wg_engine: Introduce triton effect for webgpu renderer

Issue: https://github.com/thorvg/thorvg/issues/3054
This commit is contained in:
Sergii Liebodkin 2025-02-27 09:55:28 +00:00 committed by Hermet Park
parent f024c54b87
commit 1f204ffb8d
10 changed files with 98 additions and 4 deletions

View file

@ -910,3 +910,30 @@ bool WgCompositor::tintEffect(WgContext& context, WgRenderStorage* dst, const Re
return true; return true;
} }
bool WgCompositor::tritoneEffect(WgContext& context, WgRenderStorage* dst, const RenderEffectFill* params, const WgCompose* compose)
{
assert(dst);
assert(params);
assert(params->rd);
assert(compose->rdViewport);
assert(!renderPassEncoder);
auto renderDataParams = (WgRenderDataEffectParams*)params->rd;
auto aabb = compose->aabb;
auto viewport = compose->rdViewport;
copyTexture(&storageTemp0, dst, aabb);
WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass tritone" };
WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, bindGroupStorageTemp, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dst->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataParams->bindGroupParams, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.tritone_effect);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, (aabb.w - 1) / 128 + 1, aabb.h, 1);
wgpuComputePassEncoderEnd(computePassEncoder);
wgpuComputePassEncoderRelease(computePassEncoder);
return true;
}

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@ -116,6 +116,7 @@ public:
bool dropShadow(WgContext& context, WgRenderStorage* dst, const RenderEffectDropShadow* params, const WgCompose* compose); bool dropShadow(WgContext& context, WgRenderStorage* dst, const RenderEffectDropShadow* params, const WgCompose* compose);
bool fillEffect(WgContext& context, WgRenderStorage* dst, const RenderEffectFill* params, const WgCompose* compose); bool fillEffect(WgContext& context, WgRenderStorage* dst, const RenderEffectFill* params, const WgCompose* compose);
bool tintEffect(WgContext& context, WgRenderStorage* dst, const RenderEffectFill* params, const WgCompose* compose); bool tintEffect(WgContext& context, WgRenderStorage* dst, const RenderEffectFill* params, const WgCompose* compose);
bool tritoneEffect(WgContext& context, WgRenderStorage* dst, const RenderEffectFill* params, const WgCompose* compose);
}; };
#endif // _TVG_WG_COMPOSITOR_H_ #endif // _TVG_WG_COMPOSITOR_H_

View file

@ -455,6 +455,7 @@ void WgPipelines::initialize(WgContext& context)
dropshadow = createComputePipeline(context.device, "The compute pipeline drop shadow blend", shader_effects, "cs_main_drop_shadow", layout_effects); dropshadow = createComputePipeline(context.device, "The compute pipeline drop shadow blend", shader_effects, "cs_main_drop_shadow", layout_effects);
fill_effect = createComputePipeline(context.device, "The compute pipeline fill effect", shader_effects, "cs_main_fill", layout_effects); fill_effect = createComputePipeline(context.device, "The compute pipeline fill effect", shader_effects, "cs_main_fill", layout_effects);
tint_effect = createComputePipeline(context.device, "The compute pipeline tint effect", shader_effects, "cs_main_tint", layout_effects); tint_effect = createComputePipeline(context.device, "The compute pipeline tint effect", shader_effects, "cs_main_tint", layout_effects);
tritone_effect= createComputePipeline(context.device, "The compute pipeline tritone effect", shader_effects, "cs_main_tritone", layout_effects);
} }
void WgPipelines::releaseGraphicHandles(WgContext& context) void WgPipelines::releaseGraphicHandles(WgContext& context)

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@ -103,6 +103,7 @@ public:
WGPUComputePipeline dropshadow{}; WGPUComputePipeline dropshadow{};
WGPUComputePipeline fill_effect{}; WGPUComputePipeline fill_effect{};
WGPUComputePipeline tint_effect{}; WGPUComputePipeline tint_effect{};
WGPUComputePipeline tritone_effect{};
private: private:
void releaseGraphicHandles(WgContext& context); void releaseGraphicHandles(WgContext& context);
WGPUShaderModule createShaderModule(WGPUDevice device, const char* label, const char* code); WGPUShaderModule createShaderModule(WGPUDevice device, const char* label, const char* code);

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@ -633,6 +633,15 @@ void WgRenderDataEffectParams::update(WgContext& context, const RenderEffectTint
} }
void WgRenderDataEffectParams::update(WgContext& context, const RenderEffectTritone* tritone)
{
assert(tritone);
WgShaderTypeEffectParams effectParams;
effectParams.update(tritone);
update(context, effectParams);
}
void WgRenderDataEffectParams::release(WgContext& context) void WgRenderDataEffectParams::release(WgContext& context)
{ {
context.releaseBuffer(bufferParams); context.releaseBuffer(bufferParams);

View file

@ -206,6 +206,7 @@ struct WgRenderDataEffectParams
void update(WgContext& context, const RenderEffectDropShadow* dropShadow, const Matrix& transform); void update(WgContext& context, const RenderEffectDropShadow* dropShadow, const Matrix& transform);
void update(WgContext& context, const RenderEffectFill* fill); void update(WgContext& context, const RenderEffectFill* fill);
void update(WgContext& context, const RenderEffectTint* tint); void update(WgContext& context, const RenderEffectTint* tint);
void update(WgContext& context, const RenderEffectTritone* tritone);
void release(WgContext& context); void release(WgContext& context);
}; };

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@ -564,6 +564,17 @@ void WgRenderer::prepare(RenderEffect* effect, const Matrix& transform)
} }
renderData->update(mContext, renderEffect); renderData->update(mContext, renderEffect);
effect->valid = true; effect->valid = true;
} else
// prepare tritone
if (effect->type == SceneEffect::Tritone) {
auto renderEffect = (RenderEffectTritone*)effect;
auto renderData = (WgRenderDataEffectParams*)renderEffect->rd;
if (!renderData) {
renderData = mRenderDataEffectParamsPool.allocate(mContext);
renderEffect->rd = renderData;
}
renderData->update(mContext, renderEffect);
effect->valid = true;
} }
} }
@ -610,6 +621,7 @@ bool WgRenderer::render(RenderCompositor* cmp, const RenderEffect* effect, TVG_U
case SceneEffect::DropShadow: return mCompositor.dropShadow(mContext, dst, (RenderEffectDropShadow*)effect, comp); case SceneEffect::DropShadow: return mCompositor.dropShadow(mContext, dst, (RenderEffectDropShadow*)effect, comp);
case SceneEffect::Fill: return mCompositor.fillEffect(mContext, dst, (RenderEffectFill*)effect, comp); case SceneEffect::Fill: return mCompositor.fillEffect(mContext, dst, (RenderEffectFill*)effect, comp);
case SceneEffect::Tint: return mCompositor.tintEffect(mContext, dst, (RenderEffectFill*)effect, comp); case SceneEffect::Tint: return mCompositor.tintEffect(mContext, dst, (RenderEffectFill*)effect, comp);
case SceneEffect::Tritone : return mCompositor.tritoneEffect(mContext, dst, (RenderEffectFill*)effect, comp);
default: return false; default: return false;
} }
return false; return false;

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@ -868,4 +868,26 @@ fn cs_main_tint(@builtin(global_invocation_id) gid: vec3u) {
let color = mix(orig, mix(white, black, luma), intens) * orig.a; let color = mix(orig, mix(white, black, luma), intens) * orig.a;
textureStore(imageTrg, uid.xy, color); textureStore(imageTrg, uid.xy, color);
} }
@compute @workgroup_size(128, 1)
fn cs_main_tritone(@builtin(global_invocation_id) gid: vec3u) {
// decode viewport and settings
let vmin = vec2u(viewport.xy);
let vmax = vec2u(viewport.zw);
// tex coord
let uid = min(gid.xy + vmin, vmax);
let orig = textureLoad(imageSrc, uid);
let luma: f32 = dot(orig.rgb, vec3f(0.2125, 0.7154, 0.0721));
let shadow = settings[0];
let midtone = settings[1];
let highlight = settings[2];
let color = select(
mix(shadow, midtone, luma * 2.0f),
mix(midtone, highlight, (luma - 0.5f)*2.0f),
luma >= 0.5f
) * orig.a;
textureStore(imageTrg, uid.xy, color);
}
)"; )";

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@ -248,6 +248,7 @@ void WgShaderTypeEffectParams::update(const RenderEffectFill* fill)
params[3] = fill->color[3] / 255.0f; params[3] = fill->color[3] / 255.0f;
} }
void WgShaderTypeEffectParams::update(const RenderEffectTint* tint) void WgShaderTypeEffectParams::update(const RenderEffectTint* tint)
{ {
params[0] = tint->black[0] / 255.0f; params[0] = tint->black[0] / 255.0f;
@ -260,3 +261,20 @@ void WgShaderTypeEffectParams::update(const RenderEffectTint* tint)
params[7] = 0.0f; params[7] = 0.0f;
params[8] = tint->intensity / 255.0f; params[8] = tint->intensity / 255.0f;
} }
void WgShaderTypeEffectParams::update(const RenderEffectTritone* tritone)
{
params[0] = tritone->shadow[0] / 255.0f;
params[1] = tritone->shadow[1] / 255.0f;
params[2] = tritone->shadow[2] / 255.0f;
params[3] = 0.0f;
params[4] = tritone->midtone[0] / 255.0f;
params[5] = tritone->midtone[1] / 255.0f;
params[6] = tritone->midtone[2] / 255.0f;
params[7] = 0.0f;
params[8] = tritone->highlight[0] / 255.0f;
params[9] = tritone->highlight[1] / 255.0f;
params[10] = tritone->highlight[2] / 255.0f;
params[11] = 0.0f;
}

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@ -76,6 +76,7 @@ struct WgShaderTypeEffectParams
// drop shadow: [0]: sigma, [1]: scale, [2]: kernel size, [4..7]: color, [8, 9]: offset // drop shadow: [0]: sigma, [1]: scale, [2]: kernel size, [4..7]: color, [8, 9]: offset
// fill: [0..3]: color // fill: [0..3]: color
// tint: [0..2]: black, [4..6]: white, [8]: intensity // tint: [0..2]: black, [4..6]: white, [8]: intensity
// tritone: [0..2]: shadow, [4..6]: midtone, [8..10]: highlight
float params[4+4+4]{}; // settings: array<vec4f, 3>; float params[4+4+4]{}; // settings: array<vec4f, 3>;
uint32_t extend{}; // gaussian blur extend uint32_t extend{}; // gaussian blur extend
Point offset{}; // drop shadow offset Point offset{}; // drop shadow offset
@ -84,6 +85,7 @@ struct WgShaderTypeEffectParams
void update(const RenderEffectDropShadow* dropShadow, const Matrix& transform); void update(const RenderEffectDropShadow* dropShadow, const Matrix& transform);
void update(const RenderEffectFill* fill); void update(const RenderEffectFill* fill);
void update(const RenderEffectTint* tint); void update(const RenderEffectTint* tint);
void update(const RenderEffectTritone* tritone);
}; };
#endif // _TVG_WG_SHADER_TYPES_H_ #endif // _TVG_WG_SHADER_TYPES_H_