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authorKonstantin Käfer <mail@kkaefer.com>2019-08-16 12:03:53 +0200
committerAlexander Shalamov <alexander.shalamov@mapbox.com>2020-02-14 17:34:00 +0200
commita876c965a55213f38b91303c81239fbda0a9f7da (patch)
tree3189f7cd15c0633a54b8220550ab3e8b28e50a75 /src/mbgl/renderer/layers/render_hillshade_layer.cpp
parent189ed4aac362f7122e0889cdb9c7fc6580d24392 (diff)
downloadqtlocation-mapboxgl-a876c965a55213f38b91303c81239fbda0a9f7da.tar.gz
[core] Store SegmentVectors in ephemeral render objects
We used some shared SegmentVectors, e.g. for drawing raster or background tiles. In longer running maps, this lead to resource accumulation. By storing the SegmentVectors and the contained gfx::DrawScope objects, we ensure that resources get released when the associated render objects vanish.
Diffstat (limited to 'src/mbgl/renderer/layers/render_hillshade_layer.cpp')
-rw-r--r--src/mbgl/renderer/layers/render_hillshade_layer.cpp80
1 files changed, 41 insertions, 39 deletions
diff --git a/src/mbgl/renderer/layers/render_hillshade_layer.cpp b/src/mbgl/renderer/layers/render_hillshade_layer.cpp
index b570d9c4c9..bf899221f8 100644
--- a/src/mbgl/renderer/layers/render_hillshade_layer.cpp
+++ b/src/mbgl/renderer/layers/render_hillshade_layer.cpp
@@ -20,7 +20,7 @@ using namespace style;
namespace {
-inline const HillshadeLayer::Impl& impl(const Immutable<style::Layer::Impl>& impl) {
+inline const HillshadeLayer::Impl& impl_cast(const Immutable<style::Layer::Impl>& impl) {
assert(impl->getTypeInfo() == HillshadeLayer::Impl::staticTypeInfo());
return static_cast<const HillshadeLayer::Impl&>(*impl);
}
@@ -29,8 +29,7 @@ inline const HillshadeLayer::Impl& impl(const Immutable<style::Layer::Impl>& imp
RenderHillshadeLayer::RenderHillshadeLayer(Immutable<style::HillshadeLayer::Impl> _impl)
: RenderLayer(makeMutable<HillshadeLayerProperties>(std::move(_impl))),
- unevaluated(impl(baseImpl).paint.untransitioned()) {
-}
+ unevaluated(impl_cast(baseImpl).paint.untransitioned()) {}
RenderHillshadeLayer::~RenderHillshadeLayer() = default;
@@ -48,7 +47,7 @@ const std::array<float, 2> RenderHillshadeLayer::getLight(const PaintParameters&
}
void RenderHillshadeLayer::transition(const TransitionParameters& parameters) {
- unevaluated = impl(baseImpl).paint.transitioned(parameters, std::move(unevaluated));
+ unevaluated = impl_cast(baseImpl).paint.transitioned(parameters, std::move(unevaluated));
}
void RenderHillshadeLayer::evaluate(const PropertyEvaluationParameters& parameters) {
@@ -111,21 +110,19 @@ void RenderHillshadeLayer::render(PaintParameters& parameters) {
checkRenderability(parameters, programInstance.activeBindingCount(allAttributeBindings));
- programInstance.draw(
- parameters.context,
- *parameters.renderPass,
- gfx::Triangles(),
- parameters.depthModeForSublayer(0, gfx::DepthMaskType::ReadOnly),
- gfx::StencilMode::disabled(),
- parameters.colorModeForRenderPass(),
- gfx::CullFaceMode::disabled(),
- indexBuffer,
- segments,
- allUniformValues,
- allAttributeBindings,
- textureBindings,
- getID() + "/" + util::toString(id)
- );
+ programInstance.draw(parameters.context,
+ *parameters.renderPass,
+ gfx::Triangles(),
+ parameters.depthModeForSublayer(0, gfx::DepthMaskType::ReadOnly),
+ gfx::StencilMode::disabled(),
+ parameters.colorModeForRenderPass(),
+ gfx::CullFaceMode::disabled(),
+ indexBuffer,
+ segments,
+ allUniformValues,
+ allAttributeBindings,
+ textureBindings,
+ getID());
};
mat4 mat;
@@ -177,29 +174,30 @@ void RenderHillshadeLayer::render(PaintParameters& parameters) {
checkRenderability(parameters, programInstance.activeBindingCount(allAttributeBindings));
- programInstance.draw(
- parameters.context,
- *renderPass,
- gfx::Triangles(),
- parameters.depthModeForSublayer(0, gfx::DepthMaskType::ReadOnly),
- gfx::StencilMode::disabled(),
- parameters.colorModeForRenderPass(),
- gfx::CullFaceMode::disabled(),
- *parameters.staticData.quadTriangleIndexBuffer,
- parameters.staticData.rasterSegments,
- allUniformValues,
- allAttributeBindings,
- HillshadePrepareProgram::TextureBindings{
- textures::image::Value{ bucket.dem->getResource() },
- },
- getID() + "/p/" + util::toString(tile.id)
- );
+ // Copy over the segments so that we can create our own DrawScopes that get destroyed
+ // after this draw call.
+ auto segments = parameters.staticData.rasterSegments();
+ programInstance.draw(parameters.context,
+ *renderPass,
+ gfx::Triangles(),
+ parameters.depthModeForSublayer(0, gfx::DepthMaskType::ReadOnly),
+ gfx::StencilMode::disabled(),
+ parameters.colorModeForRenderPass(),
+ gfx::CullFaceMode::disabled(),
+ *parameters.staticData.quadTriangleIndexBuffer,
+ segments,
+ allUniformValues,
+ allAttributeBindings,
+ HillshadePrepareProgram::TextureBindings{
+ textures::image::Value{bucket.dem->getResource()},
+ },
+ "prepare");
bucket.texture = std::move(view->getTexture());
bucket.setPrepared(true);
} else if (parameters.pass == RenderPass::Translucent) {
assert(bucket.texture);
- if (bucket.vertexBuffer && bucket.indexBuffer && !bucket.segments.empty()) {
+ if (bucket.vertexBuffer && bucket.indexBuffer) {
// Draw only the parts of the tile that aren't drawn by another tile in the layer.
draw(parameters.matrixForTile(tile.id, true),
*bucket.vertexBuffer,
@@ -211,13 +209,17 @@ void RenderHillshadeLayer::render(PaintParameters& parameters) {
});
} else {
// Draw the full tile.
+ if (bucket.segments.empty()) {
+ // Copy over the segments so that we can create our own DrawScopes.
+ bucket.segments = parameters.staticData.rasterSegments();
+ }
draw(parameters.matrixForTile(tile.id, true),
*parameters.staticData.rasterVertexBuffer,
*parameters.staticData.quadTriangleIndexBuffer,
- parameters.staticData.rasterSegments,
+ bucket.segments,
tile.id,
HillshadeProgram::TextureBindings{
- textures::image::Value{ bucket.texture->getResource(), gfx::TextureFilterType::Linear },
+ textures::image::Value{bucket.texture->getResource(), gfx::TextureFilterType::Linear},
});
}
}