Files
MapLibreParticleLab/src/mbgl/webgpu/tile_layer_group.cpp
2025-10-16 20:35:33 +02:00

147 lines
5.4 KiB
C++

#include <mbgl/webgpu/tile_layer_group.hpp>
#include <mbgl/gfx/drawable_tweaker.hpp>
#include <mbgl/gfx/renderable.hpp>
#include <mbgl/gfx/renderer_backend.hpp>
#include <mbgl/gfx/shader_registry.hpp>
#include <mbgl/gfx/upload_pass.hpp>
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/shader_program_base.hpp>
#include <mbgl/webgpu/context.hpp>
#include <mbgl/webgpu/drawable.hpp>
#include <mbgl/webgpu/render_pass.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/util/convert.hpp>
#include <mbgl/util/logging.hpp>
#include <optional>
namespace mbgl {
namespace webgpu {
TileLayerGroup::TileLayerGroup(int32_t layerIndex_, std::size_t initialCapacity, std::string name_)
: mbgl::TileLayerGroup(layerIndex_, initialCapacity, std::move(name_)) {}
void TileLayerGroup::upload(gfx::UploadPass& uploadPass) {
if (!enabled || !getDrawableCount()) {
return;
}
#if !defined(NDEBUG)
const auto debugGroup = uploadPass.createDebugGroup(getName() + "-upload");
#endif
visitDrawables([&](gfx::Drawable& drawable) {
if (drawable.getEnabled()) {
auto& drawableWebGPU = static_cast<Drawable&>(drawable);
drawableWebGPU.upload(uploadPass);
}
});
}
void TileLayerGroup::render(RenderOrchestrator&, PaintParameters& parameters) {
if (!enabled || !getDrawableCount() || !parameters.renderPass) {
return;
}
auto& renderPass = static_cast<RenderPass&>(*parameters.renderPass);
// `stencilModeFor3D` increments a shared mask value each call, so we cache the results
// when a layer contains 3D drawables to ensure consistent state across drawables.
bool features3d = false;
bool stencil3d = false;
std::optional<gfx::DepthMode> depthMode3d;
std::optional<gfx::StencilMode> stencilMode3d;
if (stencilTiles && !stencilTiles->empty()) {
visitDrawables([&](const gfx::Drawable& drawable) {
if (drawable.getEnabled() && drawable.getIs3D() && drawable.hasRenderPass(parameters.pass)) {
features3d = true;
if (drawable.getEnableStencil()) {
stencil3d = true;
}
}
});
}
#if !defined(NDEBUG)
const auto debugGroup = parameters.encoder->createDebugGroup(getName() + "-render");
#endif
if (features3d) {
depthMode3d = parameters.depthModeFor3D();
if (stencil3d) {
stencilMode3d = parameters.stencilModeFor3D();
}
} else if (stencilTiles && !stencilTiles->empty()) {
// Handle stencil tiles if present (2D stenciling)
parameters.renderTileClippingMasks(stencilTiles);
}
// Rely on drawables to provide their shaders; no layer-level override needed.
bool bindUBOs = false;
int visitCount = 0;
int drawCount = 0;
const auto initialDrawCalls = parameters.context.renderingStats().numDrawCalls;
visitDrawables([&](gfx::Drawable& drawable) {
visitCount++;
if (!drawable.getEnabled() || !drawable.hasRenderPass(parameters.pass)) {
return;
}
drawCount++;
if (!drawable.getShader()) {
mbgl::Log::Warning(mbgl::Event::Render,
"Drawable " + drawable.getName() + " in " + getName() + " missing shader; skipping");
return;
}
if (!bindUBOs) {
// Bind uniform buffers once for all drawables
static_cast<webgpu::UniformBufferArray&>(uniformBuffers).bindWebgpu(renderPass);
bindUBOs = true;
}
// Copy shared uniform buffers from layer group to drawable before tweakers
// These are typically global paint params and evaluated props
auto& drawableWebGPU = static_cast<webgpu::Drawable&>(drawable);
// Copy any layer-provided uniform buffers so drawables can build bind groups from them.
// This includes consolidated per-drawable data (e.g. idFillDrawableUBO) which lives in
// the layer UBO array and is selected via the UBO index each drawable writes later.
auto& drawableUniforms = drawableWebGPU.mutableUniformBuffers();
for (size_t i = 0; i < uniformBuffers.allocatedSize(); ++i) {
const auto& uniformBuffer = uniformBuffers.get(i);
if (uniformBuffer) {
drawableUniforms.set(i, uniformBuffer);
}
}
// Execute tweakers - they create drawable-specific uniform buffers like FillDrawableUBO
for (const auto& tweaker : drawable.getTweakers()) {
tweaker->execute(drawable, parameters);
}
if (features3d) {
const auto depth = (drawable.getEnableDepth() && depthMode3d) ? *depthMode3d : gfx::DepthMode::disabled();
const auto stencil = (drawable.getEnableStencil() && stencilMode3d) ? *stencilMode3d
: gfx::StencilMode::disabled();
drawableWebGPU.setDepthModeFor3D(depth);
drawableWebGPU.setStencilModeFor3D(stencil);
}
drawable.draw(parameters);
});
const auto finalDrawCalls = parameters.context.renderingStats().numDrawCalls;
if (drawCount > 0 && finalDrawCalls == initialDrawCalls) {
mbgl::Log::Warning(
mbgl::Event::Render,
getName() + " visited " + std::to_string(visitCount) + " drawables but produced no draw calls!");
}
}
} // namespace webgpu
} // namespace mbgl