thorvg/src/renderer/gl_engine/tvgGlRenderTarget.cpp
Sergii Liebodkin 9369642642
Some checks are pending
Android / build_x86_64 (push) Waiting to run
Android / build_aarch64 (push) Waiting to run
iOS / build_x86_64 (push) Waiting to run
iOS / build_arm64 (push) Waiting to run
macOS / build (push) Waiting to run
macOS / compact_test (push) Waiting to run
macOS / unit_test (push) Waiting to run
Ubuntu / build (push) Waiting to run
Ubuntu / compact_test (push) Waiting to run
Ubuntu / unit_test (push) Waiting to run
Windows / build (push) Waiting to run
Windows / compact_test (push) Waiting to run
Windows / unit_test (push) Waiting to run
gl_engine: fix FBO validation
At the moment, we use the value GL_INVALID_VALUE
to mark an invalid handle for FBO, which is not correct.
It is more correct to use the value 0,
which signals that the buffer was not created.
Canvas initialization processes have also been adjusted.
2025-07-24 21:46:48 +09:00

138 lines
4.8 KiB
C++

/*
* Copyright (c) 2023 - 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 "tvgGlRenderTarget.h"
GlRenderTarget::GlRenderTarget() {}
GlRenderTarget::~GlRenderTarget()
{
reset();
}
void GlRenderTarget::init(uint32_t width, uint32_t height, GLint resolveId)
{
if (width == 0 || height == 0) return;
mWidth = width;
mHeight = height;
//TODO: fbo is used. maybe we can consider the direct rendering with resolveId as well.
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));
}
void GlRenderTarget::reset()
{
if (mFbo == 0) return;
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0));
GL_CHECK(glDeleteFramebuffers(1, &mFbo));
GL_CHECK(glDeleteRenderbuffers(1, &mColorBuffer));
GL_CHECK(glDeleteRenderbuffers(1, &mDepthStencilBuffer));
GL_CHECK(glDeleteFramebuffers(1, &mResolveFbo));
GL_CHECK(glDeleteTextures(1, &mColorTex));
mFbo = mColorBuffer = mDepthStencilBuffer = mResolveFbo = mColorTex = 0;
}
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)
{
auto width = vp.w();
auto height = 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();
rt->init(width, height, resolveId);
rt->setViewport(vp);
mPool.push(rt);
return rt;
}