thorvg/src/renderer/gl_engine/tvgGlRenderPass.cpp
RuiwenTang 76f98008e8 gl_engine: optimize off-screen rendering
Performing a full-screen RenderPass resolve is too expensive.
Because most composite cases only require a small area to be rendered off-screen.
To improve performance, use the bounds of the Geometry for off-screen rendering whenever possible
2024-07-04 11:44:02 +09:00

71 lines
2.1 KiB
C++

/*
* Copyright (c) 2023 - 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.
*/
#include "tvgMath.h"
#include "tvgGlRenderPass.h"
#include "tvgGlRenderTask.h"
#include "tvgGlGeometry.h"
GlRenderPass::GlRenderPass(GlRenderTarget* fbo): mFbo(fbo), mTasks(), mDrawDepth(0) {}
GlRenderPass::GlRenderPass(GlRenderPass&& other): mFbo(other.mFbo), mTasks(), mDrawDepth(0)
{
mTasks.push(other.mTasks);
other.mTasks.clear();
mDrawDepth = other.mDrawDepth;
}
GlRenderPass::~GlRenderPass()
{
if (mTasks.empty()) return;
for(uint32_t i = 0; i < mTasks.count; i++) {
delete mTasks[i];
}
mTasks.clear();
}
void GlRenderPass::addRenderTask(GlRenderTask* task)
{
mTasks.push(task);
}
void GlRenderPass::getMatrix(float *dst, const Matrix &matrix) const
{
const auto& vp = getViewport();
Matrix postMatrix{};
mathIdentity(&postMatrix);
mathTranslate(&postMatrix, -vp.x, -vp.y);
auto m = postMatrix * matrix;
float modelMatrix[16];
GET_MATRIX44(m, modelMatrix);
MVP_MATRIX(vp.w, vp.h);
MULTIPLY_MATRIX(mvp, modelMatrix, dst);
}