implement multithreaded rendering with context switch, gl state save/restore, add progress bar ui node, implement stencil texture for brush, implement multithreaded canvas load/save/export pano. Missing multithread in windows.
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@@ -15,6 +15,7 @@ void NodeCanvas::init()
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m_canvas = std::make_unique<ui::Canvas>();
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m_canvas->create(RES, RES);
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m_sampler.create(GL_NEAREST);
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m_sampler_stencil.create(GL_LINEAR, GL_REPEAT);
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m_face_plane.create<1>(2, 2);
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m_line.create();
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CanvasMode::node = this;
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@@ -79,6 +80,7 @@ void NodeCanvas::draw()
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m_sampler.bind(0);
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m_sampler.bind(1);
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m_sampler.bind(2);
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m_sampler_stencil.bind(3);
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auto blend = glIsEnabled(GL_BLEND);
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auto depth = glIsEnabled(GL_DEPTH_TEST);
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@@ -141,10 +143,12 @@ void NodeCanvas::draw()
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}
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else if(m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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{
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auto& paper = TextureManager::get(const_hash("data/paper.jpg"));
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ui::ShaderManager::use(kShader::CompDraw);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ui::ShaderManager::u_int(kShaderUniform::TexStencil, 3);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[m_canvas->m_current_layer_idx].m_alpha_locked);
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ui::ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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@@ -155,7 +159,11 @@ void NodeCanvas::draw()
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m_canvas->m_tmp[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE2);
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m_canvas->m_smask.m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE3);
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paper.bind();
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m_face_plane.draw_fill();
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paper.unbind();
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glActiveTexture(GL_TEXTURE2);
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m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_tmp[plane_index].unbindTexture();
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