thorvg/src/renderer/gl_engine/tvgGlRenderTask.h
Sungun No a3a8a999b7 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
2025-06-06 20:49:15 +09:00

271 lines
7.8 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_RENDER_TASK_H_
#define _TVG_GL_RENDER_TASK_H_
#include "tvgGlCommon.h"
#include "tvgGlProgram.h"
struct GlVertexLayout
{
uint32_t index;
uint32_t size;
uint32_t stride;
size_t offset;
};
enum class GlBindingType
{
kUniformBuffer,
kTexture,
};
struct GlBindingResource
{
GlBindingType type;
/**
* Binding point index.
* Can be a uniform location for a texture
* Can be a uniform buffer binding index for a uniform block
*/
uint32_t bindPoint = 0;
GLint location = 0;
GLuint gBufferId = 0;
uint32_t bufferOffset = 0;
uint32_t bufferRange = 0;
GlBindingResource() = default;
GlBindingResource(uint32_t index, GLint location, GLuint bufferId, uint32_t offset, uint32_t range)
: type(GlBindingType::kUniformBuffer), bindPoint(index), location(location), gBufferId(bufferId), bufferOffset(offset), bufferRange(range)
{
}
GlBindingResource(uint32_t bindPoint, GLuint texId, GLint location)
: type(GlBindingType::kTexture), bindPoint(bindPoint), location(location), gBufferId(texId)
{
}
};
class GlRenderTask
{
public:
GlRenderTask(GlProgram* program): mProgram(program) {}
GlRenderTask(GlProgram* program, GlRenderTask* other);
virtual ~GlRenderTask() = default;
virtual void run();
void addVertexLayout(const GlVertexLayout& layout);
void addBindResource(const GlBindingResource& binding);
void setDrawRange(uint32_t offset, uint32_t count);
void setViewport(const RenderRegion& viewport);
void setDrawDepth(int32_t depth) { mDrawDepth = static_cast<float>(depth); }
virtual void normalizeDrawDepth(int32_t maxDepth) { mDrawDepth /= static_cast<float>(maxDepth); }
GlProgram* getProgram() { return mProgram; }
const RenderRegion& getViewport() const { return mViewport; }
float getDrawDepth() const { return mDrawDepth; }
private:
GlProgram* mProgram;
RenderRegion mViewport = {};
uint32_t mIndexOffset = {};
uint32_t mIndexCount = {};
Array<GlVertexLayout> mVertexLayout = {};
Array<GlBindingResource> mBindingResources = {};
float mDrawDepth = 0.f;
};
class GlStencilCoverTask : public GlRenderTask
{
public:
GlStencilCoverTask(GlRenderTask* stencil, GlRenderTask* cover, GlStencilMode mode);
~GlStencilCoverTask() override;
void run() override;
void normalizeDrawDepth(int32_t maxDepth) override;
private:
GlRenderTask* mStencilTask;
GlRenderTask* mCoverTask;
GlStencilMode mStencilMode;
};
class GlRenderTarget;
class GlComposeTask : public GlRenderTask
{
public:
GlComposeTask(GlProgram* program, GLuint target, GlRenderTarget* fbo, Array<GlRenderTask*>&& tasks);
~GlComposeTask() override;
void run() override;
void setRenderSize(uint32_t width, uint32_t height) { mRenderWidth = width; mRenderHeight = height; }
void setClearBuffer(bool clearBuffer) { mClearBuffer = clearBuffer; }
protected:
GLuint getTargetFbo() { return mTargetFbo; }
GLuint getSelfFbo();
GLuint getResolveFboId();
void onResolve();
bool mClearBuffer = false;
private:
GLuint mTargetFbo;
GlRenderTarget* mFbo;
Array<GlRenderTask*> mTasks;
uint32_t mRenderWidth = 0;
uint32_t mRenderHeight = 0;
};
class GlBlitTask : public GlComposeTask
{
public:
GlBlitTask(GlProgram*, GLuint target, GlRenderTarget* fbo, Array<GlRenderTask*>&& tasks);
~GlBlitTask() override = default;
void run() override;
GLuint getColorTexture() const { return mColorTex; }
void setTargetViewport(const RenderRegion& vp) { mTargetViewport = vp; }
private:
GLuint mColorTex = 0;
RenderRegion mTargetViewport = {};
};
class GlDrawBlitTask : public GlComposeTask
{
public:
GlDrawBlitTask(GlProgram*, GLuint target, GlRenderTarget* fbo, Array<GlRenderTask*>&& tasks);
~GlDrawBlitTask() override;
void setPrevTask(GlRenderTask* task) { mPrevTask = task; }
void setParentSize(uint32_t width, uint32_t height) { mParentWidth = width; mParentHeight = height; }
void run() override;
private:
GlRenderTask* mPrevTask = nullptr;
uint32_t mParentWidth = 0;
uint32_t mParentHeight = 0;
};
class GlClipTask : public GlRenderTask
{
public:
GlClipTask(GlRenderTask* clip, GlRenderTask* mask);
~GlClipTask() override;
void run() override;
void normalizeDrawDepth(int32_t maxDepth) override;
private:
GlRenderTask* mClipTask;
GlRenderTask* mMaskTask;
};
class GlSimpleBlendTask : public GlRenderTask
{
public:
GlSimpleBlendTask(BlendMethod method, GlProgram* program);
~GlSimpleBlendTask() override = default;
void run() override;
private:
BlendMethod mBlendMethod;
};
class GlComplexBlendTask: public GlRenderTask
{
public:
GlComplexBlendTask(GlProgram* program, GlRenderTarget* dstFbo, GlRenderTarget* dstCopyFbo, GlRenderTask* stencilTask, GlComposeTask* composeTask);
~GlComplexBlendTask() override;
void run() override;
void normalizeDrawDepth(int32_t maxDepth) override;
private:
GlRenderTarget* mDstFbo;
GlRenderTarget* mDstCopyFbo;
GlRenderTask* mStencilTask;
GlComposeTask* mComposeTask;
};
class GlGaussianBlurTask: public GlRenderTask
{
public:
GlGaussianBlurTask(GlRenderTarget* dstFbo, GlRenderTarget* dstCopyFbo0, GlRenderTarget* dstCopyFbo1):
GlRenderTask(nullptr), mDstFbo(dstFbo), mDstCopyFbo0(dstCopyFbo0), mDstCopyFbo1(dstCopyFbo1) {};
~GlGaussianBlurTask(){ delete horzTask; delete vertTask; };
void run() override;
GlRenderTask* horzTask;
GlRenderTask* vertTask;
RenderEffectGaussianBlur* effect;
private:
GlRenderTarget* mDstFbo;
GlRenderTarget* mDstCopyFbo0;
GlRenderTarget* mDstCopyFbo1;
};
class GlEffectDropShadowTask: public GlRenderTask
{
public:
GlEffectDropShadowTask(GlProgram* program, GlRenderTarget* dstFbo, GlRenderTarget* dstCopyFbo0, GlRenderTarget* dstCopyFbo1):
GlRenderTask(program), mDstFbo(dstFbo), mDstCopyFbo0(dstCopyFbo0), mDstCopyFbo1(dstCopyFbo1) {};
~GlEffectDropShadowTask(){ delete horzTask; delete vertTask; };
void run() override;
GlRenderTask* horzTask;
GlRenderTask* vertTask;
RenderEffectDropShadow* effect;
private:
GlRenderTarget* mDstFbo;
GlRenderTarget* mDstCopyFbo0;
GlRenderTarget* mDstCopyFbo1;
};
class GlEffectColorTransformTask: public GlRenderTask
{
public:
GlEffectColorTransformTask(GlProgram* program, GlRenderTarget* dstFbo, GlRenderTarget* dstCopyFbo):
GlRenderTask(program), mDstFbo(dstFbo), mDstCopyFbo(dstCopyFbo) {};
~GlEffectColorTransformTask() {};
void run() override;
private:
GlRenderTarget* mDstFbo;
GlRenderTarget* mDstCopyFbo;
};
#endif /* _TVG_GL_RENDER_TASK_H_ */