thorvg/src/renderer/gl_engine/tvgGlRenderTarget.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

132 lines
4.6 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
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* 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
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* SOFTWARE.
*/
#include "tvgGlRenderTarget.h"
GlRenderTarget::GlRenderTarget(uint32_t width, uint32_t height): mWidth(width), mHeight(height) {}
GlRenderTarget::~GlRenderTarget()
{
if (mFbo == 0) return;
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0));
GL_CHECK(glDeleteFramebuffers(1, &mFbo));
if (mColorTex != 0) {
GL_CHECK(glDeleteTextures(1, &mColorTex));
}
if (mDepthStencilBuffer != 0) {
GL_CHECK(glDeleteRenderbuffers(1, &mDepthStencilBuffer));
}
}
void GlRenderTarget::init(GLint resolveId)
{
if (mFbo != 0 || mWidth == 0 || mHeight == 0) return;
GL_CHECK(glGenFramebuffers(1, &mFbo));
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mFbo));
GL_CHECK(glGenRenderbuffers(1, &mColorBuffer));
GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, mColorBuffer));
GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, mWidth, mHeight));
GL_CHECK(glGenRenderbuffers(1, &mDepthStencilBuffer));
GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, mDepthStencilBuffer));
GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, mWidth, mHeight));
GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0));
GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mColorBuffer));
GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepthStencilBuffer));
// resolve target
GL_CHECK(glGenTextures(1, &mColorTex));
GL_CHECK(glBindTexture(GL_TEXTURE_2D, mColorTex));
GL_CHECK(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GL_CHECK(glBindTexture(GL_TEXTURE_2D, 0));
GL_CHECK(glGenFramebuffers(1, &mResolveFbo));
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mResolveFbo));
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTex, 0));
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, resolveId));
}
GlRenderTargetPool::GlRenderTargetPool(uint32_t maxWidth, uint32_t maxHeight): mMaxWidth(maxWidth), mMaxHeight(maxHeight), mPool() {}
GlRenderTargetPool::~GlRenderTargetPool()
{
for (uint32_t i = 0; i < mPool.count; i++) {
delete mPool[i];
}
}
uint32_t alignPow2(uint32_t value)
{
uint32_t ret = 1;
while (ret < value) {
ret <<= 1;
}
return ret;
}
GlRenderTarget* GlRenderTargetPool::getRenderTarget(const RenderRegion& vp, GLuint resolveId)
{
uint32_t width = static_cast<uint32_t>(vp.w);
uint32_t height = static_cast<uint32_t>(vp.h);
// pow2 align width and height
if (width >= mMaxWidth) width = mMaxWidth;
else width = alignPow2(width);
if (width >= mMaxWidth) width = mMaxWidth;
if (height >= mMaxHeight) height = mMaxHeight;
else height = alignPow2(height);
if (height >= mMaxHeight) height = mMaxHeight;
for (uint32_t i = 0; i < mPool.count; i++) {
auto rt = mPool[i];
if (rt->getWidth() == width && rt->getHeight() == height) {
rt->setViewport(vp);
return rt;
}
}
auto rt = new GlRenderTarget(width, height);
rt->init(resolveId);
rt->setViewport(vp);
mPool.push(rt);
return rt;
}