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https://github.com/thorvg/thorvg.git
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wg_engine: Introduce drop shadow effect for webgpu renderer
Issue: https://github.com/thorvg/thorvg/issues/3054 Supported color, angle, distance, sigma, quality params
This commit is contained in:
parent
66a30b2c50
commit
64ed756c2c
12 changed files with 329 additions and 68 deletions
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@ -80,8 +80,10 @@ void WgCompositor::releasePools(WgContext& context)
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void WgCompositor::resize(WgContext& context, uint32_t width, uint32_t height) {
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void WgCompositor::resize(WgContext& context, uint32_t width, uint32_t height) {
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// release existig handles
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// release existig handles
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if ((this->width != width) || (this->height != height)) {
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if ((this->width != width) || (this->height != height)) {
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context.layouts.releaseBindGroup(bindGroupStorageTemp);
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// release intermediate render storages
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// release intermediate render storages
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storageDstCopy.release(context);
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storageTemp1.release(context);
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storageTemp0.release(context);
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// release global stencil buffer handles
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// release global stencil buffer handles
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context.releaseTextureView(texViewDepthStencilMS);
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context.releaseTextureView(texViewDepthStencilMS);
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context.releaseTexture(texDepthStencilMS);
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context.releaseTexture(texDepthStencilMS);
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@ -106,7 +108,9 @@ void WgCompositor::resize(WgContext& context, uint32_t width, uint32_t height) {
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texDepthStencilMS = context.createTexAttachement(width, height, WGPUTextureFormat_Depth24PlusStencil8, 4);
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texDepthStencilMS = context.createTexAttachement(width, height, WGPUTextureFormat_Depth24PlusStencil8, 4);
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texViewDepthStencilMS = context.createTextureView(texDepthStencilMS);
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texViewDepthStencilMS = context.createTextureView(texDepthStencilMS);
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// initialize intermediate render storages
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// initialize intermediate render storages
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storageDstCopy.initialize(context, width, height);
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storageTemp0.initialize(context, width, height);
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storageTemp1.initialize(context, width, height);
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bindGroupStorageTemp = context.layouts.createBindGroupStrorage2RO(storageTemp0.texView, storageTemp1.texView);
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}
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}
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}
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}
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@ -122,6 +126,25 @@ RenderRegion WgCompositor::shrinkRenderRegion(RenderRegion& rect)
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}
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}
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void WgCompositor::copyTexture(const WgRenderStorage* dst, const WgRenderStorage* src)
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{
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const RenderRegion region = { 0, 0, (int32_t)src->width, (int32_t)src->height };
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copyTexture(dst, src, region);
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}
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void WgCompositor::copyTexture(const WgRenderStorage* dst, const WgRenderStorage* src, const RenderRegion& region)
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{
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assert(dst);
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assert(src);
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assert(commandEncoder);
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const WGPUImageCopyTexture texSrc { .texture = src->texture, .origin = { .x = (uint32_t)region.x, .y = (uint32_t)region.y } };
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const WGPUImageCopyTexture texDst { .texture = dst->texture, .origin = { .x = (uint32_t)region.x, .y = (uint32_t)region.y } };
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const WGPUExtent3D copySize { .width = (uint32_t)region.w, .height = (uint32_t)region.h, .depthOrArrayLayers = 1 };
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wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, ©Size);
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}
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void WgCompositor::beginRenderPass(WGPUCommandEncoder commandEncoder, WgRenderStorage* target, bool clear, WGPUColor clearColor)
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void WgCompositor::beginRenderPass(WGPUCommandEncoder commandEncoder, WgRenderStorage* target, bool clear, WGPUColor clearColor)
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{
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{
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assert(commandEncoder);
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assert(commandEncoder);
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@ -313,10 +336,7 @@ void WgCompositor::blendShape(WgContext& context, WgRenderDataShape* renderData,
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// copy current render target data to dst storage
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// copy current render target data to dst storage
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WgRenderStorage *target = currentTarget;
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WgRenderStorage *target = currentTarget;
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endRenderPass();
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endRenderPass();
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const WGPUImageCopyTexture texSrc { .texture = target->texture };
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copyTexture(&storageTemp0, target);
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const WGPUImageCopyTexture texDst { .texture = storageDstCopy.texture };
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const WGPUExtent3D copySize { .width = width, .height = height, .depthOrArrayLayers = 1 };
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wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, ©Size);
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beginRenderPass(commandEncoder, target, false);
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beginRenderPass(commandEncoder, target, false);
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// render shape with blend settings
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// render shape with blend settings
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wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x, renderData->viewport.y, renderData->viewport.w, renderData->viewport.h);
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wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x, renderData->viewport.y, renderData->viewport.w, renderData->viewport.h);
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@ -333,7 +353,7 @@ void WgCompositor::blendShape(WgContext& context, WgRenderDataShape* renderData,
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wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
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wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 3, storageDstCopy.bindGroupTexure, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 3, storageTemp0.bindGroupTexure, 0, nullptr);
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uint32_t blendMethodInd = (uint32_t)blendMethod;
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uint32_t blendMethodInd = (uint32_t)blendMethod;
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WgRenderSettings& settings = renderData->renderSettingsShape;
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WgRenderSettings& settings = renderData->renderSettingsShape;
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if (settings.fillType == WgRenderSettingsType::Solid) {
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if (settings.fillType == WgRenderSettingsType::Solid) {
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@ -444,10 +464,7 @@ void WgCompositor::blendStrokes(WgContext& context, WgRenderDataShape* renderDat
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// copy current render target data to dst storage
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// copy current render target data to dst storage
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WgRenderStorage *target = currentTarget;
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WgRenderStorage *target = currentTarget;
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endRenderPass();
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endRenderPass();
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const WGPUImageCopyTexture texSrc { .texture = target->texture };
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copyTexture(&storageTemp0, target);
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const WGPUImageCopyTexture texDst { .texture = storageDstCopy.texture };
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const WGPUExtent3D copySize { .width = width, .height = height, .depthOrArrayLayers = 1 };
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wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, ©Size);
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beginRenderPass(commandEncoder, target, false);
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beginRenderPass(commandEncoder, target, false);
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wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x, renderData->viewport.y, renderData->viewport.w, renderData->viewport.h);
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wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x, renderData->viewport.y, renderData->viewport.w, renderData->viewport.h);
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// draw strokes to stencil (first pass)
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// draw strokes to stencil (first pass)
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@ -463,7 +480,7 @@ void WgCompositor::blendStrokes(WgContext& context, WgRenderDataShape* renderDat
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wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
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wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 3, storageDstCopy.bindGroupTexure, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 3, storageTemp0.bindGroupTexure, 0, nullptr);
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uint32_t blendMethodInd = (uint32_t)blendMethod;
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uint32_t blendMethodInd = (uint32_t)blendMethod;
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WgRenderSettings& settings = renderData->renderSettingsStroke;
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WgRenderSettings& settings = renderData->renderSettingsStroke;
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if (settings.fillType == WgRenderSettingsType::Solid) {
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if (settings.fillType == WgRenderSettingsType::Solid) {
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@ -557,10 +574,7 @@ void WgCompositor::blendImage(WgContext& context, WgRenderDataPicture* renderDat
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// copy current render target data to dst storage
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// copy current render target data to dst storage
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WgRenderStorage *target = currentTarget;
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WgRenderStorage *target = currentTarget;
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endRenderPass();
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endRenderPass();
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const WGPUImageCopyTexture texSrc { .texture = target->texture };
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copyTexture(&storageTemp0, target);
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const WGPUImageCopyTexture texDst { .texture = storageDstCopy.texture };
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const WGPUExtent3D copySize { .width = width, .height = height, .depthOrArrayLayers = 1 };
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wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, ©Size);
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beginRenderPass(commandEncoder, target, false);
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beginRenderPass(commandEncoder, target, false);
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// setup stencil rules
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// setup stencil rules
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wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 255);
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wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 255);
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@ -574,7 +588,7 @@ void WgCompositor::blendImage(WgContext& context, WgRenderDataPicture* renderDat
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, renderData->bindGroupPicture, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, renderData->bindGroupPicture, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 3, storageDstCopy.bindGroupTexure, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 3, storageTemp0.bindGroupTexure, 0, nullptr);
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wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.image_blend[blendMethodInd]);
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wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.image_blend[blendMethodInd]);
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renderData->meshData.drawImage(context, renderPassEncoder);
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renderData->meshData.drawImage(context, renderPassEncoder);
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};
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};
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@ -631,10 +645,7 @@ void WgCompositor::blendScene(WgContext& context, WgRenderStorage* scene, WgComp
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// copy current render target data to dst storage
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// copy current render target data to dst storage
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WgRenderStorage *target = currentTarget;
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WgRenderStorage *target = currentTarget;
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endRenderPass();
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endRenderPass();
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const WGPUImageCopyTexture texSrc { .texture = target->texture };
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copyTexture(&storageTemp0, target);
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const WGPUImageCopyTexture texDst { .texture = storageDstCopy.texture };
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const WGPUExtent3D copySize { .width = width, .height = height, .depthOrArrayLayers = 1 };
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wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, ©Size);
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beginRenderPass(commandEncoder, target, false);
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beginRenderPass(commandEncoder, target, false);
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// blend scene
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// blend scene
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uint32_t blendMethodInd = (uint32_t)compose->blend;
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uint32_t blendMethodInd = (uint32_t)compose->blend;
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@ -642,7 +653,7 @@ void WgCompositor::blendScene(WgContext& context, WgRenderStorage* scene, WgComp
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wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, rect.x, rect.y, rect.w, rect.h);
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wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, rect.x, rect.y, rect.w, rect.h);
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wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
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wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, scene->bindGroupTexure, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, scene->bindGroupTexure, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, storageDstCopy.bindGroupTexure, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, storageTemp0.bindGroupTexure, 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, bindGroupOpacities[compose->opacity], 0, nullptr);
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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, bindGroupOpacities[compose->opacity], 0, nullptr);
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wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.scene_blend[blendMethodInd]);
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wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.scene_blend[blendMethodInd]);
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meshData.drawImage(context, renderPassEncoder);
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meshData.drawImage(context, renderPassEncoder);
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@ -739,7 +750,7 @@ void WgCompositor::clearClipPath(WgContext& context, WgRenderDataPaint* paint)
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}
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}
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void WgCompositor::gaussianBlur(WgContext& context, WgRenderStorage* dst, const RenderEffectGaussianBlur* params, const WgCompose* compose)
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bool WgCompositor::gaussianBlur(WgContext& context, WgRenderStorage* dst, const RenderEffectGaussianBlur* params, const WgCompose* compose)
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{
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{
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assert(dst);
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assert(dst);
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assert(params);
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assert(params);
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@ -750,7 +761,7 @@ void WgCompositor::gaussianBlur(WgContext& context, WgRenderStorage* dst, const
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auto aabb = compose->aabb;
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auto aabb = compose->aabb;
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auto viewport = compose->rdViewport;
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auto viewport = compose->rdViewport;
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WgRenderStorage* sbuff = dst;
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WgRenderStorage* sbuff = dst;
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WgRenderStorage* dbuff = &storageDstCopy;
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WgRenderStorage* dbuff = &storageTemp0;
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// begin compute pass
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// begin compute pass
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WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass gaussian blur" };
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WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass gaussian blur" };
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@ -782,10 +793,64 @@ void WgCompositor::gaussianBlur(WgContext& context, WgRenderStorage* dst, const
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wgpuComputePassEncoderRelease(computePassEncoder);
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wgpuComputePassEncoderRelease(computePassEncoder);
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// if final result stored in intermidiate buffer we must copy result to destination buffer
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// if final result stored in intermidiate buffer we must copy result to destination buffer
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if (sbuff == &storageDstCopy) {
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if (sbuff == &storageTemp0)
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const WGPUImageCopyTexture texSrc { .texture = sbuff->texture, .origin = { .x = (uint32_t)aabb.x, .y = (uint32_t)aabb.y } };
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copyTexture(sbuff, dbuff, aabb);
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const WGPUImageCopyTexture texDst { .texture = dbuff->texture, .origin = { .x = (uint32_t)aabb.x, .y = (uint32_t)aabb.y } };
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const WGPUExtent3D copySize { .width = (uint32_t)aabb.w, .height = (uint32_t)aabb.h, .depthOrArrayLayers = 1 };
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return true;
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wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, ©Size);
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}
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}
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bool WgCompositor::dropShadow(WgContext& context, WgRenderStorage* dst, const RenderEffectDropShadow* params, const WgCompose* compose)
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{
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assert(dst);
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assert(params);
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assert(params->rd);
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assert(compose->rdViewport);
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assert(!renderPassEncoder);
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auto renderDataDropShadow = (WgRenderDataDropShadow*)params->rd;
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auto aabb = compose->aabb;
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auto viewport = compose->rdViewport;
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{ // apply blur
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copyTexture(&storageTemp1, dst, aabb);
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WgRenderStorage* sbuff = &storageTemp1;
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WgRenderStorage* dbuff = &storageTemp0;
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WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass drop shadow blur" };
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WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
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// horizontal blur
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wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, sbuff->bindGroupRead, 0, nullptr);
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wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dbuff->bindGroupWrite, 0, nullptr);
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wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataDropShadow->bindGroupGaussian, 0, nullptr);
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wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
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wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.gaussian_horz);
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wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, (aabb.w - 1) / 128 + 1, aabb.h, 1);
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std::swap(sbuff, dbuff);
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// vertical blur
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wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, sbuff->bindGroupRead, 0, nullptr);
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wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dbuff->bindGroupWrite, 0, nullptr);
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wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataDropShadow->bindGroupGaussian, 0, nullptr);
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wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
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wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.gaussian_vert);
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wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, aabb.w, (aabb.h - 1) / 128 + 1, 1);
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std::swap(sbuff, dbuff);
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wgpuComputePassEncoderEnd(computePassEncoder);
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wgpuComputePassEncoderRelease(computePassEncoder);
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}
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{ // blend origin (temp0), shadow (temp1) to destination
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copyTexture(&storageTemp0, dst, aabb);
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WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass drop shadow blend" };
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WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
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wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, bindGroupStorageTemp, 0, nullptr);
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wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dst->bindGroupWrite, 0, nullptr);
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wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataDropShadow->bindGroupDropShadow, 0, nullptr);
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wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
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wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.dropshadow);
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wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, (aabb.w - 1) / 128 + 1, aabb.h, 1);
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wgpuComputePassEncoderEnd(computePassEncoder);
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wgpuComputePassEncoderRelease(computePassEncoder);
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}
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return true;
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}
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}
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WGPUCommandEncoder commandEncoder{};
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WGPUCommandEncoder commandEncoder{};
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WgRenderStorage* currentTarget{};
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WgRenderStorage* currentTarget{};
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// intermediate render storages
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// intermediate render storages
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WgRenderStorage storageDstCopy;
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WgRenderStorage storageTemp0;
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WgRenderStorage storageTemp1;
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WGPUBindGroup bindGroupStorageTemp{};
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// composition and blend geometries
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// composition and blend geometries
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WgMeshData meshData;
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WgMeshData meshData;
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// render target dimensions
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// render target dimensions
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@ -63,6 +65,9 @@ private:
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// viewport utilities
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// viewport utilities
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RenderRegion shrinkRenderRegion(RenderRegion& rect);
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RenderRegion shrinkRenderRegion(RenderRegion& rect);
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void copyTexture(const WgRenderStorage* dst, const WgRenderStorage* src);
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void copyTexture(const WgRenderStorage* dst, const WgRenderStorage* src, const RenderRegion& region);
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// shapes
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// shapes
|
||||||
void drawShape(WgContext& context, WgRenderDataShape* renderData);
|
void drawShape(WgContext& context, WgRenderDataShape* renderData);
|
||||||
|
@ -107,7 +112,8 @@ public:
|
||||||
void blit(WgContext& context, WGPUCommandEncoder encoder, WgRenderStorage* src, WGPUTextureView dstView);
|
void blit(WgContext& context, WGPUCommandEncoder encoder, WgRenderStorage* src, WGPUTextureView dstView);
|
||||||
|
|
||||||
// effects
|
// effects
|
||||||
void gaussianBlur(WgContext& context, WgRenderStorage* dst, const RenderEffectGaussianBlur* params, const WgCompose* compose);
|
bool gaussianBlur(WgContext& context, WgRenderStorage* dst, const RenderEffectGaussianBlur* params, const WgCompose* compose);
|
||||||
|
bool dropShadow(WgContext& context, WgRenderStorage* dst, const RenderEffectDropShadow* params, const WgCompose* compose);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // _TVG_WG_COMPOSITOR_H_
|
#endif // _TVG_WG_COMPOSITOR_H_
|
||||||
|
|
|
@ -185,6 +185,7 @@ void WgPipelines::initialize(WgContext& context)
|
||||||
const WGPUBindGroupLayout bindGroupLayoutsBlit[] { layouts.layoutTexSampled };
|
const WGPUBindGroupLayout bindGroupLayoutsBlit[] { layouts.layoutTexSampled };
|
||||||
// bind group layouts effects
|
// bind group layouts effects
|
||||||
const WGPUBindGroupLayout bindGroupLayoutsGaussian[] { layouts.layoutTexStrorage1RO, layouts.layoutTexStrorage1WO, layouts.layoutBuffer1Un, layouts.layoutBuffer1Un };
|
const WGPUBindGroupLayout bindGroupLayoutsGaussian[] { layouts.layoutTexStrorage1RO, layouts.layoutTexStrorage1WO, layouts.layoutBuffer1Un, layouts.layoutBuffer1Un };
|
||||||
|
const WGPUBindGroupLayout bindGroupLayoutsDropShadow[] { layouts.layoutTexStrorage2RO, layouts.layoutTexStrorage1WO, layouts.layoutBuffer1Un, layouts.layoutBuffer1Un };
|
||||||
|
|
||||||
// depth stencil state markup
|
// depth stencil state markup
|
||||||
const WGPUDepthStencilState depthStencilStateNonZero = makeDepthStencilState(WGPUCompareFunction_Always, false, WGPUCompareFunction_Always, WGPUStencilOperation_IncrementWrap, WGPUCompareFunction_Always, WGPUStencilOperation_DecrementWrap);
|
const WGPUDepthStencilState depthStencilStateNonZero = makeDepthStencilState(WGPUCompareFunction_Always, false, WGPUCompareFunction_Always, WGPUStencilOperation_IncrementWrap, WGPUCompareFunction_Always, WGPUStencilOperation_DecrementWrap);
|
||||||
|
@ -222,6 +223,7 @@ void WgPipelines::initialize(WgContext& context)
|
||||||
shader_blit = createShaderModule(context.device, "The shader blit", cShaderSrc_Blit);
|
shader_blit = createShaderModule(context.device, "The shader blit", cShaderSrc_Blit);
|
||||||
// shader effects
|
// shader effects
|
||||||
shader_gaussian = createShaderModule(context.device, "The shader gaussian", cShaderSrc_GaussianBlur);
|
shader_gaussian = createShaderModule(context.device, "The shader gaussian", cShaderSrc_GaussianBlur);
|
||||||
|
shader_dropshadow = createShaderModule(context.device, "The shader drop shadow", cShaderSrc_DropShadow);
|
||||||
|
|
||||||
// layouts
|
// layouts
|
||||||
layout_stencil = createPipelineLayout(context.device, bindGroupLayoutsStencil, 2);
|
layout_stencil = createPipelineLayout(context.device, bindGroupLayoutsStencil, 2);
|
||||||
|
@ -242,6 +244,7 @@ void WgPipelines::initialize(WgContext& context)
|
||||||
layout_blit = createPipelineLayout(context.device, bindGroupLayoutsBlit, 1);
|
layout_blit = createPipelineLayout(context.device, bindGroupLayoutsBlit, 1);
|
||||||
// layout effects
|
// layout effects
|
||||||
layout_gaussian = createPipelineLayout(context.device, bindGroupLayoutsGaussian, 4);
|
layout_gaussian = createPipelineLayout(context.device, bindGroupLayoutsGaussian, 4);
|
||||||
|
layout_dropshadow = createPipelineLayout(context.device, bindGroupLayoutsDropShadow, 4);
|
||||||
|
|
||||||
// render pipeline nonzero
|
// render pipeline nonzero
|
||||||
nonzero = createRenderPipeline(
|
nonzero = createRenderPipeline(
|
||||||
|
@ -447,17 +450,16 @@ void WgPipelines::initialize(WgContext& context)
|
||||||
depthStencilStateScene, multisampleStateX1);
|
depthStencilStateScene, multisampleStateX1);
|
||||||
|
|
||||||
// compute pipeline gaussian blur
|
// compute pipeline gaussian blur
|
||||||
gaussian_horz = createComputePipeline(
|
gaussian_horz = createComputePipeline(context.device, "The compute pipeline gaussian blur horizontal", shader_gaussian, "cs_main_horz", layout_gaussian);
|
||||||
context.device, "The compute pipeline gaussian blur horizontal",
|
gaussian_vert = createComputePipeline(context.device, "The compute pipeline gaussian blur vertical", shader_gaussian, "cs_main_vert", layout_gaussian);
|
||||||
shader_gaussian, "cs_main_horz", layout_gaussian);
|
// compute pipeline drop shadow
|
||||||
gaussian_vert = createComputePipeline(
|
dropshadow = createComputePipeline(context.device, "The compute pipeline drop shadow blend", shader_dropshadow, "cs_main", layout_dropshadow);
|
||||||
context.device, "The compute pipeline gaussian blur vertical",
|
|
||||||
shader_gaussian, "cs_main_vert", layout_gaussian);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void WgPipelines::releaseGraphicHandles(WgContext& context)
|
void WgPipelines::releaseGraphicHandles(WgContext& context)
|
||||||
{
|
{
|
||||||
// pipeline effects
|
// pipeline effects
|
||||||
|
releaseComputePipeline(dropshadow);
|
||||||
releaseComputePipeline(gaussian_vert);
|
releaseComputePipeline(gaussian_vert);
|
||||||
releaseComputePipeline(gaussian_horz);
|
releaseComputePipeline(gaussian_horz);
|
||||||
// pipeline blit
|
// pipeline blit
|
||||||
|
@ -490,6 +492,7 @@ void WgPipelines::releaseGraphicHandles(WgContext& context)
|
||||||
releaseRenderPipeline(evenodd);
|
releaseRenderPipeline(evenodd);
|
||||||
releaseRenderPipeline(nonzero);
|
releaseRenderPipeline(nonzero);
|
||||||
// layouts
|
// layouts
|
||||||
|
releasePipelineLayout(layout_dropshadow);
|
||||||
releasePipelineLayout(layout_gaussian);
|
releasePipelineLayout(layout_gaussian);
|
||||||
releasePipelineLayout(layout_blit);
|
releasePipelineLayout(layout_blit);
|
||||||
releasePipelineLayout(layout_scene_compose);
|
releasePipelineLayout(layout_scene_compose);
|
||||||
|
@ -504,6 +507,7 @@ void WgPipelines::releaseGraphicHandles(WgContext& context)
|
||||||
releasePipelineLayout(layout_depth);
|
releasePipelineLayout(layout_depth);
|
||||||
releasePipelineLayout(layout_stencil);
|
releasePipelineLayout(layout_stencil);
|
||||||
// shaders
|
// shaders
|
||||||
|
releaseShaderModule(shader_dropshadow);
|
||||||
releaseShaderModule(shader_gaussian);
|
releaseShaderModule(shader_gaussian);
|
||||||
releaseShaderModule(shader_blit);
|
releaseShaderModule(shader_blit);
|
||||||
releaseShaderModule(shader_scene_compose);
|
releaseShaderModule(shader_scene_compose);
|
||||||
|
|
|
@ -48,6 +48,7 @@ private:
|
||||||
WGPUShaderModule shader_blit{};
|
WGPUShaderModule shader_blit{};
|
||||||
// shader effects
|
// shader effects
|
||||||
WGPUShaderModule shader_gaussian;
|
WGPUShaderModule shader_gaussian;
|
||||||
|
WGPUShaderModule shader_dropshadow;
|
||||||
|
|
||||||
// layouts helpers
|
// layouts helpers
|
||||||
WGPUPipelineLayout layout_stencil{};
|
WGPUPipelineLayout layout_stencil{};
|
||||||
|
@ -68,6 +69,7 @@ private:
|
||||||
WGPUPipelineLayout layout_blit{};
|
WGPUPipelineLayout layout_blit{};
|
||||||
// layouts effects
|
// layouts effects
|
||||||
WGPUPipelineLayout layout_gaussian{};
|
WGPUPipelineLayout layout_gaussian{};
|
||||||
|
WGPUPipelineLayout layout_dropshadow{};
|
||||||
public:
|
public:
|
||||||
// pipelines stencil markup
|
// pipelines stencil markup
|
||||||
WGPURenderPipeline nonzero{};
|
WGPURenderPipeline nonzero{};
|
||||||
|
@ -98,6 +100,7 @@ public:
|
||||||
// effects
|
// effects
|
||||||
WGPUComputePipeline gaussian_horz{};
|
WGPUComputePipeline gaussian_horz{};
|
||||||
WGPUComputePipeline gaussian_vert{};
|
WGPUComputePipeline gaussian_vert{};
|
||||||
|
WGPUComputePipeline dropshadow{};
|
||||||
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);
|
||||||
|
|
|
@ -640,3 +640,78 @@ void WgRenderDataGaussianPool::release(WgContext& context)
|
||||||
mPool.clear();
|
mPool.clear();
|
||||||
mList.clear();
|
mList.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//***********************************************************************
|
||||||
|
// WgRenderDataDropShadow
|
||||||
|
//***********************************************************************
|
||||||
|
|
||||||
|
void WgRenderDataDropShadow::update(WgContext& context, RenderEffectDropShadow* dropShadow, const Matrix& transform)
|
||||||
|
{
|
||||||
|
assert(dropShadow);
|
||||||
|
// compute gaussian blur data
|
||||||
|
WgShaderTypeGaussianBlur gaussianSettings;
|
||||||
|
gaussianSettings.update(dropShadow, transform);
|
||||||
|
// update bind group and buffers
|
||||||
|
bool bufferGaussianChanged = context.allocateBufferUniform(bufferGaussian, &gaussianSettings.settings, sizeof(gaussianSettings.settings));
|
||||||
|
if (bufferGaussianChanged) {
|
||||||
|
// update bind group
|
||||||
|
context.layouts.releaseBindGroup(bindGroupGaussian);
|
||||||
|
bindGroupGaussian = context.layouts.createBindGroupBuffer1Un(bufferGaussian);
|
||||||
|
}
|
||||||
|
// compute drop shadow data
|
||||||
|
WgShaderTypeDropShadow dropShadowSettings;
|
||||||
|
dropShadowSettings.update(dropShadow, transform);
|
||||||
|
// update bind group and buffers
|
||||||
|
bool bufferSettingsChanged = context.allocateBufferUniform(bufferSettings, &dropShadowSettings.settings, sizeof(dropShadowSettings.settings));
|
||||||
|
if (bufferSettingsChanged) {
|
||||||
|
// update bind group
|
||||||
|
context.layouts.releaseBindGroup(bindGroupDropShadow);
|
||||||
|
bindGroupDropShadow = context.layouts.createBindGroupBuffer1Un(bufferSettings);
|
||||||
|
}
|
||||||
|
level = int(WG_GAUSSIAN_MAX_LEVEL * ((dropShadow->quality - 1) * 0.01f)) + 1;
|
||||||
|
extend = gaussianSettings.extend;
|
||||||
|
offset = dropShadowSettings.offset;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void WgRenderDataDropShadow::release(WgContext& context)
|
||||||
|
{
|
||||||
|
context.releaseBuffer(bufferSettings);
|
||||||
|
context.releaseBuffer(bufferGaussian);
|
||||||
|
context.layouts.releaseBindGroup(bindGroupDropShadow);
|
||||||
|
context.layouts.releaseBindGroup(bindGroupGaussian);
|
||||||
|
}
|
||||||
|
|
||||||
|
//***********************************************************************
|
||||||
|
// WgRenderDataGaussianPool
|
||||||
|
//***********************************************************************
|
||||||
|
|
||||||
|
WgRenderDataDropShadow* WgRenderDataDropShadowPool::allocate(WgContext& context)
|
||||||
|
{
|
||||||
|
WgRenderDataDropShadow* renderData{};
|
||||||
|
if (mPool.count > 0) {
|
||||||
|
renderData = mPool.last();
|
||||||
|
mPool.pop();
|
||||||
|
} else {
|
||||||
|
renderData = new WgRenderDataDropShadow();
|
||||||
|
mList.push(renderData);
|
||||||
|
}
|
||||||
|
return renderData;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void WgRenderDataDropShadowPool::free(WgContext& context, WgRenderDataDropShadow* renderData)
|
||||||
|
{
|
||||||
|
if (renderData) mPool.push(renderData);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void WgRenderDataDropShadowPool::release(WgContext& context)
|
||||||
|
{
|
||||||
|
ARRAY_FOREACH(p, mList) {
|
||||||
|
(*p)->release(context);
|
||||||
|
delete(*p);
|
||||||
|
}
|
||||||
|
mPool.clear();
|
||||||
|
mList.clear();
|
||||||
|
}
|
||||||
|
|
|
@ -215,4 +215,31 @@ public:
|
||||||
void release(WgContext& context);
|
void release(WgContext& context);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct WgRenderDataDropShadow
|
||||||
|
{
|
||||||
|
WGPUBindGroup bindGroupGaussian{};
|
||||||
|
WGPUBindGroup bindGroupDropShadow{};
|
||||||
|
WGPUBuffer bufferGaussian{};
|
||||||
|
WGPUBuffer bufferSettings{};
|
||||||
|
uint32_t extend{};
|
||||||
|
uint32_t level{};
|
||||||
|
Point offset{};
|
||||||
|
|
||||||
|
void update(WgContext& context, RenderEffectDropShadow* dropShadow, const Matrix& transform);
|
||||||
|
void release(WgContext& context);
|
||||||
|
};
|
||||||
|
|
||||||
|
class WgRenderDataDropShadowPool {
|
||||||
|
private:
|
||||||
|
// pool contains all created but unused render data for drop shadow
|
||||||
|
Array<WgRenderDataDropShadow*> mPool;
|
||||||
|
// list contains all created render data for drop shadow
|
||||||
|
// to ensure that all created instances will be released
|
||||||
|
Array<WgRenderDataDropShadow*> mList;
|
||||||
|
public:
|
||||||
|
WgRenderDataDropShadow* allocate(WgContext& context);
|
||||||
|
void free(WgContext& context, WgRenderDataDropShadow* renderData);
|
||||||
|
void release(WgContext& context);
|
||||||
|
};
|
||||||
|
|
||||||
#endif // _TVG_WG_RENDER_DATA_H_
|
#endif // _TVG_WG_RENDER_DATA_H_
|
||||||
|
|
|
@ -53,6 +53,7 @@ void WgRenderer::release()
|
||||||
mRenderDataShapePool.release(mContext);
|
mRenderDataShapePool.release(mContext);
|
||||||
mRenderDataPicturePool.release(mContext);
|
mRenderDataPicturePool.release(mContext);
|
||||||
mRenderDataGaussianPool.release(mContext);
|
mRenderDataGaussianPool.release(mContext);
|
||||||
|
mRenderDataDropShadowPool.release(mContext);
|
||||||
mRenderDataViewportPool.release(mContext);
|
mRenderDataViewportPool.release(mContext);
|
||||||
WgMeshDataPool::gMeshDataPool->release(mContext);
|
WgMeshDataPool::gMeshDataPool->release(mContext);
|
||||||
|
|
||||||
|
@ -531,12 +532,24 @@ void WgRenderer::prepare(RenderEffect* effect, const Matrix& transform)
|
||||||
}
|
}
|
||||||
renderDataGaussian->update(mContext, gaussianBlur, transform);
|
renderDataGaussian->update(mContext, gaussianBlur, transform);
|
||||||
effect->valid = true;
|
effect->valid = true;
|
||||||
|
} else
|
||||||
|
// prepare drop shadow data
|
||||||
|
if (effect->type == SceneEffect::DropShadow) {
|
||||||
|
auto dropShadow = (RenderEffectDropShadow*)effect;
|
||||||
|
auto renderDataDropShadow = (WgRenderDataDropShadow*)dropShadow->rd;
|
||||||
|
if (!renderDataDropShadow) {
|
||||||
|
renderDataDropShadow = mRenderDataDropShadowPool.allocate(mContext);
|
||||||
|
dropShadow->rd = renderDataDropShadow;
|
||||||
|
}
|
||||||
|
renderDataDropShadow->update(mContext, dropShadow, transform);
|
||||||
|
effect->valid = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
bool WgRenderer::region(RenderEffect* effect)
|
bool WgRenderer::region(RenderEffect* effect)
|
||||||
{
|
{
|
||||||
|
// update gaussian blur region
|
||||||
if (effect->type == SceneEffect::GaussianBlur) {
|
if (effect->type == SceneEffect::GaussianBlur) {
|
||||||
auto gaussian = (RenderEffectGaussianBlur*)effect;
|
auto gaussian = (RenderEffectGaussianBlur*)effect;
|
||||||
auto renderDataGaussian = (WgRenderDataGaussian*)gaussian->rd;
|
auto renderDataGaussian = (WgRenderDataGaussian*)gaussian->rd;
|
||||||
|
@ -549,6 +562,16 @@ bool WgRenderer::region(RenderEffect* effect)
|
||||||
gaussian->extend.h = +renderDataGaussian->extend * 2;
|
gaussian->extend.h = +renderDataGaussian->extend * 2;
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
|
} else
|
||||||
|
// update drop shadow region
|
||||||
|
if (effect->type == SceneEffect::DropShadow) {
|
||||||
|
auto dropShadow = (RenderEffectDropShadow*)effect;
|
||||||
|
auto renderDataDropShadow = (WgRenderDataDropShadow*)dropShadow->rd;
|
||||||
|
dropShadow->extend.x = -(renderDataDropShadow->extend + std::abs(renderDataDropShadow->offset.x));
|
||||||
|
dropShadow->extend.w = +(renderDataDropShadow->extend + std::abs(renderDataDropShadow->offset.x)) * 2;
|
||||||
|
dropShadow->extend.y = -(renderDataDropShadow->extend + std::abs(renderDataDropShadow->offset.y));
|
||||||
|
dropShadow->extend.h = +(renderDataDropShadow->extend + std::abs(renderDataDropShadow->offset.y)) * 2;
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
@ -558,14 +581,13 @@ bool WgRenderer::render(RenderCompositor* cmp, const RenderEffect* effect, TVG_U
|
||||||
{
|
{
|
||||||
// we must to end current render pass to resolve ms texture before effect
|
// we must to end current render pass to resolve ms texture before effect
|
||||||
mCompositor.endRenderPass();
|
mCompositor.endRenderPass();
|
||||||
|
|
||||||
// handle gaussian blur
|
|
||||||
if (effect->type == SceneEffect::GaussianBlur) {
|
|
||||||
WgCompose* comp = (WgCompose*)cmp;
|
WgCompose* comp = (WgCompose*)cmp;
|
||||||
WgRenderStorage* dst = mRenderStorageStack.last();
|
WgRenderStorage* dst = mRenderStorageStack.last();
|
||||||
RenderEffectGaussianBlur* gaussianBlur = (RenderEffectGaussianBlur*)effect;
|
|
||||||
mCompositor.gaussianBlur(mContext, dst, gaussianBlur, comp);
|
switch (effect->type) {
|
||||||
return true;
|
case SceneEffect::GaussianBlur: return mCompositor.gaussianBlur(mContext, dst, (RenderEffectGaussianBlur*)effect, comp);
|
||||||
|
case SceneEffect::DropShadow: return mCompositor.dropShadow(mContext, dst, (RenderEffectDropShadow*)effect, comp);
|
||||||
|
default: return false;
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
@ -573,12 +595,12 @@ bool WgRenderer::render(RenderCompositor* cmp, const RenderEffect* effect, TVG_U
|
||||||
|
|
||||||
void WgRenderer::dispose(RenderEffect* effect)
|
void WgRenderer::dispose(RenderEffect* effect)
|
||||||
{
|
{
|
||||||
// dispose gaussian blur data
|
switch (effect->type) {
|
||||||
if (effect->type == SceneEffect::GaussianBlur) {
|
case SceneEffect::GaussianBlur: mRenderDataGaussianPool.free(mContext, (WgRenderDataGaussian*)effect->rd);
|
||||||
auto gaussianBlur = (RenderEffectGaussianBlur*)effect;
|
case SceneEffect::DropShadow: mRenderDataDropShadowPool.free(mContext, (WgRenderDataDropShadow*)effect->rd);
|
||||||
mRenderDataGaussianPool.free(mContext, (WgRenderDataGaussian*)gaussianBlur->rd);
|
default: effect->rd = nullptr;
|
||||||
gaussianBlur->rd = nullptr;
|
|
||||||
}
|
}
|
||||||
|
effect->rd = nullptr;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -86,6 +86,7 @@ private:
|
||||||
WgRenderDataShapePool mRenderDataShapePool;
|
WgRenderDataShapePool mRenderDataShapePool;
|
||||||
WgRenderDataPicturePool mRenderDataPicturePool;
|
WgRenderDataPicturePool mRenderDataPicturePool;
|
||||||
WgRenderDataGaussianPool mRenderDataGaussianPool;
|
WgRenderDataGaussianPool mRenderDataGaussianPool;
|
||||||
|
WgRenderDataDropShadowPool mRenderDataDropShadowPool;
|
||||||
WgRenderDataViewportPool mRenderDataViewportPool;
|
WgRenderDataViewportPool mRenderDataViewportPool;
|
||||||
|
|
||||||
// rendering context
|
// rendering context
|
||||||
|
|
|
@ -708,19 +708,6 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4f {
|
||||||
// compute shader source: merge clip path masks
|
// compute shader source: merge clip path masks
|
||||||
//************************************************************************
|
//************************************************************************
|
||||||
|
|
||||||
const char* cShaderSrc_MergeMasks = R"(
|
|
||||||
@group(0) @binding(0) var imageMsk0 : texture_storage_2d<rgba8unorm, read>;
|
|
||||||
@group(1) @binding(0) var imageMsk1 : texture_storage_2d<rgba8unorm, read>;
|
|
||||||
@group(2) @binding(0) var imageTrg : texture_storage_2d<rgba8unorm, write>;
|
|
||||||
|
|
||||||
@compute @workgroup_size(8, 8)
|
|
||||||
fn cs_main(@builtin(global_invocation_id) id: vec3u) {
|
|
||||||
let colorMsk0 = textureLoad(imageMsk0, id.xy);
|
|
||||||
let colorMsk1 = textureLoad(imageMsk1, id.xy);
|
|
||||||
textureStore(imageTrg, id.xy, colorMsk0 * colorMsk1);
|
|
||||||
}
|
|
||||||
)";
|
|
||||||
|
|
||||||
const char* cShaderSrc_GaussianBlur = R"(
|
const char* cShaderSrc_GaussianBlur = R"(
|
||||||
@group(0) @binding(0) var imageSrc : texture_storage_2d<rgba8unorm, read>;
|
@group(0) @binding(0) var imageSrc : texture_storage_2d<rgba8unorm, read>;
|
||||||
@group(1) @binding(0) var imageDst : texture_storage_2d<rgba8unorm, write>;
|
@group(1) @binding(0) var imageDst : texture_storage_2d<rgba8unorm, write>;
|
||||||
|
@ -821,6 +808,31 @@ fn cs_main_vert(@builtin(global_invocation_id) gid: vec3u,
|
||||||
|
|
||||||
// store result
|
// store result
|
||||||
textureStore(imageDst, uid, color / sum);
|
textureStore(imageDst, uid, color / sum);
|
||||||
//textureStore(imageDst, uid, vec4f(1.0, 0.0, 0.0, 1.0));
|
}
|
||||||
|
)";
|
||||||
|
|
||||||
|
const char* cShaderSrc_DropShadow = R"(
|
||||||
|
@group(0) @binding(0) var imageSrc : texture_storage_2d<rgba8unorm, read>;
|
||||||
|
@group(0) @binding(1) var imageSdw : texture_storage_2d<rgba8unorm, read>;
|
||||||
|
@group(1) @binding(0) var imageTrg : texture_storage_2d<rgba8unorm, write>;
|
||||||
|
@group(2) @binding(0) var<uniform> settings: array<vec4f, 2>;
|
||||||
|
@group(3) @binding(0) var<uniform> viewport: vec4f;
|
||||||
|
|
||||||
|
@compute @workgroup_size(128, 1)
|
||||||
|
fn cs_main(@builtin(global_invocation_id) gid: vec3u) {
|
||||||
|
// decode viewport and settings
|
||||||
|
let vmin = vec2u(viewport.xy);
|
||||||
|
let vmax = vec2u(viewport.zw);
|
||||||
|
let voff = vec2i(settings[1].xy);
|
||||||
|
|
||||||
|
// tex coord
|
||||||
|
let uid = gid.xy + vmin;
|
||||||
|
let oid = clamp(vec2u(vec2i(uid) - voff), vmin, vmax);
|
||||||
|
|
||||||
|
let orig = textureLoad(imageSrc, uid);
|
||||||
|
let blur = textureLoad(imageSdw, oid);
|
||||||
|
let shad = settings[0] * blur.a;
|
||||||
|
let color = orig + shad * (1.0 - orig.a);
|
||||||
|
textureStore(imageTrg, uid.xy, color);
|
||||||
}
|
}
|
||||||
)";
|
)";
|
|
@ -45,7 +45,7 @@ extern const char* cShaderSrc_Scene_Compose;
|
||||||
extern const char* cShaderSrc_Blit;
|
extern const char* cShaderSrc_Blit;
|
||||||
|
|
||||||
// compute shader sources: effects
|
// compute shader sources: effects
|
||||||
extern const char* cShaderSrc_MergeMasks;
|
|
||||||
extern const char* cShaderSrc_GaussianBlur;
|
extern const char* cShaderSrc_GaussianBlur;
|
||||||
|
extern const char* cShaderSrc_DropShadow;
|
||||||
|
|
||||||
#endif // _TVG_WG_SHEDER_SRC_H_
|
#endif // _TVG_WG_SHEDER_SRC_H_
|
||||||
|
|
|
@ -200,14 +200,49 @@ void WgShaderTypeGradient::updateTexData(const Fill::ColorStop* stops, uint32_t
|
||||||
// WgShaderTypeGaussianBlur
|
// WgShaderTypeGaussianBlur
|
||||||
//************************************************************************
|
//************************************************************************
|
||||||
|
|
||||||
void WgShaderTypeGaussianBlur::update(const RenderEffectGaussianBlur* gaussian, const Matrix& transform)
|
void WgShaderTypeGaussianBlur::update(float sigma, const Matrix& transform)
|
||||||
{
|
{
|
||||||
assert(gaussian);
|
|
||||||
const float sigma = gaussian->sigma;
|
|
||||||
const float scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12);
|
const float scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12);
|
||||||
const float kernel = std::min(WG_GAUSSIAN_KERNEL_SIZE_MAX, 2 * sigma * scale); // kernel size
|
const float kernel = std::min(WG_GAUSSIAN_KERNEL_SIZE_MAX, 2 * sigma * scale); // kernel size
|
||||||
settings[0] = sigma;
|
settings[0] = sigma;
|
||||||
settings[1] = std::min(WG_GAUSSIAN_KERNEL_SIZE_MAX / kernel, scale);
|
settings[1] = std::min(WG_GAUSSIAN_KERNEL_SIZE_MAX / kernel, scale);
|
||||||
settings[2] = kernel;
|
settings[2] = kernel;
|
||||||
extend = settings[2] * 2;
|
settings[3] = 0.0f; // unused
|
||||||
|
extend = settings[2] * 2; // kernel
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void WgShaderTypeGaussianBlur::update(const RenderEffectGaussianBlur* gaussian, const Matrix& transform)
|
||||||
|
{
|
||||||
|
assert(gaussian);
|
||||||
|
update(gaussian->sigma, transform);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void WgShaderTypeGaussianBlur::update(const RenderEffectDropShadow* dropShadow, const Matrix& transform)
|
||||||
|
{
|
||||||
|
assert(dropShadow);
|
||||||
|
update(dropShadow->sigma, transform);
|
||||||
|
}
|
||||||
|
|
||||||
|
//************************************************************************
|
||||||
|
// WgShaderTypeDropShadow
|
||||||
|
//************************************************************************
|
||||||
|
|
||||||
|
void WgShaderTypeDropShadow::update(const RenderEffectDropShadow* dropShadow, const Matrix& transform)
|
||||||
|
{
|
||||||
|
assert(dropShadow);
|
||||||
|
const float scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12);
|
||||||
|
const float radian = tvg::deg2rad(90.0f - dropShadow->angle);
|
||||||
|
offset = {0, 0};
|
||||||
|
if (dropShadow->distance > 0.0f) offset = {
|
||||||
|
+1.0f * dropShadow->distance * cosf(radian) * scale,
|
||||||
|
-1.0f * dropShadow->distance * sinf(radian) * scale
|
||||||
|
};
|
||||||
|
settings[0] = dropShadow->color[0] / 255.0f; // red
|
||||||
|
settings[1] = dropShadow->color[1] / 255.0f; // green
|
||||||
|
settings[2] = dropShadow->color[2] / 255.0f; // blue
|
||||||
|
settings[3] = dropShadow->color[3] / 255.0f; // alpha
|
||||||
|
settings[4] = offset.x;
|
||||||
|
settings[5] = offset.y;
|
||||||
}
|
}
|
|
@ -74,7 +74,18 @@ struct WgShaderTypeGaussianBlur
|
||||||
float settings[4]{}; // [0]: sigma, [1]: scale, [2]: kernel size, [3]: unused
|
float settings[4]{}; // [0]: sigma, [1]: scale, [2]: kernel size, [3]: unused
|
||||||
uint32_t extend{};
|
uint32_t extend{};
|
||||||
|
|
||||||
|
void update(float sigma, const Matrix& transform);
|
||||||
void update(const RenderEffectGaussianBlur* gaussian, const Matrix& transform);
|
void update(const RenderEffectGaussianBlur* gaussian, const Matrix& transform);
|
||||||
|
void update(const RenderEffectDropShadow* dropShadow, const Matrix& transform);
|
||||||
|
};
|
||||||
|
|
||||||
|
// drop shadow settings: color, offset
|
||||||
|
struct WgShaderTypeDropShadow
|
||||||
|
{
|
||||||
|
float settings[8]{}; // [0..3]: color, [4, 5]: offset
|
||||||
|
Point offset{};
|
||||||
|
|
||||||
|
void update(const RenderEffectDropShadow* dropShadow, const Matrix& transform);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // _TVG_WG_SHADER_TYPES_H_
|
#endif // _TVG_WG_SHADER_TYPES_H_
|
||||||
|
|
Loading…
Add table
Reference in a new issue