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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
271 lines
7.8 KiB
C++
271 lines
7.8 KiB
C++
/*
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* Copyright (c) 2020 - 2025 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 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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#ifndef _TVG_GL_RENDER_TASK_H_
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#define _TVG_GL_RENDER_TASK_H_
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#include "tvgGlCommon.h"
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#include "tvgGlProgram.h"
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struct GlVertexLayout
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{
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uint32_t index;
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uint32_t size;
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uint32_t stride;
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size_t offset;
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};
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enum class GlBindingType
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{
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kUniformBuffer,
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kTexture,
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};
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struct GlBindingResource
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{
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GlBindingType type;
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/**
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* Binding point index.
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* Can be a uniform location for a texture
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* Can be a uniform buffer binding index for a uniform block
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*/
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uint32_t bindPoint = 0;
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GLint location = 0;
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GLuint gBufferId = 0;
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uint32_t bufferOffset = 0;
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uint32_t bufferRange = 0;
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GlBindingResource() = default;
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GlBindingResource(uint32_t index, GLint location, GLuint bufferId, uint32_t offset, uint32_t range)
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: type(GlBindingType::kUniformBuffer), bindPoint(index), location(location), gBufferId(bufferId), bufferOffset(offset), bufferRange(range)
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{
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}
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GlBindingResource(uint32_t bindPoint, GLuint texId, GLint location)
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: type(GlBindingType::kTexture), bindPoint(bindPoint), location(location), gBufferId(texId)
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{
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}
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};
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class GlRenderTask
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{
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public:
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GlRenderTask(GlProgram* program): mProgram(program) {}
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GlRenderTask(GlProgram* program, GlRenderTask* other);
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virtual ~GlRenderTask() = default;
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virtual void run();
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void addVertexLayout(const GlVertexLayout& layout);
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void addBindResource(const GlBindingResource& binding);
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void setDrawRange(uint32_t offset, uint32_t count);
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void setViewport(const RenderRegion& viewport);
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void setDrawDepth(int32_t depth) { mDrawDepth = static_cast<float>(depth); }
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virtual void normalizeDrawDepth(int32_t maxDepth) { mDrawDepth /= static_cast<float>(maxDepth); }
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GlProgram* getProgram() { return mProgram; }
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const RenderRegion& getViewport() const { return mViewport; }
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float getDrawDepth() const { return mDrawDepth; }
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private:
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GlProgram* mProgram;
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RenderRegion mViewport = {};
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uint32_t mIndexOffset = {};
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uint32_t mIndexCount = {};
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Array<GlVertexLayout> mVertexLayout = {};
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Array<GlBindingResource> mBindingResources = {};
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float mDrawDepth = 0.f;
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};
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class GlStencilCoverTask : public GlRenderTask
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{
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public:
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GlStencilCoverTask(GlRenderTask* stencil, GlRenderTask* cover, GlStencilMode mode);
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~GlStencilCoverTask() override;
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void run() override;
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void normalizeDrawDepth(int32_t maxDepth) override;
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private:
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GlRenderTask* mStencilTask;
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GlRenderTask* mCoverTask;
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GlStencilMode mStencilMode;
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};
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class GlRenderTarget;
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class GlComposeTask : public GlRenderTask
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{
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public:
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GlComposeTask(GlProgram* program, GLuint target, GlRenderTarget* fbo, Array<GlRenderTask*>&& tasks);
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~GlComposeTask() override;
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void run() override;
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void setRenderSize(uint32_t width, uint32_t height) { mRenderWidth = width; mRenderHeight = height; }
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void setClearBuffer(bool clearBuffer) { mClearBuffer = clearBuffer; }
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protected:
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GLuint getTargetFbo() { return mTargetFbo; }
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GLuint getSelfFbo();
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GLuint getResolveFboId();
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void onResolve();
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bool mClearBuffer = false;
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private:
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GLuint mTargetFbo;
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GlRenderTarget* mFbo;
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Array<GlRenderTask*> mTasks;
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uint32_t mRenderWidth = 0;
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uint32_t mRenderHeight = 0;
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};
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class GlBlitTask : public GlComposeTask
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{
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public:
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GlBlitTask(GlProgram*, GLuint target, GlRenderTarget* fbo, Array<GlRenderTask*>&& tasks);
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~GlBlitTask() override = default;
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void run() override;
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GLuint getColorTexture() const { return mColorTex; }
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void setTargetViewport(const RenderRegion& vp) { mTargetViewport = vp; }
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private:
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GLuint mColorTex = 0;
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RenderRegion mTargetViewport = {};
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};
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class GlDrawBlitTask : public GlComposeTask
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{
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public:
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GlDrawBlitTask(GlProgram*, GLuint target, GlRenderTarget* fbo, Array<GlRenderTask*>&& tasks);
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~GlDrawBlitTask() override;
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void setPrevTask(GlRenderTask* task) { mPrevTask = task; }
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void setParentSize(uint32_t width, uint32_t height) { mParentWidth = width; mParentHeight = height; }
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void run() override;
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private:
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GlRenderTask* mPrevTask = nullptr;
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uint32_t mParentWidth = 0;
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uint32_t mParentHeight = 0;
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};
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class GlClipTask : public GlRenderTask
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{
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public:
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GlClipTask(GlRenderTask* clip, GlRenderTask* mask);
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~GlClipTask() override;
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void run() override;
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void normalizeDrawDepth(int32_t maxDepth) override;
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private:
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GlRenderTask* mClipTask;
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GlRenderTask* mMaskTask;
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};
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class GlSimpleBlendTask : public GlRenderTask
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{
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public:
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GlSimpleBlendTask(BlendMethod method, GlProgram* program);
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~GlSimpleBlendTask() override = default;
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void run() override;
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private:
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BlendMethod mBlendMethod;
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};
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class GlComplexBlendTask: public GlRenderTask
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{
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public:
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GlComplexBlendTask(GlProgram* program, GlRenderTarget* dstFbo, GlRenderTarget* dstCopyFbo, GlRenderTask* stencilTask, GlComposeTask* composeTask);
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~GlComplexBlendTask() override;
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void run() override;
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void normalizeDrawDepth(int32_t maxDepth) override;
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private:
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GlRenderTarget* mDstFbo;
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GlRenderTarget* mDstCopyFbo;
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GlRenderTask* mStencilTask;
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GlComposeTask* mComposeTask;
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};
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class GlGaussianBlurTask: public GlRenderTask
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{
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public:
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GlGaussianBlurTask(GlRenderTarget* dstFbo, GlRenderTarget* dstCopyFbo0, GlRenderTarget* dstCopyFbo1):
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GlRenderTask(nullptr), mDstFbo(dstFbo), mDstCopyFbo0(dstCopyFbo0), mDstCopyFbo1(dstCopyFbo1) {};
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~GlGaussianBlurTask(){ delete horzTask; delete vertTask; };
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void run() override;
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GlRenderTask* horzTask;
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GlRenderTask* vertTask;
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RenderEffectGaussianBlur* effect;
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private:
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GlRenderTarget* mDstFbo;
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GlRenderTarget* mDstCopyFbo0;
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GlRenderTarget* mDstCopyFbo1;
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};
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class GlEffectDropShadowTask: public GlRenderTask
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{
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public:
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GlEffectDropShadowTask(GlProgram* program, GlRenderTarget* dstFbo, GlRenderTarget* dstCopyFbo0, GlRenderTarget* dstCopyFbo1):
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GlRenderTask(program), mDstFbo(dstFbo), mDstCopyFbo0(dstCopyFbo0), mDstCopyFbo1(dstCopyFbo1) {};
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~GlEffectDropShadowTask(){ delete horzTask; delete vertTask; };
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void run() override;
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GlRenderTask* horzTask;
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GlRenderTask* vertTask;
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RenderEffectDropShadow* effect;
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private:
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GlRenderTarget* mDstFbo;
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GlRenderTarget* mDstCopyFbo0;
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GlRenderTarget* mDstCopyFbo1;
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};
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class GlEffectColorTransformTask: public GlRenderTask
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{
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public:
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GlEffectColorTransformTask(GlProgram* program, GlRenderTarget* dstFbo, GlRenderTarget* dstCopyFbo):
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GlRenderTask(program), mDstFbo(dstFbo), mDstCopyFbo(dstCopyFbo) {};
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~GlEffectColorTransformTask() {};
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void run() override;
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private:
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GlRenderTarget* mDstFbo;
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GlRenderTarget* mDstCopyFbo;
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};
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#endif /* _TVG_GL_RENDER_TASK_H_ */
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