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-rw-r--r--src/mbgl/renderer/painters/painter_debug.cpp134
1 files changed, 134 insertions, 0 deletions
diff --git a/src/mbgl/renderer/painters/painter_debug.cpp b/src/mbgl/renderer/painters/painter_debug.cpp
new file mode 100644
index 0000000000..a108cd2d00
--- /dev/null
+++ b/src/mbgl/renderer/painters/painter_debug.cpp
@@ -0,0 +1,134 @@
+#include <mbgl/renderer/painter.hpp>
+#include <mbgl/renderer/buckets/debug_bucket.hpp>
+#include <mbgl/renderer/render_tile.hpp>
+#include <mbgl/renderer/paint_parameters.hpp>
+#include <mbgl/map/view.hpp>
+#include <mbgl/tile/tile.hpp>
+#include <mbgl/programs/programs.hpp>
+#include <mbgl/programs/fill_program.hpp>
+#include <mbgl/util/string.hpp>
+#include <mbgl/gl/debugging.hpp>
+#include <mbgl/util/color.hpp>
+
+namespace mbgl {
+
+using namespace style;
+
+void Painter::renderTileDebug(const RenderTile& renderTile) {
+ if (frame.debugOptions == MapDebugOptions::NoDebug)
+ return;
+
+ MBGL_DEBUG_GROUP(context, std::string { "debug " } + util::toString(renderTile.id));
+
+ static const style::PaintProperties<>::Evaluated properties {};
+ static const DebugProgram::PaintPropertyBinders paintAttibuteData(properties, 0);
+
+ auto draw = [&] (Color color, const auto& vertexBuffer, const auto& indexBuffer, const auto& segments, auto drawMode) {
+ programs->debug.draw(
+ context,
+ drawMode,
+ gl::DepthMode::disabled(),
+ stencilModeForClipping(renderTile.clip),
+ gl::ColorMode::unblended(),
+ DebugProgram::UniformValues {
+ uniforms::u_matrix::Value{ renderTile.matrix },
+ uniforms::u_color::Value{ color }
+ },
+ vertexBuffer,
+ indexBuffer,
+ segments,
+ paintAttibuteData,
+ properties,
+ state.getZoom()
+ );
+ };
+
+ if (frame.debugOptions & (MapDebugOptions::Timestamps | MapDebugOptions::ParseStatus)) {
+ Tile& tile = renderTile.tile;
+ if (!tile.debugBucket || tile.debugBucket->renderable != tile.isRenderable() ||
+ tile.debugBucket->complete != tile.isComplete() ||
+ !(tile.debugBucket->modified == tile.modified) ||
+ !(tile.debugBucket->expires == tile.expires) ||
+ tile.debugBucket->debugMode != frame.debugOptions) {
+ tile.debugBucket = std::make_unique<DebugBucket>(
+ tile.id, tile.isRenderable(), tile.isComplete(), tile.modified,
+ tile.expires, frame.debugOptions, context);
+ }
+
+ draw(Color::white(),
+ *tile.debugBucket->vertexBuffer,
+ *tile.debugBucket->indexBuffer,
+ tile.debugBucket->segments,
+ gl::Lines { 4.0f * frame.pixelRatio });
+
+ draw(Color::black(),
+ *tile.debugBucket->vertexBuffer,
+ *tile.debugBucket->indexBuffer,
+ tile.debugBucket->segments,
+ gl::Lines { 2.0f * frame.pixelRatio });
+ }
+
+ if (frame.debugOptions & MapDebugOptions::TileBorders) {
+ draw(Color::red(),
+ tileVertexBuffer,
+ tileBorderIndexBuffer,
+ tileBorderSegments,
+ gl::LineStrip { 4.0f * frame.pixelRatio });
+ }
+}
+
+#ifndef NDEBUG
+void Painter::renderClipMasks(PaintParameters&) {
+ context.setStencilMode(gl::StencilMode::disabled());
+ context.setDepthMode(gl::DepthMode::disabled());
+ context.setColorMode(gl::ColorMode::unblended());
+ context.program = 0;
+
+#if not MBGL_USE_GLES2
+ // Reset the value in case someone else changed it, or it's dirty.
+ context.pixelTransferStencil = gl::value::PixelTransferStencil::Default;
+
+ // Read the stencil buffer
+ const auto viewport = context.viewport.getCurrentValue();
+ auto image =
+ context.readFramebuffer<AlphaImage, gl::TextureFormat::Stencil>(viewport.size, false);
+
+ // Scale the Stencil buffer to cover the entire color space.
+ auto it = image.data.get();
+ auto end = it + viewport.size.width * viewport.size.height;
+ const auto factor = 255.0f / *std::max_element(it, end);
+ for (; it != end; ++it) {
+ *it *= factor;
+ }
+
+ context.pixelZoom = { 1, 1 };
+ context.rasterPos = { -1, -1, 0, 1 };
+ context.drawPixels(image);
+#endif // MBGL_USE_GLES2
+}
+
+void Painter::renderDepthBuffer(PaintParameters&) {
+ context.setStencilMode(gl::StencilMode::disabled());
+ context.setDepthMode(gl::DepthMode::disabled());
+ context.setColorMode(gl::ColorMode::unblended());
+ context.program = 0;
+
+#if not MBGL_USE_GLES2
+ // Scales the values in the depth buffer so that they cover the entire grayscale range. This
+ // makes it easier to spot tiny differences.
+ const float base = 1.0f / (1.0f - depthRangeSize);
+ context.pixelTransferDepth = { base, 1.0f - base };
+
+ // Read the stencil buffer
+ auto viewport = context.viewport.getCurrentValue();
+ auto image =
+ context.readFramebuffer<AlphaImage, gl::TextureFormat::Depth>(viewport.size, false);
+
+ context.pixelZoom = { 1, 1 };
+ context.rasterPos = { -1, -1, 0, 1 };
+ context.drawPixels(image);
+#endif // MBGL_USE_GLES2
+}
+#endif // NDEBUG
+
+} // namespace mbgl