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#include <mbgl/gl/context.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/gl/debugging_extension.hpp>
#include <mbgl/gl/vertex_array_extension.hpp>
#include <mbgl/gl/program_binary_extension.hpp>
#include <mbgl/util/traits.hpp>
#include <mbgl/util/std.hpp>
#include <mbgl/util/logging.hpp>
#include <cstring>
namespace mbgl {
namespace gl {
static_assert(underlying_type(ShaderType::Vertex) == GL_VERTEX_SHADER, "OpenGL type mismatch");
static_assert(underlying_type(ShaderType::Fragment) == GL_FRAGMENT_SHADER, "OpenGL type mismatch");
static_assert(underlying_type(DataType::Byte) == GL_BYTE, "OpenGL type mismatch");
static_assert(underlying_type(DataType::UnsignedByte) == GL_UNSIGNED_BYTE, "OpenGL type mismatch");
static_assert(underlying_type(DataType::Short) == GL_SHORT, "OpenGL type mismatch");
static_assert(underlying_type(DataType::UnsignedShort) == GL_UNSIGNED_SHORT, "OpenGL type mismatch");
static_assert(underlying_type(DataType::Integer) == GL_INT, "OpenGL type mismatch");
static_assert(underlying_type(DataType::UnsignedInteger) == GL_UNSIGNED_INT, "OpenGL type mismatch");
static_assert(underlying_type(DataType::Float) == GL_FLOAT, "OpenGL type mismatch");
#if not MBGL_USE_GLES2
static_assert(underlying_type(RenderbufferType::RGBA) == GL_RGBA8, "OpenGL type mismatch");
#else
static_assert(underlying_type(RenderbufferType::RGBA) == GL_RGBA8_OES, "OpenGL type mismatch");
#endif // MBGL_USE_GLES2
#if not MBGL_USE_GLES2
static_assert(underlying_type(RenderbufferType::DepthStencil) == GL_DEPTH24_STENCIL8, "OpenGL type mismatch");
#else
static_assert(underlying_type(RenderbufferType::DepthStencil) == GL_DEPTH24_STENCIL8_OES, "OpenGL type mismatch");
#endif // MBGL_USE_GLES2
#if not MBGL_USE_GLES2
static_assert(underlying_type(RenderbufferType::DepthComponent) == GL_DEPTH_COMPONENT, "OpenGL type mismatch");
#else
static_assert(underlying_type(RenderbufferType::DepthComponent) == GL_DEPTH_COMPONENT16, "OpenGL type mismatch");
#endif // MBGL_USE_GLES2
static_assert(underlying_type(PrimitiveType::Points) == GL_POINTS, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::Lines) == GL_LINES, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::LineLoop) == GL_LINE_LOOP, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::LineStrip) == GL_LINE_STRIP, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::Triangles) == GL_TRIANGLES, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::TriangleStrip) == GL_TRIANGLE_STRIP, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::TriangleFan) == GL_TRIANGLE_FAN, "OpenGL type mismatch");
static_assert(std::is_same<ProgramID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<ShaderID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<BufferID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<TextureID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<VertexArrayID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<FramebufferID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<RenderbufferID, GLuint>::value, "OpenGL type mismatch");
static_assert(std::is_same<std::underlying_type_t<TextureFormat>, GLenum>::value, "OpenGL type mismatch");
static_assert(underlying_type(TextureFormat::RGBA) == GL_RGBA, "OpenGL type mismatch");
static_assert(underlying_type(TextureFormat::Alpha) == GL_ALPHA, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::Float) == GL_FLOAT, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::FloatVec2) == GL_FLOAT_VEC2, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::FloatVec3) == GL_FLOAT_VEC3, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::FloatVec4) == GL_FLOAT_VEC4, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::Int) == GL_INT, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::IntVec2) == GL_INT_VEC2, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::IntVec3) == GL_INT_VEC3, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::IntVec4) == GL_INT_VEC4, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::Bool) == GL_BOOL, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::BoolVec2) == GL_BOOL_VEC2, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::BoolVec3) == GL_BOOL_VEC3, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::BoolVec4) == GL_BOOL_VEC4, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::FloatMat2) == GL_FLOAT_MAT2, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::FloatMat3) == GL_FLOAT_MAT3, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::FloatMat4) == GL_FLOAT_MAT4, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::Sampler2D) == GL_SAMPLER_2D, "OpenGL type mismatch");
static_assert(underlying_type(UniformDataType::SamplerCube) == GL_SAMPLER_CUBE, "OpenGL type mismatch");
static_assert(underlying_type(BufferUsage::StreamDraw) == GL_STREAM_DRAW, "OpenGL type mismatch");
static_assert(underlying_type(BufferUsage::StaticDraw) == GL_STATIC_DRAW, "OpenGL type mismatch");
static_assert(underlying_type(BufferUsage::DynamicDraw) == GL_DYNAMIC_DRAW, "OpenGL type mismatch");
static_assert(std::is_same<BinaryProgramFormat, GLenum>::value, "OpenGL type mismatch");
Context::Context() = default;
Context::~Context() {
reset();
}
void Context::initializeExtensions(const std::function<gl::ProcAddress(const char*)>& getProcAddress) {
if (const auto* extensions =
reinterpret_cast<const char*>(MBGL_CHECK_ERROR(glGetString(GL_EXTENSIONS)))) {
auto fn = [&](
std::initializer_list<std::pair<const char*, const char*>> probes) -> ProcAddress {
for (auto probe : probes) {
if (strstr(extensions, probe.first) != nullptr) {
if (ProcAddress ptr = getProcAddress(probe.second)) {
return ptr;
}
}
}
return nullptr;
};
debugging = std::make_unique<extension::Debugging>(fn);
if (!disableVAOExtension) {
vertexArray = std::make_unique<extension::VertexArray>(fn);
}
#if MBGL_HAS_BINARY_PROGRAMS
programBinary = std::make_unique<extension::ProgramBinary>(fn);
#endif
if (!supportsVertexArrays()) {
Log::Warning(Event::OpenGL, "Not using Vertex Array Objects");
}
}
}
void Context::enableDebugging() {
if (!debugging || !debugging->debugMessageControl || !debugging->debugMessageCallback) {
return;
}
// This will enable all messages including performance hints
// MBGL_CHECK_ERROR(debugging->debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE));
// This will only enable high and medium severity messages
MBGL_CHECK_ERROR(debugging->debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH, 0, nullptr, GL_TRUE));
MBGL_CHECK_ERROR(debugging->debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM, 0, nullptr, GL_TRUE));
MBGL_CHECK_ERROR(debugging->debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr, GL_FALSE));
MBGL_CHECK_ERROR(debugging->debugMessageCallback(extension::Debugging::DebugCallback, nullptr));
}
UniqueShader Context::createShader(ShaderType type, const std::string& source) {
UniqueShader result { MBGL_CHECK_ERROR(glCreateShader(static_cast<GLenum>(type))), { this } };
const GLchar* sources = source.data();
const auto lengths = static_cast<GLsizei>(source.length());
MBGL_CHECK_ERROR(glShaderSource(result, 1, &sources, &lengths));
MBGL_CHECK_ERROR(glCompileShader(result));
GLint status = 0;
MBGL_CHECK_ERROR(glGetShaderiv(result, GL_COMPILE_STATUS, &status));
if (status != 0) {
return result;
}
GLint logLength;
MBGL_CHECK_ERROR(glGetShaderiv(result, GL_INFO_LOG_LENGTH, &logLength));
if (logLength > 0) {
const auto log = std::make_unique<GLchar[]>(logLength);
MBGL_CHECK_ERROR(glGetShaderInfoLog(result, logLength, &logLength, log.get()));
Log::Error(Event::Shader, "Shader failed to compile: %s", log.get());
}
throw std::runtime_error("shader failed to compile");
}
UniqueProgram Context::createProgram(ShaderID vertexShader, ShaderID fragmentShader) {
UniqueProgram result { MBGL_CHECK_ERROR(glCreateProgram()), { this } };
MBGL_CHECK_ERROR(glAttachShader(result, vertexShader));
MBGL_CHECK_ERROR(glAttachShader(result, fragmentShader));
return result;
}
#if MBGL_HAS_BINARY_PROGRAMS
UniqueProgram Context::createProgram(BinaryProgramFormat binaryFormat,
const std::string& binaryProgram) {
assert(supportsProgramBinaries());
UniqueProgram result{ MBGL_CHECK_ERROR(glCreateProgram()), { this } };
MBGL_CHECK_ERROR(programBinary->programBinary(result, static_cast<GLenum>(binaryFormat),
binaryProgram.data(),
static_cast<GLint>(binaryProgram.size())));
verifyProgramLinkage(result);
return result;
}
#else
UniqueProgram Context::createProgram(BinaryProgramFormat, const std::string&) {
throw std::runtime_error("binary programs are not supported");
}
#endif
void Context::linkProgram(ProgramID program_) {
MBGL_CHECK_ERROR(glLinkProgram(program_));
verifyProgramLinkage(program_);
}
void Context::verifyProgramLinkage(ProgramID program_) {
GLint status;
MBGL_CHECK_ERROR(glGetProgramiv(program_, GL_LINK_STATUS, &status));
if (status == GL_TRUE) {
return;
}
GLint logLength;
MBGL_CHECK_ERROR(glGetProgramiv(program_, GL_INFO_LOG_LENGTH, &logLength));
const auto log = std::make_unique<GLchar[]>(logLength);
if (logLength > 0) {
MBGL_CHECK_ERROR(glGetProgramInfoLog(program_, logLength, &logLength, log.get()));
Log::Error(Event::Shader, "Program failed to link: %s", log.get());
}
throw std::runtime_error("program failed to link");
}
UniqueBuffer Context::createVertexBuffer(const void* data, std::size_t size, const BufferUsage usage) {
BufferID id = 0;
MBGL_CHECK_ERROR(glGenBuffers(1, &id));
UniqueBuffer result { std::move(id), { this } };
vertexBuffer = result;
MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, size, data, static_cast<GLenum>(usage)));
return result;
}
void Context::updateVertexBuffer(UniqueBuffer& buffer, const void* data, std::size_t size) {
vertexBuffer = buffer;
MBGL_CHECK_ERROR(glBufferSubData(GL_ARRAY_BUFFER, 0, size, data));
}
UniqueBuffer Context::createIndexBuffer(const void* data, std::size_t size) {
BufferID id = 0;
MBGL_CHECK_ERROR(glGenBuffers(1, &id));
UniqueBuffer result { std::move(id), { this } };
bindVertexArray = 0;
globalVertexArrayState.indexBuffer = result;
MBGL_CHECK_ERROR(glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data, GL_STATIC_DRAW));
return result;
}
UniqueTexture Context::createTexture() {
if (pooledTextures.empty()) {
pooledTextures.resize(TextureMax);
MBGL_CHECK_ERROR(glGenTextures(TextureMax, pooledTextures.data()));
}
TextureID id = pooledTextures.back();
pooledTextures.pop_back();
return UniqueTexture{ std::move(id), { this } };
}
bool Context::supportsVertexArrays() const {
return vertexArray &&
vertexArray->genVertexArrays &&
vertexArray->bindVertexArray &&
vertexArray->deleteVertexArrays;
}
#if MBGL_HAS_BINARY_PROGRAMS
bool Context::supportsProgramBinaries() const {
if (!programBinary || !programBinary->programBinary || !programBinary->getProgramBinary) {
return false;
}
// Blacklist Adreno 3xx, 4xx, and 5xx GPUs due to known bugs:
// https://bugs.chromium.org/p/chromium/issues/detail?id=510637
// https://chromium.googlesource.com/chromium/src/gpu/+/master/config/gpu_driver_bug_list.json#2316
const std::string renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
if (renderer.find("Adreno (TM) 3") != std::string::npos
|| renderer.find("Adreno (TM) 4") != std::string::npos
|| renderer.find("Adreno (TM) 5") != std::string::npos) {
return false;
}
return true;
}
optional<std::pair<BinaryProgramFormat, std::string>>
Context::getBinaryProgram(ProgramID program_) const {
if (!supportsProgramBinaries()) {
return {};
}
GLint binaryLength;
MBGL_CHECK_ERROR(glGetProgramiv(program_, GL_PROGRAM_BINARY_LENGTH, &binaryLength));
std::string binary;
binary.resize(binaryLength);
GLenum binaryFormat;
MBGL_CHECK_ERROR(programBinary->getProgramBinary(
program_, binaryLength, &binaryLength, &binaryFormat, const_cast<char*>(binary.data())));
if (size_t(binaryLength) != binary.size()) {
return {};
}
return { { binaryFormat, std::move(binary) } };
}
#else
optional<std::pair<BinaryProgramFormat, std::string>> Context::getBinaryProgram(ProgramID) const {
return {};
}
#endif
VertexArray Context::createVertexArray() {
if (supportsVertexArrays()) {
VertexArrayID id = 0;
MBGL_CHECK_ERROR(vertexArray->genVertexArrays(1, &id));
UniqueVertexArray vao(std::move(id), { this });
return { UniqueVertexArrayState(new VertexArrayState(std::move(vao), *this), VertexArrayStateDeleter { true })};
} else {
// On GL implementations which do not support vertex arrays, attribute bindings are global state.
// So return a VertexArray which shares our global state tracking and whose deleter is a no-op.
return { UniqueVertexArrayState(&globalVertexArrayState, VertexArrayStateDeleter { false }) };
}
}
UniqueFramebuffer Context::createFramebuffer() {
FramebufferID id = 0;
MBGL_CHECK_ERROR(glGenFramebuffers(1, &id));
return UniqueFramebuffer{ std::move(id), { this } };
}
UniqueRenderbuffer Context::createRenderbuffer(const RenderbufferType type, const Size size) {
RenderbufferID id = 0;
MBGL_CHECK_ERROR(glGenRenderbuffers(1, &id));
UniqueRenderbuffer renderbuffer{ std::move(id), { this } };
bindRenderbuffer = renderbuffer;
MBGL_CHECK_ERROR(
glRenderbufferStorage(GL_RENDERBUFFER, static_cast<GLenum>(type), size.width, size.height));
bindRenderbuffer = 0;
return renderbuffer;
}
std::unique_ptr<uint8_t[]> Context::readFramebuffer(const Size size, const TextureFormat format, const bool flip) {
const size_t stride = size.width * (format == TextureFormat::RGBA ? 4 : 1);
auto data = std::make_unique<uint8_t[]>(stride * size.height);
// When reading data from the framebuffer, make sure that we are storing the values
// tightly packed into the buffer to avoid buffer overruns.
pixelStorePack = { 1 };
MBGL_CHECK_ERROR(glReadPixels(0, 0, size.width, size.height, static_cast<GLenum>(format),
GL_UNSIGNED_BYTE, data.get()));
if (flip) {
auto tmp = std::make_unique<uint8_t[]>(stride);
uint8_t* rgba = data.get();
for (int i = 0, j = size.height - 1; i < j; i++, j--) {
std::memcpy(tmp.get(), rgba + i * stride, stride);
std::memcpy(rgba + i * stride, rgba + j * stride, stride);
std::memcpy(rgba + j * stride, tmp.get(), stride);
}
}
return data;
}
#if not MBGL_USE_GLES2
void Context::drawPixels(const Size size, const void* data, TextureFormat format) {
pixelStoreUnpack = { 1 };
if (format != TextureFormat::RGBA) {
format = static_cast<TextureFormat>(GL_LUMINANCE);
}
MBGL_CHECK_ERROR(glDrawPixels(size.width, size.height, static_cast<GLenum>(format),
GL_UNSIGNED_BYTE, data));
}
#endif // MBGL_USE_GLES2
namespace {
void checkFramebuffer() {
GLenum status = MBGL_CHECK_ERROR(glCheckFramebufferStatus(GL_FRAMEBUFFER));
if (status != GL_FRAMEBUFFER_COMPLETE) {
switch (status) {
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
throw std::runtime_error("Couldn't create framebuffer: incomplete attachment");
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
throw std::runtime_error("Couldn't create framebuffer: incomplete missing attachment");
#ifdef GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
throw std::runtime_error("Couldn't create framebuffer: incomplete draw buffer");
#endif
#ifdef GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
throw std::runtime_error("Couldn't create framebuffer: incomplete read buffer");
#endif
#ifdef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
throw std::runtime_error("Couldn't create framebuffer: incomplete dimensions");
#endif
case GL_FRAMEBUFFER_UNSUPPORTED:
throw std::runtime_error("Couldn't create framebuffer: unsupported");
default:
throw std::runtime_error("Couldn't create framebuffer: other");
}
}
}
void bindDepthStencilRenderbuffer(
const Renderbuffer<RenderbufferType::DepthStencil>& depthStencil) {
#ifdef GL_DEPTH_STENCIL_ATTACHMENT
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, depthStencil.renderbuffer));
#else
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
depthStencil.renderbuffer));
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, depthStencil.renderbuffer));
#endif
}
} // namespace
Framebuffer
Context::createFramebuffer(const Renderbuffer<RenderbufferType::RGBA>& color,
const Renderbuffer<RenderbufferType::DepthStencil>& depthStencil) {
if (color.size != depthStencil.size) {
throw std::runtime_error("Renderbuffer size mismatch");
}
auto fbo = createFramebuffer();
bindFramebuffer = fbo;
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, color.renderbuffer));
bindDepthStencilRenderbuffer(depthStencil);
checkFramebuffer();
return { color.size, std::move(fbo) };
}
Framebuffer Context::createFramebuffer(const Renderbuffer<RenderbufferType::RGBA>& color) {
auto fbo = createFramebuffer();
bindFramebuffer = fbo;
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, color.renderbuffer));
checkFramebuffer();
return { color.size, std::move(fbo) };
}
Framebuffer
Context::createFramebuffer(const Texture& color,
const Renderbuffer<RenderbufferType::DepthStencil>& depthStencil) {
if (color.size != depthStencil.size) {
throw std::runtime_error("Renderbuffer size mismatch");
}
auto fbo = createFramebuffer();
bindFramebuffer = fbo;
MBGL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
color.texture, 0));
bindDepthStencilRenderbuffer(depthStencil);
checkFramebuffer();
return { color.size, std::move(fbo) };
}
Framebuffer Context::createFramebuffer(const Texture& color) {
auto fbo = createFramebuffer();
bindFramebuffer = fbo;
MBGL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
color.texture, 0));
checkFramebuffer();
return { color.size, std::move(fbo) };
}
Framebuffer
Context::createFramebuffer(const Texture& color,
const Renderbuffer<RenderbufferType::DepthComponent>& depthTarget) {
auto fbo = createFramebuffer();
bindFramebuffer = fbo;
MBGL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color.texture, 0));
MBGL_CHECK_ERROR(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthTarget.renderbuffer));
checkFramebuffer();
return { depthTarget.size, std::move(fbo) };
}
UniqueTexture
Context::createTexture(const Size size, const void* data, TextureFormat format, TextureUnit unit) {
auto obj = createTexture();
pixelStoreUnpack = { 1 };
updateTexture(obj, size, data, format, unit);
// We are using clamp to edge here since OpenGL ES doesn't allow GL_REPEAT on NPOT textures.
// We use those when the pixelRatio isn't a power of two, e.g. on iPhone 6 Plus.
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
return obj;
}
void Context::updateTexture(
TextureID id, const Size size, const void* data, TextureFormat format, TextureUnit unit) {
activeTextureUnit = unit;
texture[unit] = id;
MBGL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, static_cast<GLenum>(format), size.width,
size.height, 0, static_cast<GLenum>(format), GL_UNSIGNED_BYTE,
data));
}
void Context::bindTexture(Texture& obj,
TextureUnit unit,
TextureFilter filter,
TextureMipMap mipmap,
TextureWrap wrapX,
TextureWrap wrapY) {
if (filter != obj.filter || mipmap != obj.mipmap || wrapX != obj.wrapX || wrapY != obj.wrapY) {
activeTextureUnit = unit;
texture[unit] = obj.texture;
if (filter != obj.filter || mipmap != obj.mipmap) {
MBGL_CHECK_ERROR(glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
filter == TextureFilter::Linear
? (mipmap == TextureMipMap::Yes ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR)
: (mipmap == TextureMipMap::Yes ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST)));
MBGL_CHECK_ERROR(
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
filter == TextureFilter::Linear ? GL_LINEAR : GL_NEAREST));
obj.filter = filter;
obj.mipmap = mipmap;
}
if (wrapX != obj.wrapX) {
MBGL_CHECK_ERROR(
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
wrapX == TextureWrap::Clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT));
obj.wrapX = wrapX;
}
if (wrapY != obj.wrapY) {
MBGL_CHECK_ERROR(
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
wrapY == TextureWrap::Clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT));
obj.wrapY = wrapY;
}
} else if (texture[unit] != obj.texture) {
// We are checking first to avoid setting the active texture without a subsequent
// texture bind.
activeTextureUnit = unit;
texture[unit] = obj.texture;
}
}
void Context::reset() {
std::copy(pooledTextures.begin(), pooledTextures.end(), std::back_inserter(abandonedTextures));
pooledTextures.resize(0);
performCleanup();
}
void Context::setDirtyState() {
// Note: does not set viewport/scissorTest/bindFramebuffer to dirty
// since they are handled separately in the view object.
stencilFunc.setDirty();
stencilMask.setDirty();
stencilTest.setDirty();
stencilOp.setDirty();
depthRange.setDirty();
depthMask.setDirty();
depthTest.setDirty();
depthFunc.setDirty();
blend.setDirty();
blendEquation.setDirty();
blendFunc.setDirty();
blendColor.setDirty();
colorMask.setDirty();
clearDepth.setDirty();
clearColor.setDirty();
clearStencil.setDirty();
program.setDirty();
lineWidth.setDirty();
activeTextureUnit.setDirty();
pixelStorePack.setDirty();
pixelStoreUnpack.setDirty();
#if not MBGL_USE_GLES2
pointSize.setDirty();
pixelZoom.setDirty();
rasterPos.setDirty();
pixelTransferDepth.setDirty();
pixelTransferStencil.setDirty();
#endif // MBGL_USE_GLES2
for (auto& tex : texture) {
tex.setDirty();
}
vertexBuffer.setDirty();
bindVertexArray.setDirty();
globalVertexArrayState.setDirty();
}
void Context::clear(optional<mbgl::Color> color,
optional<float> depth,
optional<int32_t> stencil) {
GLbitfield mask = 0;
if (color) {
mask |= GL_COLOR_BUFFER_BIT;
clearColor = *color;
colorMask = { true, true, true, true };
}
if (depth) {
mask |= GL_DEPTH_BUFFER_BIT;
clearDepth = *depth;
depthMask = true;
}
if (stencil) {
mask |= GL_STENCIL_BUFFER_BIT;
clearStencil = *stencil;
stencilMask = 0xFF;
}
MBGL_CHECK_ERROR(glClear(mask));
}
#if not MBGL_USE_GLES2
void Context::setDrawMode(const Points& points) {
pointSize = points.pointSize;
}
#else
void Context::setDrawMode(const Points&) {
}
#endif // MBGL_USE_GLES2
void Context::setDrawMode(const Lines& lines) {
lineWidth = lines.lineWidth;
}
void Context::setDrawMode(const LineStrip& lineStrip) {
lineWidth = lineStrip.lineWidth;
}
void Context::setDrawMode(const Triangles&) {
}
void Context::setDrawMode(const TriangleStrip&) {
}
void Context::setDepthMode(const DepthMode& depth) {
if (depth.func == DepthMode::Always && !depth.mask) {
depthTest = false;
// Workaround for rendering errors on Adreno 2xx GPUs. Depth-related state should
// not matter when the depth test is disabled, but on these GPUs it apparently does.
// https://github.com/mapbox/mapbox-gl-native/issues/9164
depthFunc = depth.func;
depthMask = depth.mask;
depthRange = depth.range;
} else {
depthTest = true;
depthFunc = depth.func;
depthMask = depth.mask;
depthRange = depth.range;
}
}
void Context::setStencilMode(const StencilMode& stencil) {
if (stencil.test.is<StencilMode::Always>() && !stencil.mask) {
stencilTest = false;
} else {
stencilTest = true;
stencilMask = stencil.mask;
stencilOp = { stencil.fail, stencil.depthFail, stencil.pass };
apply_visitor([&] (const auto& test) {
stencilFunc = { test.func, stencil.ref, test.mask };
}, stencil.test);
}
}
void Context::setColorMode(const ColorMode& color) {
if (color.blendFunction.is<ColorMode::Replace>()) {
blend = false;
} else {
blend = true;
blendColor = color.blendColor;
apply_visitor([&] (const auto& blendFunction) {
blendEquation = ColorMode::BlendEquation(blendFunction.equation);
blendFunc = { blendFunction.srcFactor, blendFunction.dstFactor };
}, color.blendFunction);
}
colorMask = color.mask;
}
void Context::draw(PrimitiveType primitiveType,
std::size_t indexOffset,
std::size_t indexLength) {
MBGL_CHECK_ERROR(glDrawElements(
static_cast<GLenum>(primitiveType),
static_cast<GLsizei>(indexLength),
GL_UNSIGNED_SHORT,
reinterpret_cast<GLvoid*>(sizeof(uint16_t) * indexOffset)));
}
void Context::performCleanup() {
for (auto id : abandonedPrograms) {
if (program == id) {
program.setDirty();
}
MBGL_CHECK_ERROR(glDeleteProgram(id));
}
abandonedPrograms.clear();
for (auto id : abandonedShaders) {
MBGL_CHECK_ERROR(glDeleteShader(id));
}
abandonedShaders.clear();
if (!abandonedBuffers.empty()) {
for (const auto id : abandonedBuffers) {
if (vertexBuffer == id) {
vertexBuffer.setDirty();
} else if (globalVertexArrayState.indexBuffer == id) {
globalVertexArrayState.indexBuffer.setDirty();
}
}
MBGL_CHECK_ERROR(glDeleteBuffers(int(abandonedBuffers.size()), abandonedBuffers.data()));
abandonedBuffers.clear();
}
if (!abandonedTextures.empty()) {
for (const auto id : abandonedTextures) {
for (auto& binding : texture) {
if (binding == id) {
binding.setDirty();
}
}
}
MBGL_CHECK_ERROR(glDeleteTextures(int(abandonedTextures.size()), abandonedTextures.data()));
abandonedTextures.clear();
}
if (!abandonedVertexArrays.empty()) {
assert(supportsVertexArrays());
for (const auto id : abandonedVertexArrays) {
if (bindVertexArray == id) {
bindVertexArray.setDirty();
}
}
MBGL_CHECK_ERROR(vertexArray->deleteVertexArrays(int(abandonedVertexArrays.size()),
abandonedVertexArrays.data()));
abandonedVertexArrays.clear();
}
if (!abandonedFramebuffers.empty()) {
for (const auto id : abandonedFramebuffers) {
if (bindFramebuffer == id) {
bindFramebuffer.setDirty();
}
}
MBGL_CHECK_ERROR(
glDeleteFramebuffers(int(abandonedFramebuffers.size()), abandonedFramebuffers.data()));
abandonedFramebuffers.clear();
}
if (!abandonedRenderbuffers.empty()) {
MBGL_CHECK_ERROR(glDeleteRenderbuffers(int(abandonedRenderbuffers.size()),
abandonedRenderbuffers.data()));
abandonedRenderbuffers.clear();
}
}
} // namespace gl
} // namespace mbgl
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