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author | Bruno de Oliveira Abinader <bruno@mapbox.com> | 2016-06-21 17:22:51 -0700 |
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committer | Bruno de Oliveira Abinader <bruno@mapbox.com> | 2016-07-01 19:47:35 +0300 |
commit | a17b0bcd82ebe8628b69588d19773d26596b86da (patch) | |
tree | 06e53bf42b059b28780e995020733aaaeb6487b1 /src/mbgl/renderer/painter_background.cpp | |
parent | eb7cfea7eacad8a179fb3167b88508f8f1f7fdd2 (diff) | |
download | qtlocation-mapboxgl-a17b0bcd82ebe8628b69588d19773d26596b86da.tar.gz |
[core] Fix overdraw mode on Linux
- Use glBindAttribLocation for GLSL attributes.
- Create a separate shader for each shader that supports overdraw.
Needed because each uniform location must be known for every program.
- Create a separate VAO for each shader inside buckets.
Needed because we can only bind a VAO to a specific shader.
Fixes #5435.
Diffstat (limited to 'src/mbgl/renderer/painter_background.cpp')
-rw-r--r-- | src/mbgl/renderer/painter_background.cpp | 47 |
1 files changed, 25 insertions, 22 deletions
diff --git a/src/mbgl/renderer/painter_background.cpp b/src/mbgl/renderer/painter_background.cpp index 7ced6a5c4f..507d5f0f22 100644 --- a/src/mbgl/renderer/painter_background.cpp +++ b/src/mbgl/renderer/painter_background.cpp @@ -21,6 +21,9 @@ void Painter::renderBackground(const BackgroundLayer& layer) { optional<SpriteAtlasPosition> imagePosA; optional<SpriteAtlasPosition> imagePosB; + const auto& shaderPattern = isOverdraw() ? patternOverdrawShader : patternShader; + const auto& shaderPlain = isOverdraw() ? plainOverdrawShader : plainShader; + if (isPatterned) { imagePosA = spriteAtlas->getPosition(properties.backgroundPattern.value.from, true); imagePosB = spriteAtlas->getPosition(properties.backgroundPattern.value.to, true); @@ -28,24 +31,24 @@ void Painter::renderBackground(const BackgroundLayer& layer) { if (!imagePosA || !imagePosB) return; - config.program = isOverdraw() ? patternShader->getOverdrawID() : patternShader->getID(); - patternShader->u_matrix = identityMatrix; - patternShader->u_pattern_tl_a = imagePosA->tl; - patternShader->u_pattern_br_a = imagePosA->br; - patternShader->u_pattern_tl_b = imagePosB->tl; - patternShader->u_pattern_br_b = imagePosB->br; - patternShader->u_mix = properties.backgroundPattern.value.t; - patternShader->u_opacity = properties.backgroundOpacity; + config.program = shaderPattern->getID(); + shaderPattern->u_matrix = identityMatrix; + shaderPattern->u_pattern_tl_a = imagePosA->tl; + shaderPattern->u_pattern_br_a = imagePosA->br; + shaderPattern->u_pattern_tl_b = imagePosB->tl; + shaderPattern->u_pattern_br_b = imagePosB->br; + shaderPattern->u_mix = properties.backgroundPattern.value.t; + shaderPattern->u_opacity = properties.backgroundOpacity; spriteAtlas->bind(true, store); - backgroundPatternArray.bind(*patternShader, tileStencilBuffer, BUFFER_OFFSET(0), store); + backgroundPatternArray.bind(*shaderPattern, tileStencilBuffer, BUFFER_OFFSET(0), store); } else { - plainShader->u_color = properties.backgroundColor; - plainShader->u_opacity = properties.backgroundOpacity; + config.program = shaderPlain->getID(); + shaderPlain->u_color = properties.backgroundColor; + shaderPlain->u_opacity = properties.backgroundOpacity; - config.program = isOverdraw() ? plainShader->getOverdrawID() : plainShader->getID(); - backgroundArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0), store); + backgroundArray.bind(*shaderPlain, tileStencilBuffer, BUFFER_OFFSET(0), store); } config.stencilTest = GL_FALSE; @@ -60,20 +63,20 @@ void Painter::renderBackground(const BackgroundLayer& layer) { matrix::multiply(vertexMatrix, projMatrix, vertexMatrix); if (isPatterned) { - patternShader->u_matrix = vertexMatrix; - patternShader->u_pattern_size_a = imagePosA->size; - patternShader->u_pattern_size_b = imagePosB->size; - patternShader->u_scale_a = properties.backgroundPattern.value.fromScale; - patternShader->u_scale_b = properties.backgroundPattern.value.toScale; - patternShader->u_tile_units_to_pixels = 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom()); + shaderPattern->u_matrix = vertexMatrix; + shaderPattern->u_pattern_size_a = imagePosA->size; + shaderPattern->u_pattern_size_b = imagePosB->size; + shaderPattern->u_scale_a = properties.backgroundPattern.value.fromScale; + shaderPattern->u_scale_b = properties.backgroundPattern.value.toScale; + shaderPattern->u_tile_units_to_pixels = 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom()); GLint tileSizeAtNearestZoom = util::tileSize * state.zoomScale(state.getIntegerZoom() - tileID.canonical.z); GLint pixelX = tileSizeAtNearestZoom * (tileID.canonical.x + tileID.wrap * state.zoomScale(tileID.canonical.z)); GLint pixelY = tileSizeAtNearestZoom * tileID.canonical.y; - patternShader->u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }}; - patternShader->u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }}; + shaderPattern->u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }}; + shaderPattern->u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }}; } else { - plainShader->u_matrix = vertexMatrix; + shaderPlain->u_matrix = vertexMatrix; } MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)tileStencilBuffer.index())); |