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Diffstat (limited to 'src/mbgl/renderer/renderer_impl.cpp')
-rw-r--r--src/mbgl/renderer/renderer_impl.cpp21
1 files changed, 9 insertions, 12 deletions
diff --git a/src/mbgl/renderer/renderer_impl.cpp b/src/mbgl/renderer/renderer_impl.cpp
index c58f4a091d..da051d61d9 100644
--- a/src/mbgl/renderer/renderer_impl.cpp
+++ b/src/mbgl/renderer/renderer_impl.cpp
@@ -17,7 +17,6 @@
#include <mbgl/renderer/backend_scope.hpp>
#include <mbgl/renderer/image_manager.hpp>
#include <mbgl/gl/context.hpp>
-#include <mbgl/gl/debugging.hpp>
#include <mbgl/geometry/line_atlas.hpp>
#include <mbgl/style/source_impl.hpp>
#include <mbgl/style/transition_options.hpp>
@@ -365,7 +364,6 @@ void Renderer::Impl::render(const UpdateParameters& updateParameters) {
}
}
- const auto encoder = parameters.context.createCommandEncoder();
// TODO: remove cast
gl::Context& glContext = static_cast<gl::Context&>(parameters.context);
@@ -377,7 +375,7 @@ void Renderer::Impl::render(const UpdateParameters& updateParameters) {
// - UPLOAD PASS -------------------------------------------------------------------------------
// Uploads all required buffers and images before we do any actual rendering.
{
- MBGL_DEBUG_GROUP(parameters.context, "upload");
+ const auto debugGroup(parameters.encoder->createDebugGroup("upload"));
parameters.imageManager.upload(parameters.context);
parameters.lineAtlas.upload(parameters.context);
@@ -396,7 +394,7 @@ void Renderer::Impl::render(const UpdateParameters& updateParameters) {
if (parameters.staticData.has3D) {
parameters.staticData.backendSize = parameters.backend.getFramebufferSize();
- MBGL_DEBUG_GROUP(parameters.context, "3d");
+ const auto debugGroup(parameters.encoder->createDebugGroup("3d"));
parameters.pass = RenderPass::Pass3D;
if (!parameters.staticData.depthRenderbuffer ||
@@ -410,7 +408,7 @@ void Renderer::Impl::render(const UpdateParameters& updateParameters) {
for (auto it = renderItems.begin(); it != renderItems.end(); ++it, --i) {
parameters.currentLayer = i;
if (it->layer.hasRenderPass(parameters.pass)) {
- MBGL_DEBUG_GROUP(parameters.context, it->layer.getID());
+ const auto layerDebugGroup(parameters.encoder->createDebugGroup(it->layer.getID().c_str()));
it->layer.render(parameters, it->source);
}
}
@@ -422,7 +420,6 @@ void Renderer::Impl::render(const UpdateParameters& updateParameters) {
{
using namespace gl::value;
- MBGL_DEBUG_GROUP(parameters.context, "clear");
parameters.backend.bind();
if (parameters.debugOptions & MapDebugOptions::Overdraw) {
glContext.clear(Color::black(), ClearDepth::Default, ClearStencil::Default);
@@ -436,7 +433,7 @@ void Renderer::Impl::render(const UpdateParameters& updateParameters) {
// - CLIPPING MASKS ----------------------------------------------------------------------------
// Draws the clipping masks to the stencil buffer.
{
- MBGL_DEBUG_GROUP(parameters.context, "clipping masks");
+ const auto debugGroup(parameters.encoder->createDebugGroup("clipping masks"));
static const Properties<>::PossiblyEvaluated properties {};
static const ClippingMaskProgram::Binders paintAttributeData(properties, 0);
@@ -518,13 +515,13 @@ void Renderer::Impl::render(const UpdateParameters& updateParameters) {
// Render everything top-to-bottom by using reverse iterators. Render opaque objects first.
{
parameters.pass = RenderPass::Opaque;
- MBGL_DEBUG_GROUP(parameters.context, "opaque");
+ const auto debugGroup(parameters.encoder->createDebugGroup("opaque"));
uint32_t i = 0;
for (auto it = renderItems.rbegin(); it != renderItems.rend(); ++it, ++i) {
parameters.currentLayer = i;
if (it->layer.hasRenderPass(parameters.pass)) {
- MBGL_DEBUG_GROUP(parameters.context, it->layer.getID());
+ const auto layerDebugGroup(parameters.encoder->createDebugGroup(it->layer.getID().c_str()));
it->layer.render(parameters, it->source);
}
}
@@ -534,13 +531,13 @@ void Renderer::Impl::render(const UpdateParameters& updateParameters) {
// Make a second pass, rendering translucent objects. This time, we render bottom-to-top.
{
parameters.pass = RenderPass::Translucent;
- MBGL_DEBUG_GROUP(parameters.context, "translucent");
+ const auto debugGroup(parameters.encoder->createDebugGroup("translucent"));
uint32_t i = static_cast<uint32_t>(renderItems.size()) - 1;
for (auto it = renderItems.begin(); it != renderItems.end(); ++it, --i) {
parameters.currentLayer = i;
if (it->layer.hasRenderPass(parameters.pass)) {
- MBGL_DEBUG_GROUP(parameters.context, it->layer.getID());
+ const auto layerDebugGroup(parameters.encoder->createDebugGroup(it->layer.getID().c_str()));
it->layer.render(parameters, it->source);
}
}
@@ -549,7 +546,7 @@ void Renderer::Impl::render(const UpdateParameters& updateParameters) {
// - DEBUG PASS --------------------------------------------------------------------------------
// Renders debug overlays.
{
- MBGL_DEBUG_GROUP(parameters.context, "debug");
+ const auto debugGroup(parameters.encoder->createDebugGroup("debug"));
// Finalize the rendering, e.g. by calling debug render calls per tile.
// This guarantees that we have at least one function per tile called.