mirror of
https://github.com/thorvg/thorvg.git
synced 2025-06-08 13:43:43 +00:00
wg_engine: Introduce triton effect for webgpu renderer
Issue: https://github.com/thorvg/thorvg/issues/3054
This commit is contained in:
parent
f024c54b87
commit
1f204ffb8d
10 changed files with 98 additions and 4 deletions
|
@ -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;
|
||||||
|
}
|
|
@ -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_
|
||||||
|
|
|
@ -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)
|
||||||
|
|
|
@ -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);
|
||||||
|
|
|
@ -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);
|
||||||
|
|
|
@ -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);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -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;
|
||||||
|
|
|
@ -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);
|
||||||
|
}
|
||||||
)";
|
)";
|
|
@ -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;
|
||||||
|
}
|
||||||
|
|
|
@ -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_
|
||||||
|
|
Loading…
Add table
Reference in a new issue