wg_engine: gaussian blur basic implementation

Introduce blur effect for webgpu renderer
Issue: https://github.com/thorvg/thorvg/issues/3054
This commit is contained in:
Sergii Liebodkin 2025-02-03 12:57:57 +00:00 committed by Hermet Park
parent 04530ab6c2
commit 857f1404e1
12 changed files with 474 additions and 34 deletions

View file

@ -22,6 +22,7 @@
#include "tvgWgCompositor.h"
#include "tvgWgShaderTypes.h"
#include <iostream>
void WgCompositor::initialize(WgContext& context, uint32_t width, uint32_t height)
{
@ -115,8 +116,8 @@ RenderRegion WgCompositor::shrinkRenderRegion(RenderRegion& rect)
// cut viewport to screen dimensions
int32_t xmin = std::max(0, std::min((int32_t)width, rect.x));
int32_t ymin = std::max(0, std::min((int32_t)height, rect.y));
int32_t xmax = std::max(0, std::min((int32_t)width, rect.x + rect.w));
int32_t ymax = std::max(0, std::min((int32_t)height, rect.y + rect.h));
int32_t xmax = std::max(xmin, std::min((int32_t)width, rect.x + rect.w));
int32_t ymax = std::max(ymin, std::min((int32_t)height, rect.y + rect.h));
return { xmin, ymin, xmax - xmin, ymax - ymin };
}
@ -150,11 +151,13 @@ void WgCompositor::beginRenderPass(WGPUCommandEncoder commandEncoder, WgRenderSt
void WgCompositor::endRenderPass()
{
assert(renderPassEncoder);
wgpuRenderPassEncoderEnd(renderPassEncoder);
wgpuRenderPassEncoderRelease(renderPassEncoder);
this->renderPassEncoder = nullptr;
this->currentTarget = nullptr;
if (currentTarget) {
assert(renderPassEncoder);
wgpuRenderPassEncoderEnd(renderPassEncoder);
wgpuRenderPassEncoderRelease(renderPassEncoder);
this->renderPassEncoder = nullptr;
this->currentTarget = nullptr;
}
}
@ -733,4 +736,52 @@ void WgCompositor::clearClipPath(WgContext& context, WgRenderDataPaint* paint)
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.clear_depth);
renderData->meshDataBBox.drawFan(context, renderPassEncoder);
}
}
void WgCompositor::gaussianBlur(WgContext& context, WgRenderStorage* dst, const RenderEffectGaussianBlur* params, const WgCompose* compose)
{
assert(dst);
assert(params);
assert(params->rd);
assert(compose->rdViewport);
assert(!renderPassEncoder);
auto renderDataGaussian = (WgRenderDataGaussian*)params->rd;
auto viewport = compose->rdViewport;
for (uint32_t level = 0; level < renderDataGaussian->level; level++) {
// horizontal blur
if (params->direction != 2) {
const WGPUImageCopyTexture texSrc { .texture = dst->texture };
const WGPUImageCopyTexture texDst { .texture = storageDstCopy.texture };
const WGPUExtent3D copySize { .width = width, .height = height, .depthOrArrayLayers = 1 };
wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, &copySize);
WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass gaussian blur horizontal" };
WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, storageDstCopy.bindGroupRead, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dst->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataGaussian->bindGroupGaussian, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.gaussian_horz);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, width / 16, height / 16, 1);
wgpuComputePassEncoderEnd(computePassEncoder);
wgpuComputePassEncoderRelease(computePassEncoder);
}
// vertical blur
if (params->direction != 1) {
const WGPUImageCopyTexture texSrc { .texture = dst->texture };
const WGPUImageCopyTexture texDst { .texture = storageDstCopy.texture };
const WGPUExtent3D copySize { .width = width, .height = height, .depthOrArrayLayers = 1 };
wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, &copySize);
WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass gaussian blur vertical" };
WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, storageDstCopy.bindGroupRead, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dst->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataGaussian->bindGroupGaussian, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.gaussian_vert);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, width / 16, height / 16, 1);
wgpuComputePassEncoderEnd(computePassEncoder);
wgpuComputePassEncoderRelease(computePassEncoder);
}
}
}

View file

@ -30,6 +30,7 @@ struct WgCompose: RenderCompositor
{
BlendMethod blend{};
RenderRegion aabb{};
WgRenderDataViewport* rdViewport;
};
class WgCompositor
@ -104,6 +105,9 @@ public:
// blit render storage to texture view (f.e. screen buffer)
void blit(WgContext& context, WGPUCommandEncoder encoder, WgRenderStorage* src, WGPUTextureView dstView);
// effects
void gaussianBlur(WgContext& context, WgRenderStorage* dst, const RenderEffectGaussianBlur* params, const WgCompose* compose);
};
#endif // _TVG_WG_COMPOSITOR_H_

View file

@ -183,6 +183,8 @@ void WgPipelines::initialize(WgContext& context)
const WGPUBindGroupLayout bindGroupLayoutsSceneCompose[] { layouts.layoutTexSampled, layouts.layoutTexSampled };
// bind group layouts blit
const WGPUBindGroupLayout bindGroupLayoutsBlit[] { layouts.layoutTexSampled };
// bind group layouts effects
const WGPUBindGroupLayout bindGroupLayoutsGaussian[] { layouts.layoutTexStrorage1RO, layouts.layoutTexStrorage1WO, layouts.layoutBuffer1Un, layouts.layoutBuffer1Un };
// depth stencil state markup
const WGPUDepthStencilState depthStencilStateNonZero = makeDepthStencilState(WGPUCompareFunction_Always, false, WGPUCompareFunction_Always, WGPUStencilOperation_IncrementWrap, WGPUCompareFunction_Always, WGPUStencilOperation_DecrementWrap);
@ -218,6 +220,9 @@ void WgPipelines::initialize(WgContext& context)
shader_scene_compose = createShaderModule(context.device, "The shader scene composition", cShaderSrc_Scene_Compose);
// shader blit
shader_blit = createShaderModule(context.device, "The shader blit", cShaderSrc_Blit);
// shader effects
shader_gaussian_horz = createShaderModule(context.device, "The shader gaussian horizontal", cShaderSrc_GaussianBlur_Horz);
shader_gaussian_vert = createShaderModule(context.device, "The shader gaussian vertical", cShaderSrc_GaussianBlur_Vert);
// layouts
layout_stencil = createPipelineLayout(context.device, bindGroupLayoutsStencil, 2);
@ -236,6 +241,8 @@ void WgPipelines::initialize(WgContext& context)
layout_scene_compose = createPipelineLayout(context.device, bindGroupLayoutsSceneCompose, 2);
// layout blit
layout_blit = createPipelineLayout(context.device, bindGroupLayoutsBlit, 1);
// layout effects
layout_gaussian = createPipelineLayout(context.device, bindGroupLayoutsGaussian, 4);
// render pipeline nonzero
nonzero = createRenderPipeline(
@ -439,10 +446,21 @@ void WgPipelines::initialize(WgContext& context)
layout_blit, vertexBufferLayoutsImage, 2,
WGPUColorWriteMask_All, context.preferredFormat, blendStateSrc, // must be preferred screen pixel format
depthStencilStateScene, multisampleStateX1);
// compute pipeline gaussian blur
gaussian_horz = createComputePipeline(
context.device, "The compute pipeline gaussian blur horizontal",
shader_gaussian_horz, "cs_main", layout_gaussian);
gaussian_vert = createComputePipeline(
context.device, "The compute pipeline gaussian blur vertical",
shader_gaussian_vert, "cs_main", layout_gaussian);
}
void WgPipelines::releaseGraphicHandles(WgContext& context)
{
// pipeline effects
releaseComputePipeline(gaussian_vert);
releaseComputePipeline(gaussian_horz);
// pipeline blit
releaseRenderPipeline(blit);
// pipelines compose
@ -473,6 +491,7 @@ void WgPipelines::releaseGraphicHandles(WgContext& context)
releaseRenderPipeline(evenodd);
releaseRenderPipeline(nonzero);
// layouts
releasePipelineLayout(layout_gaussian);
releasePipelineLayout(layout_blit);
releasePipelineLayout(layout_scene_compose);
releasePipelineLayout(layout_scene_blend);
@ -486,6 +505,8 @@ void WgPipelines::releaseGraphicHandles(WgContext& context)
releasePipelineLayout(layout_depth);
releasePipelineLayout(layout_stencil);
// shaders
releaseShaderModule(shader_gaussian_horz);
releaseShaderModule(shader_gaussian_vert);
releaseShaderModule(shader_blit);
releaseShaderModule(shader_scene_compose);
releaseShaderModule(shader_scene_blend);

View file

@ -46,6 +46,9 @@ private:
WGPUShaderModule shader_scene_compose{};
// shader blit
WGPUShaderModule shader_blit{};
// shader effects
WGPUShaderModule shader_gaussian_horz{};
WGPUShaderModule shader_gaussian_vert{};
// layouts helpers
WGPUPipelineLayout layout_stencil{};
@ -64,6 +67,8 @@ private:
WGPUPipelineLayout layout_scene_compose{};
// layouts blit
WGPUPipelineLayout layout_blit{};
// layouts effects
WGPUPipelineLayout layout_gaussian{};
public:
// pipelines stencil markup
WGPURenderPipeline nonzero{};
@ -91,6 +96,9 @@ public:
WGPURenderPipeline scene_compose[11]{};
// pipeline blit
WGPURenderPipeline blit{};
// effects
WGPUComputePipeline gaussian_horz{};
WGPUComputePipeline gaussian_vert{};
private:
void releaseGraphicHandles(WgContext& context);
WGPUShaderModule createShaderModule(WGPUDevice device, const char* label, const char* code);

View file

@ -369,10 +369,10 @@ void WgRenderDataShape::updateAABB(const Matrix& tr) {
Point p1 = Point{pMax.x, pMin.y} * tr;
Point p2 = Point{pMin.x, pMax.y} * tr;
Point p3 = Point{pMax.x, pMax.y} * tr;
aabb.x = std::min({p0.x, p1.x, p2.x, p3.x});
aabb.y = std::min({p0.y, p1.y, p2.y, p3.y});
aabb.w = std::max({p0.x, p1.x, p2.x, p3.x}) - aabb.x;
aabb.h = std::max({p0.y, p1.y, p2.y, p3.y}) - aabb.y;
aabb.pMin.x = std::min({p0.x, p1.x, p2.x, p3.x});
aabb.pMin.y = std::min({p0.y, p1.y, p2.y, p3.y});
aabb.pMax.x = std::max({p0.x, p1.x, p2.x, p3.x});
aabb.pMax.y = std::max({p0.y, p1.y, p2.y, p3.y});
}
@ -448,7 +448,7 @@ void WgRenderDataShape::updateMeshes(WgContext& context, const RenderShape &rsha
(this->meshGroupStrokesBBox.meshes.count > 0)) {
updateAABB(tr);
meshDataBBox.bbox(context, pMin, pMax);
} else aabb = {0, 0, 0, 0};
} else aabb = {{0, 0}, {0, 0}};
}
@ -487,7 +487,7 @@ void WgRenderDataShape::releaseMeshes(WgContext& context)
meshGroupShapes.release(context);
pMin = {FLT_MAX, FLT_MAX};
pMax = {0.0f, 0.0f};
aabb = {0, 0, 0, 0};
aabb = {{0, 0}, {0, 0}};
clips.clear();
}
@ -600,3 +600,119 @@ void WgRenderDataPicturePool::release(WgContext& context)
mPool.clear();
mList.clear();
}
//***********************************************************************
// WgRenderDataGaussian
//***********************************************************************
void WgRenderDataViewport::update(WgContext& context, const RenderRegion& region) {
WgShaderTypeVec4f viewport;
viewport.update(region);
bool bufferViewportChanged = context.allocateBufferUniform(bufferViewport, &viewport, sizeof(viewport));
if (bufferViewportChanged) {
context.layouts.releaseBindGroup(bindGroupViewport);
bindGroupViewport = context.layouts.createBindGroupBuffer1Un(bufferViewport);
}
}
void WgRenderDataViewport::release(WgContext& context) {
context.releaseBuffer(bufferViewport);
context.layouts.releaseBindGroup(bindGroupViewport);
}
//***********************************************************************
// WgRenderDataViewportPool
//***********************************************************************
WgRenderDataViewport* WgRenderDataViewportPool::allocate(WgContext& context)
{
WgRenderDataViewport* renderData{};
if (mPool.count > 0) {
renderData = mPool.last();
mPool.pop();
} else {
renderData = new WgRenderDataViewport();
mList.push(renderData);
}
return renderData;
}
void WgRenderDataViewportPool::free(WgContext& context, WgRenderDataViewport* renderData)
{
if (renderData) mPool.push(renderData);
}
void WgRenderDataViewportPool::release(WgContext& context)
{
ARRAY_FOREACH(p, mList) {
(*p)->release(context);
delete(*p);
}
mPool.clear();
mList.clear();
}
//***********************************************************************
// WgRenderDataGaussian
//***********************************************************************
void WgRenderDataGaussian::update(WgContext& context, RenderEffectGaussianBlur* gaussian, const Matrix& transform)
{
assert(gaussian);
// compute gaussian blur data
WgShaderTypeGaussianBlur gaussianSettings;
gaussianSettings.update(gaussian, transform);
// update bind group and buffers
bool bufferSettingsChanged = context.allocateBufferUniform(bufferSettings, &gaussianSettings.settings, sizeof(gaussianSettings.settings));
if (bufferSettingsChanged) {
// update bind group
context.layouts.releaseBindGroup(bindGroupGaussian);
bindGroupGaussian = context.layouts.createBindGroupBuffer1Un(bufferSettings);
}
level = int(WG_GAUSSIAN_MAX_LEVEL * ((gaussian->quality - 1) * 0.01f)) + 1;
extend = gaussianSettings.extend;
}
void WgRenderDataGaussian::release(WgContext& context)
{
context.releaseBuffer(bufferSettings);
context.layouts.releaseBindGroup(bindGroupGaussian);
}
//***********************************************************************
// WgRenderDataGaussianPool
//***********************************************************************
WgRenderDataGaussian* WgRenderDataGaussianPool::allocate(WgContext& context)
{
WgRenderDataGaussian* renderData{};
if (mPool.count > 0) {
renderData = mPool.last();
mPool.pop();
} else {
renderData = new WgRenderDataGaussian();
mList.push(renderData);
}
return renderData;
}
void WgRenderDataGaussianPool::free(WgContext& context, WgRenderDataGaussian* renderData)
{
if (renderData) mPool.push(renderData);
}
void WgRenderDataGaussianPool::release(WgContext& context)
{
ARRAY_FOREACH(p, mList) {
(*p)->release(context);
delete(*p);
}
mPool.clear();
mList.clear();
}

View file

@ -26,6 +26,11 @@
#include "tvgWgPipelines.h"
#include "tvgWgGeometry.h"
struct WgAabb {
Point pMin{};
Point pMax{};
};
struct WgMeshData {
WGPUBuffer bufferPosition{};
WGPUBuffer bufferTexCoord{};
@ -99,7 +104,7 @@ struct WgRenderDataPaint
WGPUBuffer bufferBlendSettings{};
WGPUBindGroup bindGroupPaint{};
RenderRegion viewport{};
RenderRegion aabb{};
WgAabb aabb{};
float opacity{};
Array<WgRenderDataPaint*> clips;
@ -167,4 +172,51 @@ public:
void release(WgContext& context);
};
struct WgRenderDataViewport
{
WGPUBindGroup bindGroupViewport{};
WGPUBuffer bufferViewport{};
void update(WgContext& context, const RenderRegion& region);
void release(WgContext& context);
};
class WgRenderDataViewportPool {
private:
// pool contains all created but unused render data for viewport
Array<WgRenderDataViewport*> mPool;
// list contains all created render data for viewport
// to ensure that all created instances will be released
Array<WgRenderDataViewport*> mList;
public:
WgRenderDataViewport* allocate(WgContext& context);
void free(WgContext& context, WgRenderDataViewport* renderData);
void release(WgContext& context);
};
#define WG_GAUSSIAN_MAX_LEVEL 3
struct WgRenderDataGaussian
{
WGPUBindGroup bindGroupGaussian{};
WGPUBuffer bufferSettings{};
uint32_t extend{};
uint32_t level{};
void update(WgContext& context, RenderEffectGaussianBlur* gaussian, const Matrix& transform);
void release(WgContext& context);
};
class WgRenderDataGaussianPool {
private:
// pool contains all created but unused render data for gaussian filter
Array<WgRenderDataGaussian*> mPool;
// list contains all created render data for gaussian filter
// to ensure that all created instances will be released
Array<WgRenderDataGaussian*> mList;
public:
WgRenderDataGaussian* allocate(WgContext& context);
void free(WgContext& context, WgRenderDataGaussian* renderData);
void release(WgContext& context);
};
#endif // _TVG_WG_RENDER_DATA_H_

View file

@ -49,6 +49,8 @@ void WgRenderer::release()
// clear render data paint pools
mRenderDataShapePool.release(mContext);
mRenderDataPicturePool.release(mContext);
mRenderDataGaussianPool.release(mContext);
mRenderDataViewportPool.release(mContext);
WgMeshDataPool::gMeshDataPool->release(mContext);
// clear render storage pool
@ -182,6 +184,10 @@ bool WgRenderer::postRender()
// pop root render storage to the render tree stack
mRenderStorageStack.pop();
assert(mRenderStorageStack.count == 0);
// clear viewport list and store allocated handles to pool
ARRAY_FOREACH(p, mRenderDataViewportList)
mRenderDataViewportPool.free(mContext, *p);
mRenderDataViewportList.clear();
return true;
}
@ -197,7 +203,14 @@ RenderRegion WgRenderer::region(RenderData data)
{
auto renderData = (WgRenderDataPaint*)data;
if (renderData->type() == Type::Shape) {
return renderData->aabb;
Point v1 = renderData->aabb.pMin;
Point v2 = renderData->aabb.pMax;
RenderRegion renderRegion;
renderRegion.x = static_cast<int32_t>(nearbyint(v1.x));
renderRegion.y = static_cast<int32_t>(nearbyint(v1.y));
renderRegion.w = static_cast<int32_t>(nearbyint(v2.x)) - renderRegion.x;
renderRegion.h = static_cast<int32_t>(nearbyint(v2.y)) - renderRegion.y;
return renderRegion;
}
return { 0, 0, (int32_t)mTargetSurface.w, (int32_t)mTargetSurface.h };
}
@ -395,16 +408,24 @@ bool WgRenderer::surfaceConfigure(WGPUSurface surface, WgContext& context, uint3
RenderCompositor* WgRenderer::target(const RenderRegion& region, TVG_UNUSED ColorSpace cs, TVG_UNUSED CompositionFlag flags)
{
mCompositorStack.push(new WgCompose);
mCompositorStack.last()->aabb = region;
return mCompositorStack.last();
// create and setup compose data
WgCompose* compose = new WgCompose();
compose->aabb = region;
if (flags & PostProcessing) {
compose->aabb = region;
compose->rdViewport = mRenderDataViewportPool.allocate(mContext);
compose->rdViewport->update(mContext, region);
mRenderDataViewportList.push(compose->rdViewport);
}
mCompositorStack.push(compose);
return compose;
}
bool WgRenderer::beginComposite(RenderCompositor* cmp, MaskMethod method, uint8_t opacity)
{
// save current composition settings
WgCompose* compose = (WgCompose *)cmp;
WgCompose* compose = (WgCompose*)cmp;
compose->method = method;
compose->opacity = opacity;
compose->blend = mBlendMethod;
@ -424,8 +445,8 @@ bool WgRenderer::beginComposite(RenderCompositor* cmp, MaskMethod method, uint8_
bool WgRenderer::endComposite(RenderCompositor* cmp)
{
// get current composition settings
WgCompose* comp = (WgCompose *)cmp;
// end current render pass
WgCompose* comp = (WgCompose*)cmp;
// we must to end current render pass to run blend/composition mechanics
mCompositor.endRenderPass();
// finish scene blending
if (comp->method == MaskMethod::None) {
@ -463,30 +484,67 @@ bool WgRenderer::endComposite(RenderCompositor* cmp)
}
void WgRenderer::prepare(TVG_UNUSED RenderEffect* effect, TVG_UNUSED const Matrix& transform)
void WgRenderer::prepare(RenderEffect* effect, const Matrix& transform)
{
//TODO: prepare the effect
// prepare gaussian blur data
if (effect->type == SceneEffect::GaussianBlur) {
auto gaussianBlur = (RenderEffectGaussianBlur*)effect;
auto renderDataGaussian = (WgRenderDataGaussian*)gaussianBlur->rd;
if (!renderDataGaussian) {
renderDataGaussian = mRenderDataGaussianPool.allocate(mContext);
gaussianBlur->rd = renderDataGaussian;
}
renderDataGaussian->update(mContext, gaussianBlur, transform);
effect->valid = true;
}
}
bool WgRenderer::region(TVG_UNUSED RenderEffect* effect)
bool WgRenderer::region(RenderEffect* effect)
{
//TODO: Return if the current post effect requires the region expansion
if (effect->type == SceneEffect::GaussianBlur) {
auto gaussian = (RenderEffectGaussianBlur*)effect;
auto renderDataGaussian = (WgRenderDataGaussian*)gaussian->rd;
if (gaussian->direction != 2) {
gaussian->extend.x = -renderDataGaussian->extend;
gaussian->extend.w = +renderDataGaussian->extend * 2;
}
if (gaussian->direction != 1) {
gaussian->extend.y = -renderDataGaussian->extend;
gaussian->extend.h = +renderDataGaussian->extend * 2;
}
return true;
}
return false;
}
bool WgRenderer::render(TVG_UNUSED RenderCompositor* cmp, TVG_UNUSED const RenderEffect* effect, TVG_UNUSED bool direct)
bool WgRenderer::render(RenderCompositor* cmp, const RenderEffect* effect, TVG_UNUSED bool direct)
{
TVGLOG("WG_ENGINE", "SceneEffect(%d) is not supported", (int)effect->type);
// 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;
}
return false;
}
void WgRenderer::dispose(TVG_UNUSED RenderEffect* effect)
void WgRenderer::dispose(RenderEffect* effect)
{
//TODO: dispose the effect
}
// dispose gaussian blur data
if (effect->type == SceneEffect::GaussianBlur) {
auto gaussianBlur = (RenderEffectGaussianBlur*)effect;
mRenderDataGaussianPool.free(mContext, (WgRenderDataGaussian*)gaussianBlur->rd);
gaussianBlur->rd = nullptr;
}
};
bool WgRenderer::preUpdate()

View file

@ -53,10 +53,10 @@ public:
bool beginComposite(RenderCompositor* cmp, MaskMethod method, uint8_t opacity) override;
bool endComposite(RenderCompositor* cmp) override;
void prepare(TVG_UNUSED RenderEffect* effect, TVG_UNUSED const Matrix& transform) override;
void prepare(RenderEffect* effect, const Matrix& transform) override;
bool region(RenderEffect* effect) override;
bool render(RenderCompositor* cmp, const RenderEffect* effect, bool direct) override;
void dispose(TVG_UNUSED RenderEffect* effect) override;
void dispose(RenderEffect* effect) override;
static WgRenderer* gen();
static bool init(uint32_t threads);
@ -77,6 +77,7 @@ private:
WgRenderStorage mRenderStorageRoot;
Array<WgCompose*> mCompositorStack;
Array<WgRenderStorage*> mRenderStorageStack;
Array<WgRenderDataViewport*> mRenderDataViewportList;
// render storage pool
WgRenderStoragePool mRenderStoragePool;
@ -84,6 +85,8 @@ private:
// render data paint pools
WgRenderDataShapePool mRenderDataShapePool;
WgRenderDataPicturePool mRenderDataPicturePool;
WgRenderDataGaussianPool mRenderDataGaussianPool;
WgRenderDataViewportPool mRenderDataViewportPool;
// rendering context
WgContext mContext;

View file

@ -719,4 +719,96 @@ fn cs_main(@builtin(global_invocation_id) id: vec3u) {
let colorMsk1 = textureLoad(imageMsk1, id.xy);
textureStore(imageTrg, id.xy, colorMsk0 * colorMsk1);
}
)";
)";
const char* cShaderSrc_GaussianBlur_Horz = R"(
@group(0) @binding(0) var imageSrc : texture_storage_2d<rgba8unorm, read>;
@group(1) @binding(0) var imageDst : texture_storage_2d<rgba8unorm, write>;
@group(2) @binding(0) var<uniform> settings: vec4f;
@group(3) @binding(0) var<uniform> viewport: vec4f;
fn gaussian(x: f32, sigma: f32) -> f32 {
let a = 0.39894f / sigma;
let b = -(x * x) / (2.0 * sigma * sigma);
return a * exp(b);
}
@compute @workgroup_size(16, 16)
fn cs_main(@builtin(global_invocation_id) id: vec3u) {
// id conversion
let iid = vec2i(id.xy);
// viewport decode
let xmin = i32(viewport.x);
let ymin = i32(viewport.y);
let xmax = i32(viewport.z);
let ymax = i32(viewport.w);
// settings decode
let sigma = settings.x;
let scale = settings.y;
let size = i32(settings.z);
// draw borders points outside of viewport
if ((iid.x < xmin) || (iid.x > xmax) || (iid.y < ymin) || (iid.y > ymax)) { return; }
// apply filter
var weight = gaussian(0.0, sigma);
var color = weight * textureLoad(imageSrc, id.xy);
var sum = weight;
for (var i: i32 = 1; i < size; i++) {
let ii = i32(f32(i) * scale);
let idneg = vec2i(clamp(iid.x - ii, xmin, xmax), iid.y);
let idpos = vec2i(clamp(iid.x + ii, xmin, xmax), iid.y);
weight = gaussian(f32(i) * scale, sigma);
color += (weight * textureLoad(imageSrc, vec2u(idneg)));
color += (weight * textureLoad(imageSrc, vec2u(idpos)));
sum += (2.0 * weight);
}
textureStore(imageDst, id.xy, color / sum);
}
)";
const char* cShaderSrc_GaussianBlur_Vert = R"(
@group(0) @binding(0) var imageSrc : texture_storage_2d<rgba8unorm, read>;
@group(1) @binding(0) var imageDst : texture_storage_2d<rgba8unorm, write>;
@group(2) @binding(0) var<uniform> settings: vec4f;
@group(3) @binding(0) var<uniform> viewport: vec4f;
fn gaussian(x: f32, sigma: f32) -> f32 {
let a = 0.39894f / sigma;
let b = -(x * x) / (2.0 * sigma * sigma);
return a * exp(b);
}
@compute @workgroup_size(16, 16)
fn cs_main(@builtin(global_invocation_id) id: vec3u) {
// id conversion
let iid = vec2i(id.xy);
// viewport decode
let xmin = i32(viewport.x);
let ymin = i32(viewport.y);
let xmax = i32(viewport.z);
let ymax = i32(viewport.w);
// settings decode
let sigma = settings.x;
let scale = settings.y;
let size = i32(settings.z);
// draw borders points outside of viewport
if ((iid.x < xmin) || (iid.x > xmax) || (iid.y < ymin) || (iid.y > ymax)) { return; }
// apply filter
var weight = gaussian(0.0, sigma);
var color = weight * textureLoad(imageSrc, id.xy);
var sum = weight;
for (var i: i32 = 1; i < size; i++) {
let ii = i32(f32(i) * scale);
let idneg = vec2i(iid.x, clamp(iid.y - ii, ymin, ymax));
let idpos = vec2i(iid.x, clamp(iid.y + ii, ymin, ymax));
weight = gaussian(f32(i) * scale, sigma);
color += (weight * textureLoad(imageSrc, vec2u(idneg)));
color += (weight * textureLoad(imageSrc, vec2u(idpos)));
sum += (2.0 * weight);
}
textureStore(imageDst, id.xy, color / sum);
}
)";

View file

@ -44,7 +44,9 @@ extern const char* cShaderSrc_Scene_Compose;
// shaders blit
extern const char* cShaderSrc_Blit;
// compute shader sources: blend, compose and merge path
// compute shader sources: effects
extern const char* cShaderSrc_MergeMasks;
extern const char* cShaderSrc_GaussianBlur_Vert;
extern const char* cShaderSrc_GaussianBlur_Horz;
#endif // _TVG_WG_SHEDER_SRC_H_

View file

@ -116,6 +116,14 @@ void WgShaderTypeVec4f::update(const RenderColor& c)
vec[3] = c.a / 255.0f; // alpha
}
void WgShaderTypeVec4f::update(const RenderRegion& r)
{
vec[0] = r.x; // left
vec[1] = r.y; // top
vec[2] = r.x + r.w - 1; // right
vec[3] = r.y + r.h - 1; // bottom
}
//************************************************************************
// WgShaderTypeGradient
//************************************************************************
@ -187,3 +195,18 @@ void WgShaderTypeGradient::updateTexData(const Fill::ColorStop* stops, uint32_t
texData[ti * 4 + 3] = colorStopLast.a;
}
}
//************************************************************************
// WgShaderTypeGaussianBlur
//************************************************************************
void WgShaderTypeGaussianBlur::update(const RenderEffectGaussianBlur* gaussian, const Matrix& transform)
{
assert(gaussian);
const float sigma = gaussian->sigma;
const float scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12);
settings[0] = sigma;
settings[1] = scale;
settings[2] = 2 * sigma * scale; // kernel size
extend = settings[2] * 2;
}

View file

@ -52,6 +52,7 @@ struct WgShaderTypeVec4f
WgShaderTypeVec4f(const RenderColor& c);
void update(const ColorSpace colorSpace, uint8_t o);
void update(const RenderColor& c);
void update(const RenderRegion& r);
};
// sampler, texture, vec4f
@ -66,4 +67,13 @@ struct WgShaderTypeGradient
void updateTexData(const Fill::ColorStop* stops, uint32_t stopCnt);
};
// gaussian settings: sigma, scale, extend
struct WgShaderTypeGaussianBlur
{
float settings[4]{}; // [0]: sigma, [1]: scale, [2]: kernel size, [3]: unused
uint32_t extend{};
void update(const RenderEffectGaussianBlur* gaussian, const Matrix& transform);
};
#endif // _TVG_WG_SHADER_TYPES_H_