thorvg/src/renderer/gl_engine/tvgGlRenderer.h
Sungun No 676a465c55 gl_engine: fix always-true clear flag
The clear flag specified in Canvas::draw is ignored when set to false,
since GlRenderer::mClearBuffer is never explicitly reset to false.

This commit ensures that mClearBuffer is reset to its default (false)
after being used, so that the clear operation behaves correctly per frame.

- Issue: #1779
2025-06-09 17:02:56 +09:00

159 lines
5.7 KiB
C++

/*
* 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.
*/
#ifndef _TVG_GL_RENDERER_H_
#define _TVG_GL_RENDERER_H_
#include "tvgArray.h"
#include "tvgGlRenderTarget.h"
#include "tvgGlRenderTask.h"
#include "tvgGlGpuBuffer.h"
#include "tvgGlRenderPass.h"
class GlRenderer : public RenderMethod
{
public:
enum RenderTypes
{
RT_Color = 0,
RT_LinGradient,
RT_RadGradient,
RT_Image,
RT_MaskAlpha,
RT_MaskAlphaInv,
RT_MaskLuma,
RT_MaskLumaInv,
RT_MaskAdd,
RT_MaskSub,
RT_MaskIntersect,
RT_MaskDifference,
RT_MaskLighten,
RT_MaskDarken,
RT_Stencil,
RT_Blit,
RT_MultiplyBlend,
RT_ScreenBlend,
RT_OverlayBlend,
RT_ColorDodgeBlend,
RT_ColorBurnBlend,
RT_HardLightBlend,
RT_SoftLightBlend,
RT_DifferenceBlend,
RT_ExclusionBlend,
RT_GaussianVert,
RT_GaussianHorz,
RT_DropShadow,
RT_EffectFill,
RT_EffectTint,
RT_EffectTritone,
RT_None,
};
bool preUpdate() override;
RenderData prepare(const RenderShape& rshape, RenderData data, const Matrix& transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags, bool clipper) override;
RenderData prepare(RenderSurface* surface, RenderData data, const Matrix& transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags) override;
bool postUpdate() override;
bool preRender() override;
bool renderShape(RenderData data) override;
bool renderImage(RenderData data) override;
bool postRender() override;
void dispose(RenderData data) override;;
RenderRegion region(RenderData data) override;
RenderRegion viewport() override;
bool viewport(const RenderRegion& vp) override;
bool blend(BlendMethod method) override;
ColorSpace colorSpace() override;
const RenderSurface* mainSurface() override;
bool target(void* context, int32_t id, uint32_t w, uint32_t h);
bool sync() override;
bool clear() override;
RenderCompositor* target(const RenderRegion& region, ColorSpace cs, CompositionFlag flags) override;
bool beginComposite(RenderCompositor* cmp, MaskMethod method, uint8_t opacity) override;
bool endComposite(RenderCompositor* cmp) override;
void prepare(RenderEffect* effect, const Matrix& transform) override;
bool region(RenderEffect* effect) override;
bool render(RenderCompositor* cmp, const RenderEffect* effect, bool direct) override;
void dispose(RenderEffect* effect) override;
static GlRenderer* gen(uint32_t threads);
static bool term();
private:
GlRenderer();
~GlRenderer();
void initShaders();
void drawPrimitive(GlShape& sdata, const RenderColor& c, RenderUpdateFlag flag, int32_t depth);
void drawPrimitive(GlShape& sdata, const Fill* fill, RenderUpdateFlag flag, int32_t depth);
void drawClip(Array<RenderData>& clips);
GlRenderPass* currentPass();
bool beginComplexBlending(const RenderRegion& vp, RenderRegion bounds);
void endBlendingCompose(GlRenderTask* stencilTask, const Matrix& matrix);
GlProgram* getBlendProgram();
void prepareBlitTask(GlBlitTask* task);
void prepareCmpTask(GlRenderTask* task, const RenderRegion& vp, uint32_t cmpWidth, uint32_t cmpHeight);
void endRenderPass(RenderCompositor* cmp);
void effectGaussianBlurUpdate(RenderEffectGaussianBlur* effect, const Matrix& transform);
void effectDropShadowUpdate(RenderEffectDropShadow* effect, const Matrix& transform);
void effectFillUpdate(RenderEffectFill* effect, const Matrix& transform);
void effectTintUpdate(RenderEffectTint* effect, const Matrix& transform);
void effectTritoneUpdate(RenderEffectTritone* effect, const Matrix& transform);
bool effectGaussianBlurRegion(RenderEffectGaussianBlur* effect);
bool effectDropShadowRegion(RenderEffectDropShadow* effect);
void flush();
void clearDisposes();
void currentContext();
void* mContext = nullptr;
RenderSurface surface;
GLint mTargetFboId = 0;
RenderRegion mViewport;
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;
Key key;
} mDisposed;
BlendMethod mBlendMethod = BlendMethod::Normal;
bool mClearBuffer = false;
};
#endif /* _TVG_GL_RENDERER_H_ */