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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_fill.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_fill.cpp')
-rw-r--r-- | src/mbgl/renderer/painter_fill.cpp | 113 |
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); } } |