::Warning(Event::Sprite, "sprite doesn't have image with name '%s'", name.c_str());
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}
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return true;
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}
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if (src.width == dst.w * pixelRatio && src.height == dst.h * pixelRatio && src.pixelRatio == pixelRatio) {
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copy(dst, src, false);
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return true;
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} else {
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if (debug::spriteWarnings) {
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Log::Warning(Event::Sprite, "sprite icon dimension mismatch");
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}
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return false;
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}
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});
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}
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void SpriteAtlas::upload() {
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if (dirty) {
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bind();
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}
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}
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void SpriteAtlas::bind(bool linear) {
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if (!texture) {
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MBGL_CHECK_ERROR(glGenTextures(1, &texture));
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MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
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#ifndef GL_ES_VERSION_2_0
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MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
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#endif
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// We are using clamp to edge here since OpenGL ES doesn't allow GL_REPEAT on NPOT textures.
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// We use those when the pixelRatio isn't a power of two, e.g. on iPhone 6 Plus.
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MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
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MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
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fullUploadRequired = true;
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} else {
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MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
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}
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GLuint filter_val = linear ? GL_LINEAR : GL_NEAREST;
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if (filter_val != filter) {
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MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_val));
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MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_val));
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filter = filter_val;
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}
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if (dirty) {
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std::lock_guard<std::recursive_mutex> lock(mtx);
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allocate();
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if (fullUploadRequired) {
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MBGL_CHECK_ERROR(glTexImage2D(
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GL_TEXTURE_2D, // GLenum target
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0, // GLint level
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GL_RGBA, // GLint internalformat
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width * pixelRatio, // GLsizei width
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height * pixelRatio, // GLsizei height
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0, // GLint border
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GL_RGBA, // GLenum format
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GL_UNSIGNED_BYTE, // GLenum type
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data.get() // const GLvoid * data
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));
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fullUploadRequired = false;
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} else {
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MBGL_CHECK_ERROR(glTexSubImage2D(
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GL_TEXTURE_2D, // GLenum target
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0, // GLint level
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0, // GLint xoffset
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0, // GLint yoffset
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width * pixelRatio, // GLsizei width
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height * pixelRatio, // GLsizei height
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GL_RGBA, // GLenum format
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GL_UNSIGNED_BYTE, // GLenum type
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data.get() // const GLvoid *pixels
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));
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}
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dirty = false;
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#ifndef GL_ES_VERSION_2_0
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// platform::showColorDebugImage("Sprite Atlas", reinterpret_cast<const char *>(data), width * pixelRatio, height * pixelRatio, width * pixelRatio, height * pixelRatio);
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#endif
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}
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};
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SpriteAtlas::~SpriteAtlas() {
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std::lock_guard<std::recursive_mutex> lock(mtx);
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if (texture) {
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mbgl::util::ThreadContext::getGLObjectStore()->abandonTexture(texture);
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texture = 0;
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}
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}
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