/* * Copyright (c) 2020 - 2025 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. */ #include "tvgGlRenderTask.h" #include "tvgGlProgram.h" #include "tvgGlRenderPass.h" GlRenderTask::GlRenderTask(GlProgram* program, GlRenderTask* other): mProgram(program) { mVertexLayout.push(other->mVertexLayout); mViewport = other->mViewport; mIndexOffset = other->mIndexOffset; mIndexCount = other->mIndexCount; } void GlRenderTask::run() { // bind shader mProgram->load(); int32_t dLoc = mProgram->getUniformLocation("uDepth"); if (dLoc >= 0) { // fixme: prevent compiler warning: macro expands to multiple statements [-Wmultistatement-macros] GL_CHECK(glUniform1f(dLoc, mDrawDepth)); } // setup scissor rect GL_CHECK(glScissor(mViewport.x, mViewport.y, mViewport.w, mViewport.h)); // setup attribute layout for (uint32_t i = 0; i < mVertexLayout.count; i++) { const auto &layout = mVertexLayout[i]; GL_CHECK(glEnableVertexAttribArray(layout.index)); GL_CHECK(glVertexAttribPointer(layout.index, layout.size, GL_FLOAT, GL_FALSE, layout.stride, reinterpret_cast(layout.offset))); } // binding uniforms for (uint32_t i = 0; i < mBindingResources.count; i++) { const auto& binding = mBindingResources[i]; if (binding.type == GlBindingType::kTexture) { GL_CHECK(glActiveTexture(GL_TEXTURE0 + binding.bindPoint)); GL_CHECK(glBindTexture(GL_TEXTURE_2D, binding.gBufferId)); mProgram->setUniform1Value(binding.location, 1, (int32_t*)&binding.bindPoint); } else if (binding.type == GlBindingType::kUniformBuffer) { GL_CHECK(glUniformBlockBinding(mProgram->getProgramId(), binding.location, binding.bindPoint)); GL_CHECK(glBindBufferRange(GL_UNIFORM_BUFFER, binding.bindPoint, binding.gBufferId, binding.bufferOffset, binding.bufferRange)); } } GL_CHECK(glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_INT, reinterpret_cast(mIndexOffset))); // setup attribute layout for (uint32_t i = 0; i < mVertexLayout.count; i++) { const auto &layout = mVertexLayout[i]; GL_CHECK(glDisableVertexAttribArray(layout.index)); } } void GlRenderTask::addVertexLayout(const GlVertexLayout &layout) { mVertexLayout.push(layout); } void GlRenderTask::addBindResource(const GlBindingResource &binding) { mBindingResources.push(binding); } void GlRenderTask::setDrawRange(uint32_t offset, uint32_t count) { mIndexOffset = offset; mIndexCount = count; } void GlRenderTask::setViewport(const RenderRegion &viewport) { mViewport = viewport; if (mViewport.w < 0) { mViewport.w = 0; } if (mViewport.h < 0) { mViewport.h = 0; } } GlStencilCoverTask::GlStencilCoverTask(GlRenderTask* stencil, GlRenderTask* cover, GlStencilMode mode) :GlRenderTask(nullptr), mStencilTask(stencil), mCoverTask(cover), mStencilMode(mode) {} GlStencilCoverTask::~GlStencilCoverTask() { delete mStencilTask; delete mCoverTask; } void GlStencilCoverTask::run() { GL_CHECK(glEnable(GL_STENCIL_TEST)); if (mStencilMode == GlStencilMode::Stroke) { GL_CHECK(glStencilFunc(GL_NOTEQUAL, 0x1, 0xFF)); GL_CHECK(glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)); } else { GL_CHECK(glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0x0, 0xFF)); GL_CHECK(glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP)); GL_CHECK(glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0x0, 0xFF)); GL_CHECK(glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP)); } GL_CHECK(glColorMask(0, 0, 0, 0)); mStencilTask->run(); if (mStencilMode == GlStencilMode::FillEvenOdd) { GL_CHECK(glStencilFunc(GL_NOTEQUAL, 0x00, 0x01)); GL_CHECK(glStencilOp(GL_REPLACE, GL_KEEP, GL_REPLACE)); } else { GL_CHECK(glStencilFunc(GL_NOTEQUAL, 0x0, 0xFF)); GL_CHECK(glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)); } GL_CHECK(glColorMask(1, 1, 1, 1)); mCoverTask->run(); GL_CHECK(glDisable(GL_STENCIL_TEST)); } void GlStencilCoverTask::normalizeDrawDepth(int32_t maxDepth) { mCoverTask->normalizeDrawDepth(maxDepth); mStencilTask->normalizeDrawDepth(maxDepth); } GlComposeTask::GlComposeTask(GlProgram* program, GLuint target, GlRenderTarget* fbo, Array&& tasks) :GlRenderTask(program) ,mTargetFbo(target), mFbo(fbo), mTasks() { mTasks.push(tasks); tasks.clear(); } GlComposeTask::~GlComposeTask() { ARRAY_FOREACH(p, mTasks) delete(*p); mTasks.clear(); } void GlComposeTask::run() { GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, getSelfFbo())); // clear this fbo if (mClearBuffer) { // we must clear all area of fbo GL_CHECK(glViewport(0, 0, mFbo->getWidth(), mFbo->getHeight())); GL_CHECK(glScissor(0, 0, mFbo->getWidth(), mFbo->getHeight())); GL_CHECK(glClearColor(0, 0, 0, 0)); GL_CHECK(glClearStencil(0)); GL_CHECK(glClearDepthf(0.0)); GL_CHECK(glDepthMask(1)); GL_CHECK(glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)); GL_CHECK(glDepthMask(0)); } GL_CHECK(glViewport(0, 0, mRenderWidth, mRenderHeight)); GL_CHECK(glScissor(0, 0, mRenderWidth, mRenderHeight)); ARRAY_FOREACH(p, mTasks) { (*p)->run(); } #if defined(THORVG_GL_TARGET_GLES) // only OpenGLES has tiled base framebuffer and discard function GLenum attachments[2] = {GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT }; GL_CHECK(glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments)); #endif // reset scissor box GL_CHECK(glScissor(0, 0, mFbo->getWidth(), mFbo->getHeight())); onResolve(); } GLuint GlComposeTask::getSelfFbo() { return mFbo->getFboId(); } GLuint GlComposeTask::getResolveFboId() { return mFbo->getResolveFboId(); } void GlComposeTask::onResolve() { GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, getSelfFbo())); GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, getResolveFboId())); GL_CHECK(glBlitFramebuffer(0, 0, mRenderWidth, mRenderHeight, 0, 0, mRenderWidth, mRenderHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST)); } GlBlitTask::GlBlitTask(GlProgram* program, GLuint target, GlRenderTarget* fbo, Array&& tasks) : GlComposeTask(program, target, fbo, std::move(tasks)), mColorTex(fbo->getColorTexture()) { } void GlBlitTask::run() { GlComposeTask::run(); GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo())); GL_CHECK(glViewport(mTargetViewport.x, mTargetViewport.y, mTargetViewport.w, mTargetViewport.h)); if (mClearBuffer) { GL_CHECK(glClearColor(0, 0, 0, 0)); GL_CHECK(glClear(GL_COLOR_BUFFER_BIT)); } GL_CHECK(glDisable(GL_DEPTH_TEST)); // make sure the blending is correct GL_CHECK(glEnable(GL_BLEND)); GL_CHECK(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)); GlRenderTask::run(); } GlDrawBlitTask::GlDrawBlitTask(GlProgram* program, GLuint target, GlRenderTarget* fbo, Array&& tasks) : GlComposeTask(program, target, fbo, std::move(tasks)) { } GlDrawBlitTask::~GlDrawBlitTask() { if (mPrevTask) delete mPrevTask; } void GlDrawBlitTask::run() { if (mPrevTask) mPrevTask->run(); GlComposeTask::run(); GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo())); GL_CHECK(glViewport(0, 0, mParentWidth, mParentHeight)); GL_CHECK(glScissor(0, 0, mParentWidth, mParentWidth)); GlRenderTask::run(); } GlClipTask::GlClipTask(GlRenderTask* clip, GlRenderTask* mask) :GlRenderTask(nullptr), mClipTask(clip), mMaskTask(mask) {} GlClipTask::~GlClipTask() { delete mClipTask; delete mMaskTask; } void GlClipTask::run() { GL_CHECK(glEnable(GL_STENCIL_TEST)); GL_CHECK(glColorMask(0, 0, 0, 0)); // draw clip path as normal stencil mask GL_CHECK(glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0x1, 0xFF)); GL_CHECK(glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP)); GL_CHECK(glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0x1, 0xFF)); GL_CHECK(glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP)); mClipTask->run(); // draw clip mask GL_CHECK(glDepthMask(1)); GL_CHECK(glStencilFunc(GL_EQUAL, 0x0, 0xFF)); GL_CHECK(glStencilOp(GL_REPLACE, GL_KEEP, GL_REPLACE)); mMaskTask->run(); GL_CHECK(glColorMask(1, 1, 1, 1)); GL_CHECK(glDepthMask(0)); GL_CHECK(glDisable(GL_STENCIL_TEST)); } void GlClipTask::normalizeDrawDepth(int32_t maxDepth) { mClipTask->normalizeDrawDepth(maxDepth); mMaskTask->normalizeDrawDepth(maxDepth); } GlSimpleBlendTask::GlSimpleBlendTask(BlendMethod method, GlProgram* program) : GlRenderTask(program), mBlendMethod(method) {} void GlSimpleBlendTask::run() { if (mBlendMethod == BlendMethod::Add) glBlendFunc(GL_ONE, GL_ONE); else if (mBlendMethod == BlendMethod::Darken) { glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_MIN); } else if (mBlendMethod == BlendMethod::Lighten) { glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_MAX); } else glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); GlRenderTask::run(); if (mBlendMethod == BlendMethod::Darken || mBlendMethod == BlendMethod::Lighten) glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } GlComplexBlendTask::GlComplexBlendTask(GlProgram* program, GlRenderTarget* dstFbo, GlRenderTarget* dstCopyFbo, GlRenderTask* stencilTask, GlComposeTask* composeTask) : GlRenderTask(program), mDstFbo(dstFbo), mDstCopyFbo(dstCopyFbo), mStencilTask(stencilTask), mComposeTask(composeTask) {} GlComplexBlendTask::~GlComplexBlendTask() { delete mStencilTask; delete mComposeTask; } void GlComplexBlendTask::run() { mComposeTask->run(); // copy the current fbo to the dstCopyFbo GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId())); GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo->getResolveFboId())); GL_CHECK(glViewport(0, 0, mDstFbo->getViewport().w, mDstFbo->getViewport().h)); GL_CHECK(glScissor(0, 0, mDstFbo->getViewport().w, mDstFbo->getViewport().h)); const auto& vp = getViewport(); GL_CHECK(glBlitFramebuffer(vp.x, vp.y, vp.x + vp.w, vp.y + vp.h, 0, 0, vp.w, vp.h, GL_COLOR_BUFFER_BIT, GL_LINEAR)); GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstFbo->getFboId())); GL_CHECK(glEnable(GL_STENCIL_TEST)); GL_CHECK(glColorMask(0, 0, 0, 0)); GL_CHECK(glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0x0, 0xFF)); GL_CHECK(glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP)); GL_CHECK(glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0x0, 0xFF)); GL_CHECK(glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP)); mStencilTask->run(); GL_CHECK(glColorMask(1, 1, 1, 1)); GL_CHECK(glStencilFunc(GL_NOTEQUAL, 0x0, 0xFF)); GL_CHECK(glStencilOp(GL_REPLACE, GL_KEEP, GL_REPLACE)); GL_CHECK(glBlendFunc(GL_ONE, GL_ZERO)); GlRenderTask::run(); GL_CHECK(glDisable(GL_STENCIL_TEST)); GL_CHECK(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)); } void GlComplexBlendTask::normalizeDrawDepth(int32_t maxDepth) { mStencilTask->normalizeDrawDepth(maxDepth); GlRenderTask::normalizeDrawDepth(maxDepth); } void GlGaussianBlurTask::run() { const auto vp = getViewport(); const auto width = mDstFbo->getWidth(); const auto height = mDstFbo->getHeight(); // get targets handles GLuint dstCopyTexId0 = mDstCopyFbo0->getColorTexture(); GLuint dstCopyTexId1 = mDstCopyFbo1->getColorTexture(); // get programs properties GlProgram* programHorz = horzTask->getProgram(); GlProgram* programVert = vertTask->getProgram(); GLint horzSrcTextureLoc = programHorz->getUniformLocation("uSrcTexture"); GLint vertSrcTextureLoc = programVert->getUniformLocation("uSrcTexture"); GL_CHECK(glViewport(0, 0, width, height)); GL_CHECK(glScissor(0, 0, width, height)); // we need to make a full copy of dst to intermediate buffers to be sure that they don’t contain prev data. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId())); GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo0->getResolveFboId())); GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST)); GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstFbo->getFboId())); GL_CHECK(glDisable(GL_BLEND)); if (effect->direction == 0) { GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId())); GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo1->getResolveFboId())); GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST)); // horizontal blur GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstCopyFbo1->getResolveFboId())); horzTask->setViewport(vp); horzTask->addBindResource({ 0, dstCopyTexId0, horzSrcTextureLoc }); horzTask->run(); // vertical blur GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstFbo->getFboId())); vertTask->setViewport(vp); vertTask->addBindResource({ 0, dstCopyTexId1, vertSrcTextureLoc }); vertTask->run(); } // horizontal else if (effect->direction == 1) { horzTask->setViewport(vp); horzTask->addBindResource({ 0, dstCopyTexId0, horzSrcTextureLoc }); horzTask->run(); } // vertical else if (effect->direction == 2) { vertTask->setViewport(vp); vertTask->addBindResource({ 0, dstCopyTexId0, vertSrcTextureLoc }); vertTask->run(); } GL_CHECK(glEnable(GL_BLEND)); } void GlEffectColorTransformTask::run() { // const auto vp = getViewport(); const auto width = mDstFbo->getWidth(); const auto height = mDstFbo->getHeight(); // get targets handles and pass to shader GLuint dstCopyTexId = mDstCopyFbo->getColorTexture(); GLint srcTextureLoc = getProgram()->getUniformLocation("uSrcTexture"); addBindResource({ 0, dstCopyTexId, srcTextureLoc }); GL_CHECK(glViewport(0, 0, width, height)); GL_CHECK(glScissor(0, 0, width, height)); // we need to make full copy of dst to intermidiate buffers to be shure, that they are not containe prev data GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId())); GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo->getResolveFboId())); GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST)); GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstFbo->getFboId())); // run transform GL_CHECK(glDisable(GL_BLEND)); GlRenderTask::run(); GL_CHECK(glEnable(GL_BLEND)); }