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.

This commit is contained in:
2017-10-20 09:16:12 +01:00
parent 32ede1be90
commit 283e4e2b5c
42 changed files with 610 additions and 65 deletions

View File

@@ -111,4 +111,55 @@ public:
}
};
struct gl_state
{
GLboolean blend;
GLboolean depth_test;
GLboolean scissor_test;
GLint vp[4];
GLfloat cc[4];
GLint tex[10];
GLint cube;
GLint sampler[10];
GLint program;
GLint fb;
GLint active_tex;
void save()
{
blend = glIsEnabled(GL_BLEND);
depth_test = glIsEnabled(GL_DEPTH_TEST);
scissor_test = glIsEnabled(GL_SCISSOR_TEST);
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
glGetIntegerv(GL_CURRENT_PROGRAM, &program);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb);
glGetIntegerv(GL_ACTIVE_TEXTURE, &active_tex);
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &cube);
for (int i = 0; i < 10; ++i)
{
glActiveTexture(GL_TEXTURE0 + i);
glGetIntegerv(GL_TEXTURE_BINDING_2D, tex + i);
glGetIntegerv(GL_SAMPLER_BINDING, sampler + i);
}
}
void restore()
{
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
depth_test ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
scissor_test ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST);
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glUseProgram(program);
for (int i = 0; i < 10; ++i)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, tex[i]);
glBindSampler(i, sampler[i]);
}
glActiveTexture(active_tex);
glBindTexture(GL_TEXTURE_BINDING_CUBE_MAP, cube);
}
};
NS_END