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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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// release existig handles
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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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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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context.releaseTextureView(texViewDepthStencilMS);
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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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texViewDepthStencilMS = context.createTextureView(texDepthStencilMS);
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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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@ -122,6 +126,25 @@ RenderRegion WgCompositor::shrinkRenderRegion(RenderRegion& rect)
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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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{
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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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WgRenderStorage *target = currentTarget;
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endRenderPass();
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const WGPUImageCopyTexture texSrc { .texture = target->texture };
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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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copyTexture(&storageTemp0, target);
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beginRenderPass(commandEncoder, target, false);
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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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@ -333,7 +353,7 @@ void WgCompositor::blendShape(WgContext& context, WgRenderDataShape* renderData,
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wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
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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, 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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WgRenderSettings& settings = renderData->renderSettingsShape;
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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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WgRenderStorage *target = currentTarget;
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endRenderPass();
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const WGPUImageCopyTexture texSrc { .texture = target->texture };
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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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copyTexture(&storageTemp0, target);
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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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// 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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wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 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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WgRenderSettings& settings = renderData->renderSettingsStroke;
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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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WgRenderStorage *target = currentTarget;
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endRenderPass();
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const WGPUImageCopyTexture texSrc { .texture = target->texture };
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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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copyTexture(&storageTemp0, target);
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beginRenderPass(commandEncoder, target, false);
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// setup stencil rules
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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, 1, renderData->bindGroupPaint, 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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renderData->meshData.drawImage(context, renderPassEncoder);
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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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WgRenderStorage *target = currentTarget;
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endRenderPass();
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const WGPUImageCopyTexture texSrc { .texture = target->texture };
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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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copyTexture(&storageTemp0, target);
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beginRenderPass(commandEncoder, target, false);
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// blend scene
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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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wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
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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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wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.scene_blend[blendMethodInd]);
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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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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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assert(dst);
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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 viewport = compose->rdViewport;
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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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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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// 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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const WGPUImageCopyTexture texSrc { .texture = sbuff->texture, .origin = { .x = (uint32_t)aabb.x, .y = (uint32_t)aabb.y } };
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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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wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, ©Size);
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}
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if (sbuff == &storageTemp0)
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copyTexture(sbuff, dbuff, aabb);
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return true;
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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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@ -54,7 +54,9 @@ private:
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WGPUCommandEncoder commandEncoder{};
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WgRenderStorage* currentTarget{};
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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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WgMeshData meshData;
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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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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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void drawShape(WgContext& context, WgRenderDataShape* renderData);
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@ -107,7 +112,8 @@ public:
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void blit(WgContext& context, WGPUCommandEncoder encoder, WgRenderStorage* src, WGPUTextureView dstView);
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// effects
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void gaussianBlur(WgContext& context, WgRenderStorage* dst, const RenderEffectGaussianBlur* params, const WgCompose* compose);
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bool gaussianBlur(WgContext& context, WgRenderStorage* dst, const RenderEffectGaussianBlur* params, const WgCompose* compose);
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bool dropShadow(WgContext& context, WgRenderStorage* dst, const RenderEffectDropShadow* params, const WgCompose* compose);
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};
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#endif // _TVG_WG_COMPOSITOR_H_
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@ -185,6 +185,7 @@ void WgPipelines::initialize(WgContext& context)
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const WGPUBindGroupLayout bindGroupLayoutsBlit[] { layouts.layoutTexSampled };
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// bind group layouts effects
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const WGPUBindGroupLayout bindGroupLayoutsGaussian[] { layouts.layoutTexStrorage1RO, layouts.layoutTexStrorage1WO, layouts.layoutBuffer1Un, layouts.layoutBuffer1Un };
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const WGPUBindGroupLayout bindGroupLayoutsDropShadow[] { layouts.layoutTexStrorage2RO, layouts.layoutTexStrorage1WO, layouts.layoutBuffer1Un, layouts.layoutBuffer1Un };
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// depth stencil state markup
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const WGPUDepthStencilState depthStencilStateNonZero = makeDepthStencilState(WGPUCompareFunction_Always, false, WGPUCompareFunction_Always, WGPUStencilOperation_IncrementWrap, WGPUCompareFunction_Always, WGPUStencilOperation_DecrementWrap);
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@ -222,6 +223,7 @@ void WgPipelines::initialize(WgContext& context)
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shader_blit = createShaderModule(context.device, "The shader blit", cShaderSrc_Blit);
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// shader effects
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shader_gaussian = createShaderModule(context.device, "The shader gaussian", cShaderSrc_GaussianBlur);
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shader_dropshadow = createShaderModule(context.device, "The shader drop shadow", cShaderSrc_DropShadow);
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// layouts
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layout_stencil = createPipelineLayout(context.device, bindGroupLayoutsStencil, 2);
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@ -242,6 +244,7 @@ void WgPipelines::initialize(WgContext& context)
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layout_blit = createPipelineLayout(context.device, bindGroupLayoutsBlit, 1);
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// layout effects
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layout_gaussian = createPipelineLayout(context.device, bindGroupLayoutsGaussian, 4);
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layout_dropshadow = createPipelineLayout(context.device, bindGroupLayoutsDropShadow, 4);
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// render pipeline nonzero
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nonzero = createRenderPipeline(
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@ -447,17 +450,16 @@ void WgPipelines::initialize(WgContext& context)
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depthStencilStateScene, multisampleStateX1);
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// compute pipeline gaussian blur
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gaussian_horz = createComputePipeline(
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context.device, "The compute pipeline gaussian blur horizontal",
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shader_gaussian, "cs_main_horz", layout_gaussian);
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gaussian_vert = createComputePipeline(
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context.device, "The compute pipeline gaussian blur vertical",
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shader_gaussian, "cs_main_vert", layout_gaussian);
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gaussian_horz = createComputePipeline(context.device, "The compute pipeline gaussian blur horizontal", shader_gaussian, "cs_main_horz", layout_gaussian);
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gaussian_vert = createComputePipeline(context.device, "The compute pipeline gaussian blur vertical", shader_gaussian, "cs_main_vert", layout_gaussian);
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// compute pipeline drop shadow
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dropshadow = createComputePipeline(context.device, "The compute pipeline drop shadow blend", shader_dropshadow, "cs_main", layout_dropshadow);
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}
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void WgPipelines::releaseGraphicHandles(WgContext& context)
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{
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// pipeline effects
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releaseComputePipeline(dropshadow);
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releaseComputePipeline(gaussian_vert);
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releaseComputePipeline(gaussian_horz);
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// pipeline blit
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@ -490,6 +492,7 @@ void WgPipelines::releaseGraphicHandles(WgContext& context)
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releaseRenderPipeline(evenodd);
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releaseRenderPipeline(nonzero);
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// layouts
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releasePipelineLayout(layout_dropshadow);
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releasePipelineLayout(layout_gaussian);
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releasePipelineLayout(layout_blit);
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releasePipelineLayout(layout_scene_compose);
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@ -504,6 +507,7 @@ void WgPipelines::releaseGraphicHandles(WgContext& context)
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releasePipelineLayout(layout_depth);
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releasePipelineLayout(layout_stencil);
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// shaders
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releaseShaderModule(shader_dropshadow);
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releaseShaderModule(shader_gaussian);
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releaseShaderModule(shader_blit);
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releaseShaderModule(shader_scene_compose);
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@ -48,6 +48,7 @@ private:
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WGPUShaderModule shader_blit{};
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// shader effects
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WGPUShaderModule shader_gaussian;
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WGPUShaderModule shader_dropshadow;
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// layouts helpers
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WGPUPipelineLayout layout_stencil{};
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@ -68,6 +69,7 @@ private:
|
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WGPUPipelineLayout layout_blit{};
|
||||
// layouts effects
|
||||
WGPUPipelineLayout layout_gaussian{};
|
||||
WGPUPipelineLayout layout_dropshadow{};
|
||||
public:
|
||||
// pipelines stencil markup
|
||||
WGPURenderPipeline nonzero{};
|
||||
|
@ -98,6 +100,7 @@ public:
|
|||
// effects
|
||||
WGPUComputePipeline gaussian_horz{};
|
||||
WGPUComputePipeline gaussian_vert{};
|
||||
WGPUComputePipeline dropshadow{};
|
||||
private:
|
||||
void releaseGraphicHandles(WgContext& context);
|
||||
WGPUShaderModule createShaderModule(WGPUDevice device, const char* label, const char* code);
|
||||
|
|
|
@ -640,3 +640,78 @@ void WgRenderDataGaussianPool::release(WgContext& context)
|
|||
mPool.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);
|
||||
};
|
||||
|
||||
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_
|
||||
|
|
|
@ -53,6 +53,7 @@ void WgRenderer::release()
|
|||
mRenderDataShapePool.release(mContext);
|
||||
mRenderDataPicturePool.release(mContext);
|
||||
mRenderDataGaussianPool.release(mContext);
|
||||
mRenderDataDropShadowPool.release(mContext);
|
||||
mRenderDataViewportPool.release(mContext);
|
||||
WgMeshDataPool::gMeshDataPool->release(mContext);
|
||||
|
||||
|
@ -531,12 +532,24 @@ void WgRenderer::prepare(RenderEffect* effect, const Matrix& transform)
|
|||
}
|
||||
renderDataGaussian->update(mContext, gaussianBlur, transform);
|
||||
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)
|
||||
{
|
||||
// update gaussian blur region
|
||||
if (effect->type == SceneEffect::GaussianBlur) {
|
||||
auto gaussian = (RenderEffectGaussianBlur*)effect;
|
||||
auto renderDataGaussian = (WgRenderDataGaussian*)gaussian->rd;
|
||||
|
@ -549,6 +562,16 @@ bool WgRenderer::region(RenderEffect* effect)
|
|||
gaussian->extend.h = +renderDataGaussian->extend * 2;
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
@ -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
|
||||
mCompositor.endRenderPass();
|
||||
|
||||
// handle gaussian blur
|
||||
if (effect->type == SceneEffect::GaussianBlur) {
|
||||
WgCompose* comp = (WgCompose*)cmp;
|
||||
WgRenderStorage* dst = mRenderStorageStack.last();
|
||||
RenderEffectGaussianBlur* gaussianBlur = (RenderEffectGaussianBlur*)effect;
|
||||
mCompositor.gaussianBlur(mContext, dst, gaussianBlur, comp);
|
||||
return true;
|
||||
|
||||
switch (effect->type) {
|
||||
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;
|
||||
}
|
||||
|
@ -573,12 +595,12 @@ bool WgRenderer::render(RenderCompositor* cmp, const RenderEffect* effect, TVG_U
|
|||
|
||||
void WgRenderer::dispose(RenderEffect* effect)
|
||||
{
|
||||
// dispose gaussian blur data
|
||||
if (effect->type == SceneEffect::GaussianBlur) {
|
||||
auto gaussianBlur = (RenderEffectGaussianBlur*)effect;
|
||||
mRenderDataGaussianPool.free(mContext, (WgRenderDataGaussian*)gaussianBlur->rd);
|
||||
gaussianBlur->rd = nullptr;
|
||||
switch (effect->type) {
|
||||
case SceneEffect::GaussianBlur: mRenderDataGaussianPool.free(mContext, (WgRenderDataGaussian*)effect->rd);
|
||||
case SceneEffect::DropShadow: mRenderDataDropShadowPool.free(mContext, (WgRenderDataDropShadow*)effect->rd);
|
||||
default: effect->rd = nullptr;
|
||||
}
|
||||
effect->rd = nullptr;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -86,6 +86,7 @@ private:
|
|||
WgRenderDataShapePool mRenderDataShapePool;
|
||||
WgRenderDataPicturePool mRenderDataPicturePool;
|
||||
WgRenderDataGaussianPool mRenderDataGaussianPool;
|
||||
WgRenderDataDropShadowPool mRenderDataDropShadowPool;
|
||||
WgRenderDataViewportPool mRenderDataViewportPool;
|
||||
|
||||
// rendering context
|
||||
|
|
|
@ -708,19 +708,6 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4f {
|
|||
// 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"(
|
||||
@group(0) @binding(0) var imageSrc : texture_storage_2d<rgba8unorm, read>;
|
||||
@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
|
||||
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;
|
||||
|
||||
// compute shader sources: effects
|
||||
extern const char* cShaderSrc_MergeMasks;
|
||||
extern const char* cShaderSrc_GaussianBlur;
|
||||
extern const char* cShaderSrc_DropShadow;
|
||||
|
||||
#endif // _TVG_WG_SHEDER_SRC_H_
|
||||
|
|
|
@ -200,14 +200,49 @@ void WgShaderTypeGradient::updateTexData(const Fill::ColorStop* stops, uint32_t
|
|||
// 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 kernel = std::min(WG_GAUSSIAN_KERNEL_SIZE_MAX, 2 * sigma * scale); // kernel size
|
||||
settings[0] = sigma;
|
||||
settings[1] = std::min(WG_GAUSSIAN_KERNEL_SIZE_MAX / kernel, scale);
|
||||
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
|
||||
uint32_t extend{};
|
||||
|
||||
void update(float sigma, 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_
|
||||
|
|
Loading…
Add table
Reference in a new issue