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authorBruno de Oliveira Abinader <bruno@mapbox.com>2016-06-21 17:22:51 -0700
committerBruno de Oliveira Abinader <bruno@mapbox.com>2016-07-01 19:47:35 +0300
commita17b0bcd82ebe8628b69588d19773d26596b86da (patch)
tree06e53bf42b059b28780e995020733aaaeb6487b1 /src/mbgl/renderer/painter_fill.cpp
parenteb7cfea7eacad8a179fb3167b88508f8f1f7fdd2 (diff)
downloadqtlocation-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_fill.cpp')
-rw-r--r--src/mbgl/renderer/painter_fill.cpp113
1 files changed, 60 insertions, 53 deletions
diff --git a/src/mbgl/renderer/painter_fill.cpp b/src/mbgl/renderer/painter_fill.cpp
index 44cdbe7411..290b81cb06 100644
--- a/src/mbgl/renderer/painter_fill.cpp
+++ b/src/mbgl/renderer/painter_fill.cpp
@@ -43,17 +43,24 @@ void Painter::renderFill(FillBucket& bucket,
config.depthMask = GL_TRUE;
config.lineWidth = 2.0f; // This is always fixed and does not depend on the pixelRatio!
+ const bool overdraw = isOverdraw();
+ const auto& shaderOutline = overdraw ? outlineOverdrawShader : outlineShader;
+ const auto& shaderPattern = overdraw ? patternOverdrawShader : patternShader;
+ const auto& shaderOutlinePattern = overdraw ? outlinePatternOverdrawShader : outlinePatternShader;
+ const auto& shaderPlain = overdraw ? plainOverdrawShader : plainShader;
+
// Because we're drawing top-to-bottom, and we update the stencil mask
// befrom, we have to draw the outline first (!)
if (outline && pass == RenderPass::Translucent) {
- config.program = isOverdraw() ? outlineShader->getOverdrawID() : outlineShader->getID();
- outlineShader->u_matrix = vertexMatrix;
- outlineShader->u_outline_color = strokeColor;
- outlineShader->u_opacity = opacity;
+ config.program = shaderOutline->getID();
+ shaderOutline->u_matrix = vertexMatrix;
+
+ shaderOutline->u_outline_color = strokeColor;
+ shaderOutline->u_opacity = opacity;
// Draw the entire line
- outlineShader->u_world = worldSize;
+ shaderOutline->u_world = worldSize;
if (isOutlineColorDefined) {
// If we defined a different color for the fill outline, we are
// going to ignore the bits in 0x07 and just care about the global
@@ -67,7 +74,7 @@ void Painter::renderFill(FillBucket& bucket,
// the (non-antialiased) fill.
setDepthSublayer(0); // OK
}
- bucket.drawVertices(*outlineShader, store);
+ bucket.drawVertices(*shaderOutline, store, overdraw);
}
if (pattern) {
@@ -76,61 +83,61 @@ void Painter::renderFill(FillBucket& bucket,
// Image fill.
if (pass == RenderPass::Translucent && imagePosA && imagePosB) {
- config.program = isOverdraw() ? patternShader->getOverdrawID() : patternShader->getID();
- patternShader->u_matrix = vertexMatrix;
- 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_opacity = properties.fillOpacity;
- patternShader->u_image = 0;
- patternShader->u_mix = properties.fillPattern.value.t;
- patternShader->u_pattern_size_a = imagePosA->size;
- patternShader->u_pattern_size_b = imagePosB->size;
- patternShader->u_scale_a = properties.fillPattern.value.fromScale;
- patternShader->u_scale_b = properties.fillPattern.value.toScale;
- patternShader->u_tile_units_to_pixels = 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom());
+ config.program = shaderPattern->getID();
+ shaderPattern->u_matrix = vertexMatrix;
+ 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_opacity = properties.fillOpacity;
+ shaderPattern->u_image = 0;
+ shaderPattern->u_mix = properties.fillPattern.value.t;
+ shaderPattern->u_pattern_size_a = imagePosA->size;
+ shaderPattern->u_pattern_size_b = imagePosB->size;
+ shaderPattern->u_scale_a = properties.fillPattern.value.fromScale;
+ shaderPattern->u_scale_b = properties.fillPattern.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) }};
config.activeTexture = GL_TEXTURE0;
spriteAtlas->bind(true, store);
// Draw the actual triangles into the color & stencil buffer.
setDepthSublayer(0);
- bucket.drawElements(*patternShader, store);
+ bucket.drawElements(*shaderPattern, store, overdraw);
if (properties.fillAntialias && !isOutlineColorDefined) {
- config.program = isOverdraw() ? outlinePatternShader->getOverdrawID() : outlinePatternShader->getID();
- outlinePatternShader->u_matrix = vertexMatrix;
+ config.program = shaderOutlinePattern->getID();
+ shaderOutlinePattern->u_matrix = vertexMatrix;
// Draw the entire line
- outlineShader->u_world = worldSize;
-
- outlinePatternShader->u_pattern_tl_a = imagePosA->tl;
- outlinePatternShader->u_pattern_br_a = imagePosA->br;
- outlinePatternShader->u_pattern_tl_b = imagePosB->tl;
- outlinePatternShader->u_pattern_br_b = imagePosB->br;
- outlinePatternShader->u_opacity = properties.fillOpacity;
- outlinePatternShader->u_image = 0;
- outlinePatternShader->u_mix = properties.fillPattern.value.t;
- outlinePatternShader->u_pattern_size_a = imagePosA->size;
- outlinePatternShader->u_pattern_size_b = imagePosB->size;
- outlinePatternShader->u_scale_a = properties.fillPattern.value.fromScale;
- outlinePatternShader->u_scale_b = properties.fillPattern.value.toScale;
- outlinePatternShader->u_tile_units_to_pixels = 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom());
- outlinePatternShader->u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }};
- outlinePatternShader->u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }};
+ shaderOutline->u_world = worldSize;
+
+ shaderOutlinePattern->u_pattern_tl_a = imagePosA->tl;
+ shaderOutlinePattern->u_pattern_br_a = imagePosA->br;
+ shaderOutlinePattern->u_pattern_tl_b = imagePosB->tl;
+ shaderOutlinePattern->u_pattern_br_b = imagePosB->br;
+ shaderOutlinePattern->u_opacity = properties.fillOpacity;
+ shaderOutlinePattern->u_image = 0;
+ shaderOutlinePattern->u_mix = properties.fillPattern.value.t;
+ shaderOutlinePattern->u_pattern_size_a = imagePosA->size;
+ shaderOutlinePattern->u_pattern_size_b = imagePosB->size;
+ shaderOutlinePattern->u_scale_a = properties.fillPattern.value.fromScale;
+ shaderOutlinePattern->u_scale_b = properties.fillPattern.value.toScale;
+ shaderOutlinePattern->u_tile_units_to_pixels = 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom());
+ shaderOutlinePattern->u_pixel_coord_upper = {{ float(pixelX >> 16), float(pixelY >> 16) }};
+ shaderOutlinePattern->u_pixel_coord_lower = {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }};
config.activeTexture = GL_TEXTURE0;
spriteAtlas->bind(true, store);
setDepthSublayer(2);
- bucket.drawVertices(*outlinePatternShader, store);
+ bucket.drawVertices(*shaderOutlinePattern, store, overdraw);
}
}
} else {
@@ -140,31 +147,31 @@ void Painter::renderFill(FillBucket& bucket,
// fragments or when it's translucent and we're drawing translucent
// fragments
// Draw filling rectangle.
- config.program = isOverdraw() ? plainShader->getOverdrawID() : plainShader->getID();
- plainShader->u_matrix = vertexMatrix;
- plainShader->u_color = fillColor;
- plainShader->u_opacity = opacity;
+ config.program = shaderPlain->getID();
+ shaderPlain->u_matrix = vertexMatrix;
+ shaderPlain->u_color = fillColor;
+ shaderPlain->u_opacity = opacity;
// Draw the actual triangles into the color & stencil buffer.
setDepthSublayer(1);
- bucket.drawElements(*plainShader, store);
+ bucket.drawElements(*shaderPlain, store, overdraw);
}
}
// Because we're drawing top-to-bottom, and we update the stencil mask
// below, we have to draw the outline first (!)
if (fringeline && pass == RenderPass::Translucent) {
- config.program = isOverdraw() ? outlineShader->getOverdrawID() : outlineShader->getID();
- outlineShader->u_matrix = vertexMatrix;
+ config.program = shaderOutline->getID();
+ shaderOutline->u_matrix = vertexMatrix;
- outlineShader->u_outline_color = fillColor;
- outlineShader->u_opacity = opacity;
+ shaderOutline->u_outline_color = fillColor;
+ shaderOutline->u_opacity = opacity;
// Draw the entire line
- outlineShader->u_world = worldSize;
+ shaderOutline->u_world = worldSize;
setDepthSublayer(2);
- bucket.drawVertices(*outlineShader, store);
+ bucket.drawVertices(*shaderOutline, store, overdraw);
}
}