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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
71 lines
2.1 KiB
C++
71 lines
2.1 KiB
C++
/*
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* Copyright (c) 2023 - 2024 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in
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all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "tvgMath.h"
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#include "tvgGlRenderPass.h"
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#include "tvgGlRenderTask.h"
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#include "tvgGlGeometry.h"
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GlRenderPass::GlRenderPass(GlRenderTarget* fbo): mFbo(fbo), mTasks(), mDrawDepth(0) {}
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GlRenderPass::GlRenderPass(GlRenderPass&& other): mFbo(other.mFbo), mTasks(), mDrawDepth(0)
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{
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mTasks.push(other.mTasks);
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other.mTasks.clear();
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mDrawDepth = other.mDrawDepth;
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}
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GlRenderPass::~GlRenderPass()
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{
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if (mTasks.empty()) return;
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for(uint32_t i = 0; i < mTasks.count; i++) {
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delete mTasks[i];
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}
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mTasks.clear();
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}
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void GlRenderPass::addRenderTask(GlRenderTask* task)
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{
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mTasks.push(task);
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}
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void GlRenderPass::getMatrix(float *dst, const Matrix &matrix) const
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{
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const auto& vp = getViewport();
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Matrix postMatrix{};
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mathIdentity(&postMatrix);
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mathTranslate(&postMatrix, -vp.x, -vp.y);
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auto m = postMatrix * matrix;
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float modelMatrix[16];
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GET_MATRIX44(m, modelMatrix);
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MVP_MATRIX(vp.w, vp.h);
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MULTIPLY_MATRIX(mvp, modelMatrix, dst);
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}
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