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