gl_engine: ++binary optimization

- removed unique_ptr, shared_ptr
- replaced std::vector with tvg::Array
- reduced binary size by -10kb
This commit is contained in:
Hermet Park 2024-12-30 18:44:01 +09:00 committed by Hermet Park
parent 38a4465656
commit ccf5a8158f
17 changed files with 378 additions and 498 deletions

View file

@ -1,6 +1,5 @@
source_file = [
'tvgGlCommon.h',
'tvgGlGeometry.h',
'tvgGlGpuBuffer.h',
'tvgGlList.h',
'tvgGlProgram.h',

View file

@ -41,6 +41,7 @@
#endif
#include "tvgCommon.h"
#include "tvgRender.h"
#include "tvgMath.h"
#ifdef __EMSCRIPTEN__
// query GL Error on WebGL is very slow, so disable it on WebGL
@ -57,6 +58,61 @@
} while(0)
#endif
#define MIN_GL_STROKE_WIDTH 1.0f
#define MVP_MATRIX(w, h) \
float mvp[4*4] = { \
2.f / w, 0.0, 0.0f, 0.0f, \
0.0, -2.f / h, 0.0f, 0.0f, \
0.0f, 0.0f, -1.f, 0.0f, \
-1.f, 1.f, 0.0f, 1.0f \
};
#define MULTIPLY_MATRIX(A, B, transform) \
for(auto i = 0; i < 4; ++i) \
{ \
for(auto j = 0; j < 4; ++j) \
{ \
float sum = 0.0; \
for (auto k = 0; k < 4; ++k) \
sum += A[k*4+i] * B[j*4+k]; \
transform[j*4+i] = sum; \
} \
}
/**
* mat3x3 mat4x4
*
* [ e11 e12 e13 ] [ e11 e12 0 e13 ]
* [ e21 e22 e23 ] => [ e21 e22 0 e23 ]
* [ e31 e32 e33 ] [ 0 0 1 0 ]
* [ e31 e32 0 e33 ]
*
*/
// All GPU use 4x4 matrix with column major order
#define GET_MATRIX44(mat3, mat4) \
do { \
mat4[0] = mat3.e11; \
mat4[1] = mat3.e21; \
mat4[2] = 0; \
mat4[3] = mat3.e31; \
mat4[4] = mat3.e12; \
mat4[5] = mat3.e22; \
mat4[6] = 0; \
mat4[7] = mat3.e32; \
mat4[8] = 0; \
mat4[9] = 0; \
mat4[10] = 1; \
mat4[11] = 0; \
mat4[12] = mat3.e13; \
mat4[13] = mat3.e23; \
mat4[14] = 0; \
mat4[15] = mat3.e33; \
} while (false)
static inline float getScaleFactor(const Matrix& m)
{
return sqrtf(m.e11 * m.e11 + m.e21 * m.e21);
@ -69,7 +125,34 @@ enum class GlStencilMode {
Stroke,
};
class GlGeometry;
class GlStageBuffer;
class GlRenderTask;
class GlGeometry
{
public:
bool tesselate(const RenderShape& rshape, RenderUpdateFlag flag);
bool tesselate(const RenderSurface* image, RenderUpdateFlag flag);
void disableVertex(uint32_t location);
bool draw(GlRenderTask* task, GlStageBuffer* gpuBuffer, RenderUpdateFlag flag);
void updateTransform(const Matrix& m);
void setViewport(const RenderRegion& viewport);
const RenderRegion& getViewport();
const Matrix& getTransformMatrix();
GlStencilMode getStencilMode(RenderUpdateFlag flag);
RenderRegion getBounds() const;
private:
RenderRegion viewport = {};
Array<float> fillVertex;
Array<float> strokeVertex;
Array<uint32_t> fillIndex;
Array<uint32_t> strokeIndex;
Matrix mMatrix = {};
FillRule mFillRule = FillRule::NonZero;
RenderRegion mBounds = {};
};
struct GlShape
{
@ -81,7 +164,7 @@ struct GlShape
uint32_t texFlipY = 0;
ColorSpace texColorSpace = ColorSpace::ABGR8888;
RenderUpdateFlag updateFlag = None;
unique_ptr<GlGeometry> geometry;
GlGeometry geometry;
Array<RenderData> clips;
};

View file

@ -20,15 +20,11 @@
* SOFTWARE.
*/
#include "tvgGlCommon.h"
#include "tvgGlGpuBuffer.h"
#include "tvgGlGeometry.h"
#include "tvgGlTessellator.h"
#include "tvgGlRenderTask.h"
GlGeometry::~GlGeometry()
{
}
bool GlGeometry::tesselate(const RenderShape& rshape, RenderUpdateFlag flag)
{
if (flag & (RenderUpdateFlag::Color | RenderUpdateFlag::Gradient | RenderUpdateFlag::Transform | RenderUpdateFlag::Path)) {

View file

@ -1,115 +0,0 @@
/*
* Copyright (c) 2020 - 2024 the ThorVG project. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef _TVG_GL_GEOMETRY_H_
#define _TVG_GL_GEOMETRY_H_
#include <vector>
#include "tvgGlCommon.h"
#include "tvgMath.h"
#define MIN_GL_STROKE_WIDTH 1.0f
#define MVP_MATRIX(w, h) \
float mvp[4*4] = { \
2.f / w, 0.0, 0.0f, 0.0f, \
0.0, -2.f / h, 0.0f, 0.0f, \
0.0f, 0.0f, -1.f, 0.0f, \
-1.f, 1.f, 0.0f, 1.0f \
};
#define MULTIPLY_MATRIX(A, B, transform) \
for(auto i = 0; i < 4; ++i) \
{ \
for(auto j = 0; j < 4; ++j) \
{ \
float sum = 0.0; \
for (auto k = 0; k < 4; ++k) \
sum += A[k*4+i] * B[j*4+k]; \
transform[j*4+i] = sum; \
} \
}
/**
* mat3x3 mat4x4
*
* [ e11 e12 e13 ] [ e11 e12 0 e13 ]
* [ e21 e22 e23 ] => [ e21 e22 0 e23 ]
* [ e31 e32 e33 ] [ 0 0 1 0 ]
* [ e31 e32 0 e33 ]
*
*/
// All GPU use 4x4 matrix with column major order
#define GET_MATRIX44(mat3, mat4) \
do { \
mat4[0] = mat3.e11; \
mat4[1] = mat3.e21; \
mat4[2] = 0; \
mat4[3] = mat3.e31; \
mat4[4] = mat3.e12; \
mat4[5] = mat3.e22; \
mat4[6] = 0; \
mat4[7] = mat3.e32; \
mat4[8] = 0; \
mat4[9] = 0; \
mat4[10] = 1; \
mat4[11] = 0; \
mat4[12] = mat3.e13; \
mat4[13] = mat3.e23; \
mat4[14] = 0; \
mat4[15] = mat3.e33; \
} while (false)
class GlStageBuffer;
class GlRenderTask;
class GlGeometry
{
public:
GlGeometry() = default;
~GlGeometry();
bool tesselate(const RenderShape& rshape, RenderUpdateFlag flag);
bool tesselate(const RenderSurface* image, RenderUpdateFlag flag);
void disableVertex(uint32_t location);
bool draw(GlRenderTask* task, GlStageBuffer* gpuBuffer, RenderUpdateFlag flag);
void updateTransform(const Matrix& m);
void setViewport(const RenderRegion& viewport);
const RenderRegion& getViewport();
const Matrix& getTransformMatrix();
GlStencilMode getStencilMode(RenderUpdateFlag flag);
RenderRegion getBounds() const;
private:
RenderRegion viewport = {};
Array<float> fillVertex = {};
Array<float> strokeVertex = {};
Array<uint32_t> fillIndex = {};
Array<uint32_t> strokeIndex = {};
Matrix mMatrix = {};
FillRule mFillRule = FillRule::NonZero;
RenderRegion mBounds = {};
};
#endif /* _TVG_GL_GEOMETRY_H_ */

View file

@ -29,25 +29,29 @@
uint32_t GlProgram::mCurrentProgram = 0;
void GlProgram::linkProgram(std::shared_ptr<GlShader> shader)
/************************************************************************/
/* External Class Implementation */
/************************************************************************/
GlProgram::GlProgram(const char* vertSrc, const char* fragSrc)
{
GLint linked;
auto shader = GlShader(vertSrc, fragSrc);
// Create the program object
uint32_t progObj = glCreateProgram();
assert(progObj);
glAttachShader(progObj, shader->getVertexShader());
glAttachShader(progObj, shader->getFragmentShader());
glAttachShader(progObj, shader.getVertexShader());
glAttachShader(progObj, shader.getFragmentShader());
// Link the program
glLinkProgram(progObj);
// Check the link status
GLint linked;
glGetProgramiv(progObj, GL_LINK_STATUS, &linked);
if (!linked)
{
if (!linked) {
GLint infoLen = 0;
glGetProgramiv(progObj, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 0)
@ -66,39 +70,16 @@ void GlProgram::linkProgram(std::shared_ptr<GlShader> shader)
}
/************************************************************************/
/* External Class Implementation */
/************************************************************************/
unique_ptr<GlProgram> GlProgram::gen(std::shared_ptr<GlShader> shader)
{
return make_unique<GlProgram>(shader);
}
GlProgram::GlProgram(std::shared_ptr<GlShader> shader)
{
linkProgram(shader);
}
GlProgram::~GlProgram()
{
if (mCurrentProgram == mProgramObj)
{
unload();
}
if (mCurrentProgram == mProgramObj) unload();
glDeleteProgram(mProgramObj);
}
void GlProgram::load()
{
if (mCurrentProgram == mProgramObj)
{
return;
}
if (mCurrentProgram == mProgramObj) return;
mCurrentProgram = mProgramObj;
GL_CHECK(glUseProgram(mProgramObj));

View file

@ -28,8 +28,7 @@
class GlProgram
{
public:
static std::unique_ptr<GlProgram> gen(std::shared_ptr<GlShader> shader);
GlProgram(std::shared_ptr<GlShader> shader);
GlProgram(const char* vertSrc, const char* fragSrc);
~GlProgram();
void load();
@ -49,11 +48,8 @@ public:
void setUniform4x4Value(int32_t location, int count, const float* values);
private:
void linkProgram(std::shared_ptr<GlShader> shader);
uint32_t mProgramObj;
static uint32_t mCurrentProgram;
};
#endif /* _TVG_GL_PROGRAM_H_ */

View file

@ -21,10 +21,9 @@
* SOFTWARE.
*/
#include "tvgMath.h"
#include "tvgGlCommon.h"
#include "tvgGlRenderPass.h"
#include "tvgGlRenderTask.h"
#include "tvgGlGeometry.h"
GlRenderPass::GlRenderPass(GlRenderTarget* fbo): mFbo(fbo), mTasks(), mDrawDepth(0) {}

View file

@ -23,9 +23,6 @@
#ifndef _TVG_GL_RENDER_PASS_H_
#define _TVG_GL_RENDER_PASS_H_
#include <memory>
#include <vector>
#include "tvgGlCommon.h"
#include "tvgGlRenderTask.h"
#include "tvgGlRenderTarget.h"

View file

@ -22,8 +22,6 @@
#include "tvgGlRenderTarget.h"
GlRenderTarget::GlRenderTarget(uint32_t width, uint32_t height): mWidth(width), mHeight(height) {}
GlRenderTarget::~GlRenderTarget()
{
if (mFbo == 0) return;
@ -124,7 +122,9 @@ GlRenderTarget* GlRenderTargetPool::getRenderTarget(const RenderRegion& vp, GLui
}
}
auto rt = new GlRenderTarget(width, height);
auto rt = new GlRenderTarget;
rt->mWidth = width;
rt->mHeight = height;
rt->init(resolveId);
rt->setViewport(vp);
mPool.push(rt);

View file

@ -28,7 +28,6 @@
class GlRenderTarget
{
public:
GlRenderTarget(uint32_t width, uint32_t height);
~GlRenderTarget();
void init(GLint resolveId);
@ -43,9 +42,10 @@ public:
void setViewport(const RenderRegion& vp) { mViewport = vp; }
const RenderRegion& getViewport() const { return mViewport; }
uint32_t mWidth;
uint32_t mHeight;
private:
uint32_t mWidth = 0;
uint32_t mHeight = 0;
RenderRegion mViewport{};
GLuint mFbo = 0;
GLuint mColorBuffer = 0;

View file

@ -23,9 +23,6 @@
#ifndef _TVG_GL_RENDER_TASK_H_
#define _TVG_GL_RENDER_TASK_H_
#include <memory>
#include <vector>
#include "tvgGlCommon.h"
#include "tvgGlProgram.h"

View file

@ -20,10 +20,9 @@
* SOFTWARE.
*/
#include "tvgMath.h"
#include "tvgGlCommon.h"
#include "tvgGlRenderer.h"
#include "tvgGlGpuBuffer.h"
#include "tvgGlGeometry.h"
#include "tvgGlRenderTask.h"
#include "tvgGlProgram.h"
#include "tvgGlShaderSrc.h"
@ -46,87 +45,102 @@ static void _termEngine()
}
void GlRenderer::clearDisposes()
void GlRenderer::flush()
{
if (mDisposed.textures.count > 0) {
glDeleteTextures(mDisposed.textures.count, mDisposed.textures.data);
mDisposed.textures.clear();
}
for (auto p = mRenderPassStack.begin(); p < mRenderPassStack.end(); ++p) {
delete(*p);
}
mRenderPassStack.clear();
for (auto p = mComposePool.begin(); p < mComposePool.end(); p++) {
delete(*p);
}
mComposePool.clear();
for (auto p = mBlendPool.begin(); p < mBlendPool.end(); p++) {
delete(*p);
}
mBlendPool.clear();
for (auto p = mComposeStack.begin(); p < mComposeStack.end(); p++) {
delete(*p);
}
mComposeStack.clear();
}
GlRenderer::GlRenderer() :mGpuBuffer(new GlStageBuffer), mPrograms(), mComposePool()
GlRenderer::GlRenderer()
{
}
GlRenderer::~GlRenderer()
{
for (uint32_t i = 0; i < mComposePool.count; i++) {
if (mComposePool[i]) delete mComposePool[i];
}
for (uint32_t i = 0; i < mBlendPool.count; i++) {
if (mBlendPool[i]) delete mBlendPool[i];
}
--rendererCnt;
flush();
for (auto p = mPrograms.begin(); p < mPrograms.end(); ++p) {
delete(*p);
}
if (rendererCnt == 0 && initEngineCnt == 0) _termEngine();
}
void GlRenderer::initShaders()
{
// Solid Color Renderer
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(COLOR_VERT_SHADER, COLOR_FRAG_SHADER)));
mPrograms.reserve((int)RT_None);
// Linear Gradient Renderer
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(GRADIENT_VERT_SHADER, LINEAR_GRADIENT_FRAG_SHADER)));
// Radial Gradient Renderer
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(GRADIENT_VERT_SHADER, RADIAL_GRADIENT_FRAG_SHADER)));
// image Renderer
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(IMAGE_VERT_SHADER, IMAGE_FRAG_SHADER)));
mPrograms.push(new GlProgram(COLOR_VERT_SHADER, COLOR_FRAG_SHADER));
mPrograms.push(new GlProgram(GRADIENT_VERT_SHADER, LINEAR_GRADIENT_FRAG_SHADER));
mPrograms.push(new GlProgram(GRADIENT_VERT_SHADER, RADIAL_GRADIENT_FRAG_SHADER));
mPrograms.push(new GlProgram(IMAGE_VERT_SHADER, IMAGE_FRAG_SHADER));
// compose Renderer
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, MASK_ALPHA_FRAG_SHADER)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, MASK_INV_ALPHA_FRAG_SHADER)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, MASK_LUMA_FRAG_SHADER)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, MASK_INV_LUMA_FRAG_SHADER)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, MASK_ADD_FRAG_SHADER)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, MASK_SUB_FRAG_SHADER)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, MASK_INTERSECT_FRAG_SHADER)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, MASK_DIFF_FRAG_SHADER)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, MASK_LIGHTEN_FRAG_SHADER)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, MASK_DARKEN_FRAG_SHADER)));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, MASK_ALPHA_FRAG_SHADER));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, MASK_INV_ALPHA_FRAG_SHADER));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, MASK_LUMA_FRAG_SHADER));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, MASK_INV_LUMA_FRAG_SHADER));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, MASK_ADD_FRAG_SHADER));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, MASK_SUB_FRAG_SHADER));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, MASK_INTERSECT_FRAG_SHADER));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, MASK_DIFF_FRAG_SHADER));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, MASK_LIGHTEN_FRAG_SHADER));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, MASK_DARKEN_FRAG_SHADER));
// stencil Renderer
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(STENCIL_VERT_SHADER, STENCIL_FRAG_SHADER)));
mPrograms.push(new GlProgram(STENCIL_VERT_SHADER, STENCIL_FRAG_SHADER));
// blit Renderer
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(BLIT_VERT_SHADER, BLIT_FRAG_SHADER)));
mPrograms.push(new GlProgram(BLIT_VERT_SHADER, BLIT_FRAG_SHADER));
// complex blending Renderer
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, MULTIPLY_BLEND_FRAG)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, SCREEN_BLEND_FRAG)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, OVERLAY_BLEND_FRAG)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, COLOR_DODGE_BLEND_FRAG)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, COLOR_BURN_BLEND_FRAG)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, HARD_LIGHT_BLEND_FRAG)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, SOFT_LIGHT_BLEND_FRAG)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, DIFFERENCE_BLEND_FRAG)));
mPrograms.push_back(make_unique<GlProgram>(GlShader::gen(MASK_VERT_SHADER, EXCLUSION_BLEND_FRAG)));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, MULTIPLY_BLEND_FRAG));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, SCREEN_BLEND_FRAG));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, OVERLAY_BLEND_FRAG));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, COLOR_DODGE_BLEND_FRAG));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, COLOR_BURN_BLEND_FRAG));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, HARD_LIGHT_BLEND_FRAG));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, SOFT_LIGHT_BLEND_FRAG));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, DIFFERENCE_BLEND_FRAG));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, EXCLUSION_BLEND_FRAG));
}
void GlRenderer::drawPrimitive(GlShape& sdata, const RenderColor& c, RenderUpdateFlag flag, int32_t depth)
{
auto vp = currentPass()->getViewport();
auto bbox = sdata.geometry->getViewport();
auto bbox = sdata.geometry.getViewport();
bbox.intersect(vp);
auto complexBlend = beginComplexBlending(bbox, sdata.geometry->getBounds());
auto complexBlend = beginComplexBlending(bbox, sdata.geometry.getBounds());
if (complexBlend) {
vp = currentPass()->getViewport();
@ -139,12 +153,12 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const RenderColor& c, RenderUpdat
auto h = bbox.h;
GlRenderTask* task = nullptr;
if (mBlendMethod != BlendMethod::Normal && !complexBlend) task = new GlSimpleBlendTask(mBlendMethod, mPrograms[RT_Color].get());
else task = new GlRenderTask(mPrograms[RT_Color].get());
if (mBlendMethod != BlendMethod::Normal && !complexBlend) task = new GlSimpleBlendTask(mBlendMethod, mPrograms[RT_Color]);
else task = new GlRenderTask(mPrograms[RT_Color]);
task->setDrawDepth(depth);
if (!sdata.geometry->draw(task, mGpuBuffer.get(), flag)) {
if (!sdata.geometry.draw(task, &mGpuBuffer, flag)) {
delete task;
return;
}
@ -153,16 +167,16 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const RenderColor& c, RenderUpdat
GlRenderTask* stencilTask = nullptr;
GlStencilMode stencilMode = sdata.geometry->getStencilMode(flag);
GlStencilMode stencilMode = sdata.geometry.getStencilMode(flag);
if (stencilMode != GlStencilMode::None) {
stencilTask = new GlRenderTask(mPrograms[RT_Stencil].get(), task);
stencilTask = new GlRenderTask(mPrograms[RT_Stencil], task);
stencilTask->setDrawDepth(depth);
}
auto a = MULTIPLY(c.a, sdata.opacity);
if (flag & RenderUpdateFlag::Stroke) {
float strokeWidth = sdata.rshape->strokeWidth() * getScaleFactor(sdata.geometry->getTransformMatrix());
float strokeWidth = sdata.rshape->strokeWidth() * getScaleFactor(sdata.geometry.getTransformMatrix());
if (strokeWidth < MIN_GL_STROKE_WIDTH) {
float alpha = strokeWidth / MIN_GL_STROKE_WIDTH;
a = MULTIPLY(a, static_cast<uint8_t>(alpha * 255));
@ -170,16 +184,16 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const RenderColor& c, RenderUpdat
}
// matrix buffer
const auto& matrix = sdata.geometry->getTransformMatrix();
const auto& matrix = sdata.geometry.getTransformMatrix();
float matrix44[16];
currentPass()->getMatrix(matrix44, matrix);
auto viewOffset = mGpuBuffer->push(matrix44, 16 * sizeof(float), true);
auto viewOffset = mGpuBuffer.push(matrix44, 16 * sizeof(float), true);
task->addBindResource(GlBindingResource{
0,
task->getProgram()->getUniformBlockIndex("Matrix"),
mGpuBuffer->getBufferId(),
mGpuBuffer.getBufferId(),
viewOffset,
16 * sizeof(float),
});
@ -188,7 +202,7 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const RenderColor& c, RenderUpdat
stencilTask->addBindResource(GlBindingResource{
0,
stencilTask->getProgram()->getUniformBlockIndex("Matrix"),
mGpuBuffer->getBufferId(),
mGpuBuffer.getBufferId(),
viewOffset,
16 * sizeof(float),
});
@ -200,8 +214,8 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const RenderColor& c, RenderUpdat
task->addBindResource(GlBindingResource{
1,
task->getProgram()->getUniformBlockIndex("ColorInfo"),
mGpuBuffer->getBufferId(),
mGpuBuffer->push(color, 4 * sizeof(float), true),
mGpuBuffer.getBufferId(),
mGpuBuffer.push(color, 4 * sizeof(float), true),
4 * sizeof(float),
});
@ -209,9 +223,9 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const RenderColor& c, RenderUpdat
else currentPass()->addRenderTask(task);
if (complexBlend) {
auto task = new GlRenderTask(mPrograms[RT_Stencil].get());
sdata.geometry->draw(task, mGpuBuffer.get(), flag);
endBlendingCompose(task, sdata.geometry->getTransformMatrix());
auto task = new GlRenderTask(mPrograms[RT_Stencil]);
sdata.geometry.draw(task, &mGpuBuffer, flag);
endBlendingCompose(task, sdata.geometry.getTransformMatrix());
}
}
@ -219,7 +233,7 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const RenderColor& c, RenderUpdat
void GlRenderer::drawPrimitive(GlShape& sdata, const Fill* fill, RenderUpdateFlag flag, int32_t depth)
{
auto vp = currentPass()->getViewport();
auto bbox = sdata.geometry->getViewport();
auto bbox = sdata.geometry.getViewport();
bbox.intersect(vp);
@ -230,21 +244,21 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const Fill* fill, RenderUpdateFla
GlRenderTask* task = nullptr;
if (fill->type() == Type::LinearGradient) {
task = new GlRenderTask(mPrograms[RT_LinGradient].get());
task = new GlRenderTask(mPrograms[RT_LinGradient]);
} else if (fill->type() == Type::RadialGradient) {
task = new GlRenderTask(mPrograms[RT_RadGradient].get());
task = new GlRenderTask(mPrograms[RT_RadGradient]);
} else {
return;
}
task->setDrawDepth(depth);
if (!sdata.geometry->draw(task, mGpuBuffer.get(), flag)) {
if (!sdata.geometry.draw(task, &mGpuBuffer, flag)) {
delete task;
return;
}
auto complexBlend = beginComplexBlending(bbox, sdata.geometry->getBounds());
auto complexBlend = beginComplexBlending(bbox, sdata.geometry.getBounds());
if (complexBlend) vp = currentPass()->getViewport();
@ -254,14 +268,14 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const Fill* fill, RenderUpdateFla
task->setViewport({x, vp.h - y - bbox.h, bbox.w, bbox.h});
GlRenderTask* stencilTask = nullptr;
GlStencilMode stencilMode = sdata.geometry->getStencilMode(flag);
GlStencilMode stencilMode = sdata.geometry.getStencilMode(flag);
if (stencilMode != GlStencilMode::None) {
stencilTask = new GlRenderTask(mPrograms[RT_Stencil].get(), task);
stencilTask = new GlRenderTask(mPrograms[RT_Stencil], task);
stencilTask->setDrawDepth(depth);
}
// matrix buffer
const auto& matrix = sdata.geometry->getTransformMatrix();
const auto& matrix = sdata.geometry.getTransformMatrix();
float invMat4[16];
Matrix inv;
inverse(&fill->transform(), &inv);
@ -270,12 +284,12 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const Fill* fill, RenderUpdateFla
float matrix44[16];
currentPass()->getMatrix(matrix44, matrix);
auto viewOffset = mGpuBuffer->push(matrix44, 16 * sizeof(float), true);
auto viewOffset = mGpuBuffer.push(matrix44, 16 * sizeof(float), true);
task->addBindResource(GlBindingResource{
0,
task->getProgram()->getUniformBlockIndex("Matrix"),
mGpuBuffer->getBufferId(),
mGpuBuffer.getBufferId(),
viewOffset,
16 * sizeof(float),
});
@ -284,18 +298,18 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const Fill* fill, RenderUpdateFla
stencilTask->addBindResource(GlBindingResource{
0,
stencilTask->getProgram()->getUniformBlockIndex("Matrix"),
mGpuBuffer->getBufferId(),
mGpuBuffer.getBufferId(),
viewOffset,
16 * sizeof(float),
});
}
viewOffset = mGpuBuffer->push(invMat4, 16 * sizeof(float), true);
viewOffset = mGpuBuffer.push(invMat4, 16 * sizeof(float), true);
task->addBindResource(GlBindingResource{
1,
task->getProgram()->getUniformBlockIndex("InvMatrix"),
mGpuBuffer->getBufferId(),
mGpuBuffer.getBufferId(),
viewOffset,
16 * sizeof(float),
});
@ -344,8 +358,8 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const Fill* fill, RenderUpdateFla
gradientBinding = GlBindingResource{
2,
loc,
mGpuBuffer->getBufferId(),
mGpuBuffer->push(&gradientBlock, sizeof(GlLinearGradientBlock), true),
mGpuBuffer.getBufferId(),
mGpuBuffer.push(&gradientBlock, sizeof(GlLinearGradientBlock), true),
sizeof(GlLinearGradientBlock),
};
} else {
@ -382,8 +396,8 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const Fill* fill, RenderUpdateFla
gradientBinding = GlBindingResource{
2,
loc,
mGpuBuffer->getBufferId(),
mGpuBuffer->push(&gradientBlock, sizeof(GlRadialGradientBlock), true),
mGpuBuffer.getBufferId(),
mGpuBuffer.push(&gradientBlock, sizeof(GlRadialGradientBlock), true),
sizeof(GlRadialGradientBlock),
};
}
@ -397,10 +411,9 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const Fill* fill, RenderUpdateFla
}
if (complexBlend) {
auto task = new GlRenderTask(mPrograms[RT_Stencil].get());
sdata.geometry->draw(task, mGpuBuffer.get(), flag);
endBlendingCompose(task, sdata.geometry->getTransformMatrix());
auto task = new GlRenderTask(mPrograms[RT_Stencil]);
sdata.geometry.draw(task, &mGpuBuffer, flag);
endBlendingCompose(task, sdata.geometry.getTransformMatrix());
}
}
@ -437,9 +450,9 @@ void GlRenderer::drawClip(Array<RenderData>& clips)
mat4[10] = 1.f;
mat4[15] = 1.f;
auto identityVertexOffset = mGpuBuffer->push(identityVertex.data, 8 * sizeof(float));
auto identityIndexOffset = mGpuBuffer->pushIndex(identityIndex.data, 6 * sizeof(uint32_t));
auto mat4Offset = mGpuBuffer->push(mat4, 16 * sizeof(float), true);
auto identityVertexOffset = mGpuBuffer.push(identityVertex.data, 8 * sizeof(float));
auto identityIndexOffset = mGpuBuffer.pushIndex(identityIndex.data, 6 * sizeof(uint32_t));
auto mat4Offset = mGpuBuffer.push(mat4, 16 * sizeof(float), true);
Array<int32_t> clipDepths(clips.count);
clipDepths.count = clips.count;
@ -453,13 +466,13 @@ void GlRenderer::drawClip(Array<RenderData>& clips)
for (uint32_t i = 0; i < clips.count; ++i) {
auto sdata = static_cast<GlShape*>(clips[i]);
auto clipTask = new GlRenderTask(mPrograms[RT_Stencil].get());
auto clipTask = new GlRenderTask(mPrograms[RT_Stencil]);
clipTask->setDrawDepth(clipDepths[i]);
sdata->geometry->draw(clipTask, mGpuBuffer.get(), RenderUpdateFlag::Path);
sdata->geometry.draw(clipTask, &mGpuBuffer, RenderUpdateFlag::Path);
auto bbox = sdata->geometry->getViewport();
auto bbox = sdata->geometry.getViewport();
bbox.intersect(vp);
@ -468,35 +481,22 @@ void GlRenderer::drawClip(Array<RenderData>& clips)
clipTask->setViewport({x, vp.h - y - bbox.h, bbox.w, bbox.h});
const auto& matrix = sdata->geometry->getTransformMatrix();
const auto& matrix = sdata->geometry.getTransformMatrix();
float matrix44[16];
currentPass()->getMatrix(matrix44, matrix);
auto loc = clipTask->getProgram()->getUniformBlockIndex("Matrix");
auto viewOffset = mGpuBuffer->push(matrix44, 16 * sizeof(float), true);
auto viewOffset = mGpuBuffer.push(matrix44, 16 * sizeof(float), true);
clipTask->addBindResource(GlBindingResource{
0,
loc,
mGpuBuffer->getBufferId(),
viewOffset,
16 * sizeof(float),
});
clipTask->addBindResource(GlBindingResource{0, loc, mGpuBuffer.getBufferId(), viewOffset, 16 * sizeof(float), });
auto maskTask = new GlRenderTask(mPrograms[RT_Stencil].get());
auto maskTask = new GlRenderTask(mPrograms[RT_Stencil]);
maskTask->setDrawDepth(clipDepths[i]);
maskTask->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), identityVertexOffset});
maskTask->addBindResource(GlBindingResource{
0,
loc,
mGpuBuffer->getBufferId(),
mat4Offset, 16 * sizeof(float),
});
maskTask->addBindResource(GlBindingResource{0, loc, mGpuBuffer.getBufferId(), mat4Offset, 16 * sizeof(float), });
maskTask->setDrawRange(identityIndexOffset, 6);
maskTask->setViewport({0, 0, static_cast<int32_t>(vp.w), static_cast<int32_t>(vp.h)});
@ -507,8 +507,7 @@ void GlRenderer::drawClip(Array<RenderData>& clips)
GlRenderPass* GlRenderer::currentPass()
{
if (mRenderPassStack.empty()) return nullptr;
return &mRenderPassStack.back();
return mRenderPassStack.last();
}
bool GlRenderer::beginComplexBlending(const RenderRegion& vp, RenderRegion bounds)
@ -525,21 +524,21 @@ bool GlRenderer::beginComplexBlending(const RenderRegion& vp, RenderRegion bound
auto blendFbo = mBlendPool[0]->getRenderTarget(bounds);
mRenderPassStack.emplace_back(GlRenderPass{blendFbo});
mRenderPassStack.push(new GlRenderPass(blendFbo));
return true;
}
void GlRenderer::endBlendingCompose(GlRenderTask* stencilTask, const Matrix& matrix)
{
auto blendPass = std::move(mRenderPassStack.back());
mRenderPassStack.pop_back();
auto blendPass = mRenderPassStack.last();
mRenderPassStack.pop();
blendPass.setDrawDepth(currentPass()->nextDrawDepth());
blendPass->setDrawDepth(currentPass()->nextDrawDepth());
auto composeTask = blendPass.endRenderPass<GlComposeTask>(nullptr, currentPass()->getFboId());
auto composeTask = blendPass->endRenderPass<GlComposeTask>(nullptr, currentPass()->getFboId());
const auto& vp = blendPass.getViewport();
const auto& vp = blendPass->getViewport();
if (mBlendPool.count < 2) mBlendPool.push(new GlRenderTargetPool(surface.w, surface.h));
auto dstCopyFbo = mBlendPool[1]->getRenderTarget(vp);
@ -560,11 +559,11 @@ void GlRenderer::endBlendingCompose(GlRenderTask* stencilTask, const Matrix& mat
// set view matrix
float matrix44[16];
currentPass()->getMatrix(matrix44, matrix);
uint32_t viewOffset = mGpuBuffer->push(matrix44, 16 * sizeof(float), true);
uint32_t viewOffset = mGpuBuffer.push(matrix44, 16 * sizeof(float), true);
stencilTask->addBindResource(GlBindingResource{
0,
stencilTask->getProgram()->getUniformBlockIndex("Matrix"),
mGpuBuffer->getBufferId(),
mGpuBuffer.getBufferId(),
viewOffset,
16 * sizeof(float),
});
@ -572,40 +571,32 @@ void GlRenderer::endBlendingCompose(GlRenderTask* stencilTask, const Matrix& mat
auto task = new GlComplexBlendTask(getBlendProgram(), currentPass()->getFbo(), dstCopyFbo, stencilTask, composeTask);
prepareCmpTask(task, vp, blendPass.getFboWidth(), blendPass.getFboHeight());
prepareCmpTask(task, vp, blendPass->getFboWidth(), blendPass->getFboHeight());
task->setDrawDepth(currentPass()->nextDrawDepth());
// src and dst texture
task->addBindResource(GlBindingResource{1, blendPass.getFbo()->getColorTexture(), task->getProgram()->getUniformLocation("uSrcTexture")});
task->addBindResource(GlBindingResource{1, blendPass->getFbo()->getColorTexture(), task->getProgram()->getUniformLocation("uSrcTexture")});
task->addBindResource(GlBindingResource{2, dstCopyFbo->getColorTexture(), task->getProgram()->getUniformLocation("uDstTexture")});
currentPass()->addRenderTask(task);
delete(blendPass);
}
GlProgram* GlRenderer::getBlendProgram()
{
switch (mBlendMethod) {
case BlendMethod::Multiply:
return mPrograms[RT_MultiplyBlend].get();
case BlendMethod::Screen:
return mPrograms[RT_ScreenBlend].get();
case BlendMethod::Overlay:
return mPrograms[RT_OverlayBlend].get();
case BlendMethod::ColorDodge:
return mPrograms[RT_ColorDodgeBlend].get();
case BlendMethod::ColorBurn:
return mPrograms[RT_ColorBurnBlend].get();
case BlendMethod::HardLight:
return mPrograms[RT_HardLightBlend].get();
case BlendMethod::SoftLight:
return mPrograms[RT_SoftLightBlend].get();
case BlendMethod::Difference:
return mPrograms[RT_DifferenceBlend].get();
case BlendMethod::Exclusion:
return mPrograms[RT_ExclusionBlend].get();
default:
return nullptr;
case BlendMethod::Multiply: return mPrograms[RT_MultiplyBlend];
case BlendMethod::Screen: return mPrograms[RT_ScreenBlend];
case BlendMethod::Overlay: return mPrograms[RT_OverlayBlend];
case BlendMethod::ColorDodge: return mPrograms[RT_ColorDodgeBlend];
case BlendMethod::ColorBurn: return mPrograms[RT_ColorBurnBlend];
case BlendMethod::HardLight: return mPrograms[RT_HardLightBlend];
case BlendMethod::SoftLight: return mPrograms[RT_SoftLightBlend];
case BlendMethod::Difference: return mPrograms[RT_DifferenceBlend];
case BlendMethod::Exclusion: return mPrograms[RT_ExclusionBlend];
default: return nullptr;
}
}
@ -680,8 +671,8 @@ void GlRenderer::prepareCmpTask(GlRenderTask* task, const RenderRegion& vp, uint
indices.push(1);
indices.push(3);
uint32_t vertexOffset = mGpuBuffer->push(vertices.data, vertices.count * sizeof(float));
uint32_t indexOffset = mGpuBuffer->pushIndex(indices.data, indices.count * sizeof(uint32_t));
uint32_t vertexOffset = mGpuBuffer.push(vertices.data, vertices.count * sizeof(float));
uint32_t indexOffset = mGpuBuffer.pushIndex(indices.data, indices.count * sizeof(uint32_t));
task->addVertexLayout(GlVertexLayout{0, 2, 4 * sizeof(float), vertexOffset});
task->addVertexLayout(GlVertexLayout{1, 2, 4 * sizeof(float), vertexOffset + 2 * sizeof(float)});
@ -694,111 +685,91 @@ void GlRenderer::prepareCmpTask(GlRenderTask* task, const RenderRegion& vp, uint
void GlRenderer::endRenderPass(RenderCompositor* cmp)
{
auto gl_cmp = static_cast<GlCompositor*>(cmp);
auto glCmp = static_cast<GlCompositor*>(cmp);
if (cmp->method != MaskMethod::None) {
auto self_pass = std::move(mRenderPassStack.back());
mRenderPassStack.pop_back();
auto selfPass = mRenderPassStack.last();
mRenderPassStack.pop();
// mask is pushed first
auto mask_pass = std::move(mRenderPassStack.back());
mRenderPassStack.pop_back();
if (self_pass.isEmpty() || mask_pass.isEmpty()) return;
auto maskPass = mRenderPassStack.last();
mRenderPassStack.pop();
GlProgram* program = nullptr;
switch(cmp->method) {
case MaskMethod::Alpha:
program = mPrograms[RT_MaskAlpha].get();
break;
case MaskMethod::InvAlpha:
program = mPrograms[RT_MaskAlphaInv].get();
break;
case MaskMethod::Luma:
program = mPrograms[RT_MaskLuma].get();
break;
case MaskMethod::InvLuma:
program = mPrograms[RT_MaskLumaInv].get();
break;
case MaskMethod::Add:
program = mPrograms[RT_MaskAdd].get();
break;
case MaskMethod::Subtract:
program = mPrograms[RT_MaskSub].get();
break;
case MaskMethod::Intersect:
program = mPrograms[RT_MaskIntersect].get();
break;
case MaskMethod::Difference:
program = mPrograms[RT_MaskDifference].get();
break;
case MaskMethod::Lighten:
program = mPrograms[RT_MaskLighten].get();
break;
case MaskMethod::Darken:
program = mPrograms[RT_MaskDarken].get();
break;
default:
break;
case MaskMethod::Alpha: program = mPrograms[RT_MaskAlpha]; break;
case MaskMethod::InvAlpha: program = mPrograms[RT_MaskAlphaInv]; break;
case MaskMethod::Luma: program = mPrograms[RT_MaskLuma]; break;
case MaskMethod::InvLuma: program = mPrograms[RT_MaskLumaInv]; break;
case MaskMethod::Add: program = mPrograms[RT_MaskAdd]; break;
case MaskMethod::Subtract: program = mPrograms[RT_MaskSub]; break;
case MaskMethod::Intersect: program = mPrograms[RT_MaskIntersect]; break;
case MaskMethod::Difference: program = mPrograms[RT_MaskDifference]; break;
case MaskMethod::Lighten: program = mPrograms[RT_MaskLighten]; break;
case MaskMethod::Darken: program = mPrograms[RT_MaskDarken]; break;
default: break;
}
if (!program) return;
if (program && !selfPass->isEmpty() && !maskPass->isEmpty()) {
auto prev_task = maskPass->endRenderPass<GlComposeTask>(nullptr, currentPass()->getFboId());
prev_task->setDrawDepth(currentPass()->nextDrawDepth());
prev_task->setRenderSize(static_cast<uint32_t>(glCmp->bbox.w), static_cast<uint32_t>(glCmp->bbox.h));
prev_task->setViewport(glCmp->bbox);
auto prev_task = mask_pass.endRenderPass<GlComposeTask>(nullptr, currentPass()->getFboId());
prev_task->setDrawDepth(currentPass()->nextDrawDepth());
prev_task->setRenderSize(static_cast<uint32_t>(gl_cmp->bbox.w), static_cast<uint32_t>(gl_cmp->bbox.h));
prev_task->setViewport(gl_cmp->bbox);
auto compose_task = selfPass->endRenderPass<GlDrawBlitTask>(program, currentPass()->getFboId());
compose_task->setRenderSize(static_cast<uint32_t>(glCmp->bbox.w), static_cast<uint32_t>(glCmp->bbox.h));
compose_task->setPrevTask(prev_task);
auto compose_task = self_pass.endRenderPass<GlDrawBlitTask>(program, currentPass()->getFboId());
compose_task->setRenderSize(static_cast<uint32_t>(gl_cmp->bbox.w), static_cast<uint32_t>(gl_cmp->bbox.h));
compose_task->setPrevTask(prev_task);
prepareCmpTask(compose_task, glCmp->bbox, selfPass->getFboWidth(), selfPass->getFboHeight());
prepareCmpTask(compose_task, gl_cmp->bbox, self_pass.getFboWidth(), self_pass.getFboHeight());
compose_task->addBindResource(GlBindingResource{0, selfPass->getTextureId(), program->getUniformLocation("uSrcTexture")});
compose_task->addBindResource(GlBindingResource{1, maskPass->getTextureId(), program->getUniformLocation("uMaskTexture")});
compose_task->addBindResource(GlBindingResource{0, self_pass.getTextureId(), program->getUniformLocation("uSrcTexture")});
compose_task->addBindResource(GlBindingResource{1, mask_pass.getTextureId(), program->getUniformLocation("uMaskTexture")});
compose_task->setDrawDepth(currentPass()->nextDrawDepth());
compose_task->setParentSize(static_cast<uint32_t>(currentPass()->getViewport().w), static_cast<uint32_t>(currentPass()->getViewport().h));
currentPass()->addRenderTask(compose_task);
}
compose_task->setDrawDepth(currentPass()->nextDrawDepth());
compose_task->setParentSize(static_cast<uint32_t>(currentPass()->getViewport().w), static_cast<uint32_t>(currentPass()->getViewport().h));
currentPass()->addRenderTask(compose_task);
delete(selfPass);
delete(maskPass);
} else {
auto renderPass = std::move(mRenderPassStack.back());
mRenderPassStack.pop_back();
auto renderPass = mRenderPassStack.last();
mRenderPassStack.pop();
if (renderPass.isEmpty()) return;
if (!renderPass->isEmpty()) {
auto task = renderPass->endRenderPass<GlDrawBlitTask>(mPrograms[RT_Image], currentPass()->getFboId());
task->setRenderSize(static_cast<uint32_t>(glCmp->bbox.w), static_cast<uint32_t>(glCmp->bbox.h));
prepareCmpTask(task, glCmp->bbox, renderPass->getFboWidth(), renderPass->getFboHeight());
task->setDrawDepth(currentPass()->nextDrawDepth());
auto task = renderPass.endRenderPass<GlDrawBlitTask>(
mPrograms[RT_Image].get(), currentPass()->getFboId());
task->setRenderSize(static_cast<uint32_t>(gl_cmp->bbox.w), static_cast<uint32_t>(gl_cmp->bbox.h));
prepareCmpTask(task, gl_cmp->bbox, renderPass.getFboWidth(), renderPass.getFboHeight());
task->setDrawDepth(currentPass()->nextDrawDepth());
// matrix buffer
float matrix[16] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
// matrix buffer
float matrix[16] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
task->addBindResource(GlBindingResource{
0,
task->getProgram()->getUniformBlockIndex("Matrix"),
mGpuBuffer.getBufferId(),
mGpuBuffer.push(matrix, 16 * sizeof(float), true),
16 * sizeof(float),
});
task->addBindResource(GlBindingResource{
0,
task->getProgram()->getUniformBlockIndex("Matrix"),
mGpuBuffer->getBufferId(),
mGpuBuffer->push(matrix, 16 * sizeof(float), true),
16 * sizeof(float),
});
// image info
uint32_t info[4] = {(uint32_t)ColorSpace::ABGR8888, 0, cmp->opacity, 0};
// image info
uint32_t info[4] = {(uint32_t)ColorSpace::ABGR8888, 0, cmp->opacity, 0};
task->addBindResource(GlBindingResource{
1,
task->getProgram()->getUniformBlockIndex("ColorInfo"),
mGpuBuffer.getBufferId(),
mGpuBuffer.push(info, 4 * sizeof(uint32_t), true),
4 * sizeof(uint32_t),
});
task->addBindResource(GlBindingResource{
1,
task->getProgram()->getUniformBlockIndex("ColorInfo"),
mGpuBuffer->getBufferId(),
mGpuBuffer->push(info, 4 * sizeof(uint32_t), true),
4 * sizeof(uint32_t),
});
// texture id
task->addBindResource(GlBindingResource{0, renderPass.getTextureId(), task->getProgram()->getUniformLocation("uTexture")});
task->setParentSize(static_cast<uint32_t>(currentPass()->getViewport().w), static_cast<uint32_t>(currentPass()->getViewport().h));
currentPass()->addRenderTask(std::move(task));
// texture id
task->addBindResource(GlBindingResource{0, renderPass->getTextureId(), task->getProgram()->getUniformLocation("uTexture")});
task->setParentSize(static_cast<uint32_t>(currentPass()->getViewport().w), static_cast<uint32_t>(currentPass()->getViewport().h));
currentPass()->addRenderTask(std::move(task));
}
delete(renderPass);
}
}
@ -809,8 +780,6 @@ void GlRenderer::endRenderPass(RenderCompositor* cmp)
bool GlRenderer::clear()
{
clearDisposes();
mClearBuffer = true;
return true;
}
@ -820,24 +789,18 @@ bool GlRenderer::target(int32_t id, uint32_t w, uint32_t h)
{
if (id == GL_INVALID_VALUE || w == 0 || h == 0) return false;
flush();
surface.stride = w;
surface.w = w;
surface.h = h;
mTargetFboId = static_cast<GLint>(id);
mRootTarget = make_unique<GlRenderTarget>(surface.w, surface.h);
mRootTarget->setViewport({0, 0, static_cast<int32_t>(surface.w), static_cast<int32_t>(surface.h)});
mRootTarget->init(mTargetFboId);
mRenderPassStack.clear();
mComposeStack.clear();
for (uint32_t i = 0; i < mComposePool.count; i++) delete mComposePool[i];
for (uint32_t i = 0; i < mBlendPool.count; i++) delete mBlendPool[i];
mComposePool.clear();
mBlendPool.clear();
mRootTarget.mWidth = surface.w;
mRootTarget.mHeight = surface.h;
mRootTarget.setViewport({0, 0, static_cast<int32_t>(surface.w), static_cast<int32_t>(surface.h)});
mRootTarget.init(mTargetFboId);
return true;
}
@ -846,7 +809,7 @@ bool GlRenderer::target(int32_t id, uint32_t w, uint32_t h)
bool GlRenderer::sync()
{
//nothing to be done.
if (mRenderPassStack.size() == 0) return true;
if (mRenderPassStack.empty()) return true;
// Blend function for straight alpha
GL_CHECK(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
@ -857,26 +820,23 @@ bool GlRenderer::sync()
GL_CHECK(glEnable(GL_DEPTH_TEST));
GL_CHECK(glDepthFunc(GL_GREATER));
auto task = mRenderPassStack.front().endRenderPass<GlBlitTask>(mPrograms[RT_Blit].get(), mTargetFboId);
auto task = mRenderPassStack.first()->endRenderPass<GlBlitTask>(mPrograms[RT_Blit], mTargetFboId);
prepareBlitTask(task);
task->mClearBuffer = mClearBuffer;
task->setTargetViewport({0, 0, static_cast<int32_t>(surface.w), static_cast<int32_t>(surface.h)});
if (mGpuBuffer->flushToGPU()) {
mGpuBuffer->bind();
if (mGpuBuffer.flushToGPU()) {
mGpuBuffer.bind();
task->run();
}
mGpuBuffer->unbind();
mGpuBuffer.unbind();
GL_CHECK(glDisable(GL_SCISSOR_TEST));
mRenderPassStack.clear();
clearDisposes();
flush();
delete task;
@ -889,7 +849,7 @@ RenderRegion GlRenderer::region(RenderData data)
if (currentPass()->isEmpty()) return {0, 0, 0, 0};
auto shape = reinterpret_cast<GlShape*>(data);
auto bounds = shape->geometry->getBounds();
auto bounds = shape->geometry.getBounds();
auto const& vp = currentPass()->getViewport();
bounds.intersect(vp);
@ -900,12 +860,8 @@ RenderRegion GlRenderer::region(RenderData data)
bool GlRenderer::preRender()
{
if (mPrograms.size() == 0)
{
initShaders();
}
mRenderPassStack.emplace_back(GlRenderPass(mRootTarget.get()));
if (mPrograms.empty()) initShaders();
mRenderPassStack.push(new GlRenderPass(&mRootTarget));
return true;
}
@ -924,8 +880,8 @@ RenderCompositor* GlRenderer::target(const RenderRegion& region, TVG_UNUSED Colo
vp.intersect(currentPass()->getViewport());
mComposeStack.emplace_back(make_unique<GlCompositor>(vp));
return mComposeStack.back().get();
mComposeStack.push(new GlCompositor(vp));
return mComposeStack.last();
}
@ -936,7 +892,7 @@ bool GlRenderer::beginComposite(RenderCompositor* cmp, MaskMethod method, uint8_
cmp->method = method;
cmp->opacity = opacity;
uint32_t index = mRenderPassStack.size() - 1;
uint32_t index = mRenderPassStack.count - 1;
if (index >= mComposePool.count) {
mComposePool.push( new GlRenderTargetPool(surface.w, surface.h));
@ -946,10 +902,10 @@ bool GlRenderer::beginComposite(RenderCompositor* cmp, MaskMethod method, uint8_
if (glCmp->bbox.w > 0 && glCmp->bbox.h > 0) {
auto renderTarget = mComposePool[index]->getRenderTarget(glCmp->bbox);
mRenderPassStack.emplace_back(GlRenderPass(renderTarget));
mRenderPassStack.push(new GlRenderPass(renderTarget));
} else {
// empty render pass
mRenderPassStack.emplace_back(GlRenderPass(nullptr));
mRenderPassStack.push(new GlRenderPass(nullptr));
}
return true;
@ -959,15 +915,17 @@ bool GlRenderer::beginComposite(RenderCompositor* cmp, MaskMethod method, uint8_
bool GlRenderer::endComposite(RenderCompositor* cmp)
{
if (mComposeStack.empty()) return false;
if (mComposeStack.back().get() != cmp) return false;
if (mComposeStack.last() != cmp) return false;
// end current render pass;
auto currCmp = std::move(mComposeStack.back());
mComposeStack.pop_back();
auto curCmp = mComposeStack.last();
mComposeStack.pop();
assert(cmp == currCmp.get());
assert(cmp == curCmp);
endRenderPass(currCmp.get());
endRenderPass(curCmp);
delete(curCmp);
return true;
}
@ -1020,7 +978,7 @@ bool GlRenderer::renderImage(void* data)
if ((sdata->updateFlag & RenderUpdateFlag::Image) == 0) return true;
auto vp = currentPass()->getViewport();
auto bbox = sdata->geometry->getViewport();
auto bbox = sdata->geometry.getViewport();
bbox.intersect(vp);
@ -1034,28 +992,28 @@ bool GlRenderer::renderImage(void* data)
if (!sdata->clips.empty()) drawClip(sdata->clips);
auto task = new GlRenderTask(mPrograms[RT_Image].get());
auto task = new GlRenderTask(mPrograms[RT_Image]);
task->setDrawDepth(drawDepth);
if (!sdata->geometry->draw(task, mGpuBuffer.get(), RenderUpdateFlag::Image)) {
if (!sdata->geometry.draw(task, &mGpuBuffer, RenderUpdateFlag::Image)) {
delete task;
return true;
}
bool complexBlend = beginComplexBlending(bbox, sdata->geometry->getBounds());
bool complexBlend = beginComplexBlending(bbox, sdata->geometry.getBounds());
if (complexBlend) vp = currentPass()->getViewport();
// matrix buffer
const auto& matrix = sdata->geometry->getTransformMatrix();
const auto& matrix = sdata->geometry.getTransformMatrix();
float matrix44[16];
currentPass()->getMatrix(matrix44, matrix);
task->addBindResource(GlBindingResource{
0,
task->getProgram()->getUniformBlockIndex("Matrix"),
mGpuBuffer->getBufferId(),
mGpuBuffer->push(matrix44, 16 * sizeof(float), true),
mGpuBuffer.getBufferId(),
mGpuBuffer.push(matrix44, 16 * sizeof(float), true),
16 * sizeof(float),
});
@ -1065,8 +1023,8 @@ bool GlRenderer::renderImage(void* data)
task->addBindResource(GlBindingResource{
1,
task->getProgram()->getUniformBlockIndex("ColorInfo"),
mGpuBuffer->getBufferId(),
mGpuBuffer->push(info, 4 * sizeof(uint32_t), true),
mGpuBuffer.getBufferId(),
mGpuBuffer.push(info, 4 * sizeof(uint32_t), true),
4 * sizeof(uint32_t),
});
@ -1078,9 +1036,9 @@ bool GlRenderer::renderImage(void* data)
currentPass()->addRenderTask(task);
if (complexBlend) {
auto task = new GlRenderTask(mPrograms[RT_Stencil].get());
sdata->geometry->draw(task, mGpuBuffer.get(), RenderUpdateFlag::Image);
endBlendingCompose(task, sdata->geometry->getTransformMatrix());
auto task = new GlRenderTask(mPrograms[RT_Stencil]);
sdata->geometry.draw(task, &mGpuBuffer, RenderUpdateFlag::Image);
endBlendingCompose(task, sdata->geometry.getTransformMatrix());
}
return true;
@ -1097,7 +1055,7 @@ bool GlRenderer::renderShape(RenderData data)
const auto& vp = currentPass()->getViewport();
auto bbox = sdata->geometry->getViewport();
auto bbox = sdata->geometry.getViewport();
bbox.intersect(vp);
if (bbox.w <= 0 || bbox.h <= 0) return true;
@ -1187,13 +1145,13 @@ RenderData GlRenderer::prepare(RenderSurface* image, RenderData data, const Matr
sdata->opacity = opacity;
sdata->texColorSpace = image->cs;
sdata->texFlipY = 1;
sdata->geometry = make_unique<GlGeometry>();
sdata->geometry = GlGeometry();
}
sdata->geometry->updateTransform(transform);
sdata->geometry->setViewport(mViewport);
sdata->geometry.updateTransform(transform);
sdata->geometry.setViewport(mViewport);
sdata->geometry->tesselate(image, flags);
sdata->geometry.tesselate(image, flags);
if (!clips.empty()) {
sdata->clips.clear();
@ -1220,7 +1178,7 @@ RenderData GlRenderer::prepare(const RenderShape& rshape, RenderData data, const
sdata->viewHt = static_cast<float>(surface.h);
sdata->updateFlag = RenderUpdateFlag::None;
sdata->geometry = make_unique<GlGeometry>();
sdata->geometry = GlGeometry();
sdata->opacity = opacity;
//invisible?
@ -1245,12 +1203,12 @@ RenderData GlRenderer::prepare(const RenderShape& rshape, RenderData data, const
if (sdata->updateFlag == RenderUpdateFlag::None) return sdata;
sdata->geometry->updateTransform(transform);
sdata->geometry->setViewport(mViewport);
sdata->geometry.updateTransform(transform);
sdata->geometry.setViewport(mViewport);
if (sdata->updateFlag & (RenderUpdateFlag::Color | RenderUpdateFlag::Stroke | RenderUpdateFlag::Gradient | RenderUpdateFlag::GradientStroke | RenderUpdateFlag::Transform | RenderUpdateFlag::Path))
{
if (!sdata->geometry->tesselate(rshape, sdata->updateFlag)) return sdata;
if (!sdata->geometry.tesselate(rshape, sdata->updateFlag)) return sdata;
}
if (!clipper && !clips.empty()) {

View file

@ -23,8 +23,7 @@
#ifndef _TVG_GL_RENDERER_H_
#define _TVG_GL_RENDERER_H_
#include <vector>
#include "tvgArray.h"
#include "tvgGlRenderTarget.h"
#include "tvgGlRenderTask.h"
#include "tvgGlGpuBuffer.h"
@ -113,29 +112,27 @@ private:
void prepareCmpTask(GlRenderTask* task, const RenderRegion& vp, uint32_t cmpWidth, uint32_t cmpHeight);
void endRenderPass(RenderCompositor* cmp);
void clearDisposes();
void flush();
RenderSurface surface;
GLint mTargetFboId = 0;
RenderRegion mViewport;
//TODO: remove all unique_ptr / replace the vector with tvg::Array
unique_ptr<GlStageBuffer> mGpuBuffer;
vector<std::unique_ptr<GlProgram>> mPrograms;
unique_ptr<GlRenderTarget> mRootTarget = {};
Array<GlRenderTargetPool*> mComposePool = {};
Array<GlRenderTargetPool*> mBlendPool = {};
vector<GlRenderPass> mRenderPassStack = {};
vector<unique_ptr<GlCompositor>> mComposeStack = {};
GlStageBuffer mGpuBuffer;
GlRenderTarget mRootTarget;
Array<GlProgram*> mPrograms;
Array<GlRenderTargetPool*> mComposePool;
Array<GlRenderTargetPool*> mBlendPool;
Array<GlRenderPass*> mRenderPassStack;
Array<GlCompositor*> mComposeStack;
//Disposed resources. They should be released on synced call.
struct {
Array<GLuint> textures = {};
Array<GLuint> textures;
Key key;
} mDisposed;
bool mClearBuffer = true; //FIXME: clear buffer should be optional (default is false)
BlendMethod mBlendMethod = BlendMethod::Normal;
bool mClearBuffer = true; //FIXME: clear buffer should be optional (default is false)
};
#endif /* _TVG_GL_RENDERER_H_ */

View file

@ -26,13 +26,6 @@
/* Internal Class Implementation */
/************************************************************************/
void GlShader::createShader(const char* vertSrc, const char* fragSrc)
{
mVtShader = compileShader(GL_VERTEX_SHADER, const_cast<char*>(vertSrc));
mFrShader = compileShader(GL_FRAGMENT_SHADER, const_cast<char*>(fragSrc));
}
uint32_t GlShader::compileShader(uint32_t type, char* shaderSrc)
{
GLuint shader;
@ -88,11 +81,10 @@ uint32_t GlShader::compileShader(uint32_t type, char* shaderSrc)
/* External Class Implementation */
/************************************************************************/
shared_ptr<GlShader> GlShader::gen(const char* vertSrc, const char* fragSrc)
GlShader::GlShader(const char* vertSrc, const char* fragSrc)
{
shared_ptr<GlShader> shader = make_shared<GlShader>();
shader->createShader(vertSrc, fragSrc);
return shader;
mVtShader = compileShader(GL_VERTEX_SHADER, const_cast<char*>(vertSrc));
mFrShader = compileShader(GL_FRAGMENT_SHADER, const_cast<char*>(fragSrc));
}

View file

@ -28,14 +28,13 @@
class GlShader
{
public:
static std::shared_ptr<GlShader> gen(const char* vertSrc, const char* fragSrc);
GlShader(const char* vertSrc, const char* fragSrc);
~GlShader();
uint32_t getVertexShader();
uint32_t getFragmentShader();
private:
void createShader(const char* vertSrc, const char* fragSrc);
uint32_t compileShader(uint32_t type, char* shaderSrc);
uint32_t mVtShader;

View file

@ -20,15 +20,15 @@
* SOFTWARE.
*/
#include "tvgMath.h"
#include "tvgGlTessellator.h"
#include "tvgRender.h"
#include "tvgGlList.h"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include "tvgGlCommon.h"
#include "tvgGlTessellator.h"
#include "tvgRender.h"
#include "tvgGlList.h"
namespace tvg
{
@ -845,6 +845,8 @@ Tessellator::~Tessellator()
for (uint32_t i = 0; i < outlines.count; i++) {
delete outlines[i];
}
delete pHeap;
delete pMesh;
}
@ -1146,11 +1148,11 @@ bool Tessellator::tessMesh()
if (v->edge_above.head) {
// add above edge first
if (leftPoly) {
leftPoly = leftPoly->addEdge(v->edge_above.head, Side::kRight, pHeap.get());
leftPoly = leftPoly->addEdge(v->edge_above.head, Side::kRight, pHeap);
}
if (rightPoly) {
rightPoly = rightPoly->addEdge(v->edge_above.tail, Side::kLeft, pHeap.get());
rightPoly = rightPoly->addEdge(v->edge_above.tail, Side::kLeft, pHeap);
}
// walk through all edges end with this vertex
@ -1160,12 +1162,12 @@ bool Tessellator::tessMesh()
ael.remove(e);
if (e->rightPoly) {
e->rightPoly->addEdge(right_edge, Side::kLeft, pHeap.get());
e->rightPoly->addEdge(right_edge, Side::kLeft, pHeap);
}
// this means there is a new polygon between e and right_edge
if (right_edge->leftPoly && right_edge->leftPoly != e->rightPoly) {
right_edge->leftPoly->addEdge(e, Side::kRight, pHeap.get());
right_edge->leftPoly->addEdge(e, Side::kRight, pHeap);
}
}
@ -1212,8 +1214,8 @@ bool Tessellator::tessMesh()
// need to link this vertex to above polygon
auto join = pHeap->allocate<Edge>(leftPoly->lastVertex(), v, 1);
leftPoly = leftPoly->addEdge(join, Side::kRight, pHeap.get());
rightPoly = rightPoly->addEdge(join, Side::kLeft, pHeap.get());
leftPoly = leftPoly->addEdge(join, Side::kRight, pHeap);
rightPoly = rightPoly->addEdge(join, Side::kLeft, pHeap);
}
}

View file

@ -24,8 +24,7 @@
#define _TVG_GL_TESSELLATOR_H_
#include <cstdint>
#include "tvgGlGeometry.h"
#include "tvgMath.h"
#include "tvgGlCommon.h"
namespace tvg
{
@ -63,7 +62,7 @@ private:
void emitTriangle(Vertex* p1, Vertex* p2, Vertex* p3);
FillRule fillRule = FillRule::NonZero;
std::unique_ptr<ObjectHeap> pHeap;
ObjectHeap* pHeap;
Array<VertexList*> outlines;
VertexList* pMesh;
Polygon* pPolygon;