Route paint render state through GL backend

This commit is contained in:
2026-06-04 22:19:54 +02:00
parent 24197c5f7e
commit d55f26d637
7 changed files with 304 additions and 73 deletions

View File

@@ -52,6 +52,50 @@ void unbind_texture_2d()
LOG("NodeCanvas texture unbind dispatch failed because: %s", status.message);
}
void enable_opengl_state(std::uint32_t state) noexcept
{
glEnable(static_cast<GLenum>(state));
}
void disable_opengl_state(std::uint32_t state) noexcept
{
glDisable(static_cast<GLenum>(state));
}
void set_opengl_viewport(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height) noexcept
{
glViewport(static_cast<GLint>(x), static_cast<GLint>(y), static_cast<GLsizei>(width), static_cast<GLsizei>(height));
}
void apply_node_canvas_viewport(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height)
{
const auto status = pp::renderer::gl::apply_opengl_viewport(
pp::renderer::gl::OpenGlViewportRect {
.x = x,
.y = y,
.width = width,
.height = height,
},
pp::renderer::gl::OpenGlViewportDispatch {
.viewport = set_opengl_viewport,
});
if (!status.ok())
LOG("NodeCanvas viewport dispatch failed because: %s", status.message);
}
void apply_node_canvas_capability(std::uint32_t state, bool enabled)
{
const auto status = pp::renderer::gl::apply_opengl_capability(
state,
enabled,
pp::renderer::gl::OpenGlCapabilityDispatch {
.enable = enable_opengl_state,
.disable = disable_opengl_state,
});
if (!status.ok())
LOG("NodeCanvas capability dispatch failed because: %s", status.message);
}
pp::renderer::RenderDeviceFeatures node_canvas_stroke_composite_features() noexcept
{
return ShaderManager::render_device_features();
@@ -245,7 +289,7 @@ void NodeCanvas::draw()
auto depth = glIsEnabled(pp::renderer::gl::depth_test_state());
auto scissor = glIsEnabled(pp::renderer::gl::scissor_test_state());
glDisable(pp::renderer::gl::scissor_test_state());
apply_node_canvas_capability(pp::renderer::gl::scissor_test_state(), false);
glm::ivec4 c = (glm::ivec4)glm::vec4(box.x, (int)(vp[3] - box.y - box.w), box.z, box.w);
@@ -286,13 +330,13 @@ void NodeCanvas::draw()
m_rtt.bindFramebuffer();
glClearColor(1, 1, 0, 0);
glClear(pp::renderer::gl::framebuffer_color_buffer_mask());
glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
apply_node_canvas_viewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
}
else
{
glClearColor(1, 1, 1, 0);
glClear(pp::renderer::gl::framebuffer_color_buffer_mask());
glViewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
apply_node_canvas_viewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
}
// NOTE: draw_merge has been disabled for worst performance
@@ -301,7 +345,7 @@ void NodeCanvas::draw()
if (draw_merged)
{
glDisable(pp::renderer::gl::blend_state());
apply_node_canvas_capability(pp::renderer::gl::blend_state(), false);
// draw the grid
for (int plane_index = 0; plane_index < 6; plane_index++)
{
@@ -347,7 +391,7 @@ void NodeCanvas::draw()
if (use_blend)
{
glViewport(0, 0, m_cache_rtt.getWidth(), m_cache_rtt.getHeight());
apply_node_canvas_viewport(0, 0, m_cache_rtt.getWidth(), m_cache_rtt.getHeight());
m_cache_rtt.bindFramebuffer();
m_cache_rtt.clear({ 1, 1, 1, 0 });
}
@@ -369,8 +413,8 @@ void NodeCanvas::draw()
}
// if not using shader blend, use gl rasterizer blend
use_blend ? glDisable(pp::renderer::gl::blend_state()) : glEnable(pp::renderer::gl::blend_state());
glDisable(pp::renderer::gl::depth_test_state());
use_blend ? apply_node_canvas_capability(pp::renderer::gl::blend_state(), false) : apply_node_canvas_capability(pp::renderer::gl::blend_state(), true);
apply_node_canvas_capability(pp::renderer::gl::depth_test_state(), false);
const auto& b = m_canvas->m_current_stroke->m_brush;
@@ -589,15 +633,15 @@ void NodeCanvas::draw()
{
m_cache_rtt.unbindFramebuffer();
if (m_density != 1.f)
glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
apply_node_canvas_viewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
else
glViewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
apply_node_canvas_viewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
}
// draw the grid behind the layers using a temporary copy
if (use_blend)
{
glEnable(pp::renderer::gl::blend_state());
apply_node_canvas_capability(pp::renderer::gl::blend_state(), true);
//draw the grid
for (int plane_index = 0; plane_index < 6; plane_index++)
@@ -625,7 +669,7 @@ void NodeCanvas::draw()
}
}
glDisable(pp::renderer::gl::depth_test_state());
apply_node_canvas_capability(pp::renderer::gl::depth_test_state(), false);
if (m_canvas->m_smask_active || m_canvas->m_current_mode == kCanvasMode::Copy || m_canvas->m_current_mode == kCanvasMode::Cut)
{
@@ -641,7 +685,7 @@ void NodeCanvas::draw()
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, m_outline_pan);
set_active_texture_unit(0);
glEnable(pp::renderer::gl::blend_state());
apply_node_canvas_capability(pp::renderer::gl::blend_state(), true);
//draw the cube faces
for (int plane_index = 0; plane_index < 6; plane_index++)
@@ -676,7 +720,7 @@ void NodeCanvas::draw()
glClearColor(1, 1, 1, 0);
glClear(pp::renderer::gl::framebuffer_color_buffer_mask());
glViewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
apply_node_canvas_viewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
// draw the canvas
m_sampler_nearest.bind(0);
@@ -689,10 +733,10 @@ void NodeCanvas::draw()
m_rtt.unbindTexture();
}
scissor ? glEnable(pp::renderer::gl::scissor_test_state()) : glDisable(pp::renderer::gl::scissor_test_state());
blend ? glEnable(pp::renderer::gl::blend_state()) : glDisable(pp::renderer::gl::blend_state());
depth ? glEnable(pp::renderer::gl::depth_test_state()) : glDisable(pp::renderer::gl::depth_test_state());
glViewport(vp[0], vp[1], vp[2], vp[3]);
scissor ? apply_node_canvas_capability(pp::renderer::gl::scissor_test_state(), true) : apply_node_canvas_capability(pp::renderer::gl::scissor_test_state(), false);
blend ? apply_node_canvas_capability(pp::renderer::gl::blend_state(), true) : apply_node_canvas_capability(pp::renderer::gl::blend_state(), false);
depth ? apply_node_canvas_capability(pp::renderer::gl::depth_test_state(), true) : apply_node_canvas_capability(pp::renderer::gl::depth_test_state(), false);
apply_node_canvas_viewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
}