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path: root/src/mbgl/renderer/layers/render_fill_extrusion_layer.cpp
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Diffstat (limited to 'src/mbgl/renderer/layers/render_fill_extrusion_layer.cpp')
-rw-r--r--src/mbgl/renderer/layers/render_fill_extrusion_layer.cpp25
1 files changed, 14 insertions, 11 deletions
diff --git a/src/mbgl/renderer/layers/render_fill_extrusion_layer.cpp b/src/mbgl/renderer/layers/render_fill_extrusion_layer.cpp
index 88c2edc1c2..6355479193 100644
--- a/src/mbgl/renderer/layers/render_fill_extrusion_layer.cpp
+++ b/src/mbgl/renderer/layers/render_fill_extrusion_layer.cpp
@@ -77,7 +77,8 @@ void RenderFillExtrusionLayer::render(PaintParameters& parameters) {
const auto& uniformValues,
const optional<ImagePosition>& patternPositionA,
const optional<ImagePosition>& patternPositionB,
- const auto& textureBindings) {
+ const auto& textureBindings,
+ const std::string& uniqueName) {
const auto& paintPropertyBinders = tileBucket.paintPropertyBinders.at(getID());
paintPropertyBinders.setPatternParameters(patternPositionA, patternPositionB, crossfade_);
@@ -108,12 +109,12 @@ void RenderFillExtrusionLayer::render(PaintParameters& parameters) {
allUniformValues,
allAttributeBindings,
textureBindings,
- getID());
+ getID() + "/" + uniqueName);
};
if (unevaluated.get<FillExtrusionPattern>().isUndefined()) {
// Draw solid color extrusions
- auto drawTiles = [&](const gfx::StencilMode& stencilMode_, const gfx::ColorMode& colorMode_) {
+ auto drawTiles = [&](const gfx::StencilMode& stencilMode_, const gfx::ColorMode& colorMode_, const std::string& name) {
for (const RenderTile& tile : renderTiles) {
const LayerRenderData* renderData = tile.getLayerRenderData(*baseImpl);
if (!renderData) {
@@ -137,28 +138,29 @@ void RenderFillExtrusionLayer::render(PaintParameters& parameters) {
),
{},
{},
- FillExtrusionProgram::TextureBindings{}
+ FillExtrusionProgram::TextureBindings{},
+ name
);
}
};
if (evaluated.get<FillExtrusionOpacity>() == 1) {
// Draw opaque extrusions
- drawTiles(gfx::StencilMode::disabled(), parameters.colorModeForRenderPass());
+ drawTiles(gfx::StencilMode::disabled(), parameters.colorModeForRenderPass(), "color");
} else {
// Draw transparent buildings in two passes so that only the closest surface is drawn.
// First draw all the extrusions into only the depth buffer. No colors are drawn.
- drawTiles(gfx::StencilMode::disabled(), gfx::ColorMode::disabled());
+ drawTiles(gfx::StencilMode::disabled(), gfx::ColorMode::disabled(), "depth");
// Then draw all the extrusions a second time, only coloring fragments if they have the
// same depth value as the closest fragment in the previous pass. Use the stencil buffer
// to prevent the second draw in cases where we have coincident polygons.
- drawTiles(parameters.stencilModeFor3D(), parameters.colorModeForRenderPass());
+ drawTiles(parameters.stencilModeFor3D(), parameters.colorModeForRenderPass(), "color");
}
} else {
// Draw textured extrusions
const auto fillPatternValue = evaluated.get<FillExtrusionPattern>().constantOr(mbgl::Faded<std::basic_string<char> >{"", ""});
- auto drawTiles = [&](const gfx::StencilMode& stencilMode_, const gfx::ColorMode& colorMode_) {
+ auto drawTiles = [&](const gfx::StencilMode& stencilMode_, const gfx::ColorMode& colorMode_, const std::string& name) {
for (const RenderTile& tile : renderTiles) {
const LayerRenderData* renderData = tile.getLayerRenderData(*baseImpl);
if (!renderData) {
@@ -192,19 +194,20 @@ void RenderFillExtrusionLayer::render(PaintParameters& parameters) {
patternPosB,
FillExtrusionPatternProgram::TextureBindings{
textures::image::Value{ tile.getIconAtlasTexture().getResource(), gfx::TextureFilterType::Linear },
- }
+ },
+ name
);
}
};
// Draw transparent buildings in two passes so that only the closest surface is drawn.
// First draw all the extrusions into only the depth buffer. No colors are drawn.
- drawTiles(gfx::StencilMode::disabled(), gfx::ColorMode::disabled());
+ drawTiles(gfx::StencilMode::disabled(), gfx::ColorMode::disabled(), "depth");
// Then draw all the extrusions a second time, only coloring fragments if they have the
// same depth value as the closest fragment in the previous pass. Use the stencil buffer
// to prevent the second draw in cases where we have coincident polygons.
- drawTiles(parameters.stencilModeFor3D(), parameters.colorModeForRenderPass());
+ drawTiles(parameters.stencilModeFor3D(), parameters.colorModeForRenderPass(), "color");
}
}