thorvg/src/renderer/gl_engine/tvgGlRenderTask.cpp
Hermet Park 3c884232fd gl_engine: rewrite the blending shader
Completely rewrite the GL backend shader to support advance blending and
correct the blending behavior.
Now the GL backend has the same blending result as SKIA and CanvasRenderingContext2D in browers did.

The formula is referenced from:
https://www.w3.org/TR/compositing-1/#porterduffcompositingoperators

issue: https://github.com/thorvg/thorvg/issues/2799
2025-05-12 13:27:14 +09:00

500 lines
18 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*
* 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<void *>(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<void*>(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<GlRenderTask*>&& 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));
#ifdef THORVG_GL_TARGET_GLES
GL_CHECK(glClearDepthf(0.0));
#else
GL_CHECK(glClearDepth(0.0));
#endif
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<GlRenderTask*>&& 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<GlRenderTask*>&& 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, GlComposeTask* composeTask)
: GlRenderTask(program), mDstFbo(dstFbo), mDstCopyFbo(dstCopyFbo), mComposeTask(composeTask) {}
GlComplexBlendTask::~GlComplexBlendTask()
{
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, mViewport.w, mViewport.h));
GL_CHECK(glScissor(0, 0, mViewport.w, mViewport.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(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)
{
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 dont 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 GlEffectDropShadowTask::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");
GLint srcTextureLoc = getProgram()->getUniformLocation("uSrcTexture");
GLint blrTextureLoc = getProgram()->getUniformLocation("uBlrTexture");
addBindResource({ 0, dstCopyTexId0, srcTextureLoc });
addBindResource({ 1, dstCopyTexId1, blrTextureLoc });
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 dont 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_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));
GL_CHECK(glDisable(GL_BLEND));
// horizontal blur
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstCopyFbo0->getResolveFboId()));
horzTask->setViewport(vp);
horzTask->addBindResource({ 0, dstCopyTexId1, horzSrcTextureLoc });
horzTask->run();
// vertical blur
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstCopyFbo1->getResolveFboId()));
vertTask->setViewport(vp);
vertTask->addBindResource({ 0, dstCopyTexId0, vertSrcTextureLoc });
vertTask->run();
// copy original image to intermediate buffer
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));
// run drop shadow effect
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstFbo->getFboId()));
GlRenderTask::run();
GL_CHECK(glEnable(GL_BLEND));
}
void GlEffectColorTransformTask::run()
{
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 a full copy of dst to intermediate buffers to be sure that they dont contain 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));
}