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wg_engine: Introduce fill effect for webgpu renderer
Issue: https://github.com/thorvg/thorvg/issues/3054
This commit is contained in:
parent
9a79dd0267
commit
9a2d1136de
12 changed files with 228 additions and 251 deletions
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@ -757,7 +757,7 @@ bool WgCompositor::gaussianBlur(WgContext& context, WgRenderStorage* dst, const
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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 renderDataGaussian = (WgRenderDataGaussian*)params->rd;
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auto renderData = (WgRenderDataEffectParams*)params->rd;
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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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@ -766,12 +766,12 @@ bool WgCompositor::gaussianBlur(WgContext& context, WgRenderStorage* dst, const
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// begin compute pass
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WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass gaussian blur" };
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WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
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for (uint32_t level = 0; level < renderDataGaussian->level; level++) {
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for (uint32_t level = 0; level < renderData->level; level++) {
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// horizontal blur
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if (params->direction != 2) {
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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, renderDataGaussian->bindGroupGaussian, 0, nullptr);
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wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderData->bindGroupParams, 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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@ -781,7 +781,7 @@ bool WgCompositor::gaussianBlur(WgContext& context, WgRenderStorage* dst, const
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if (params->direction != 1) {
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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, renderDataGaussian->bindGroupGaussian, 0, nullptr);
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wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderData->bindGroupParams, 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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@ -808,7 +808,7 @@ bool WgCompositor::dropShadow(WgContext& context, WgRenderStorage* dst, const Re
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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 renderDataParams = (WgRenderDataEffectParams*)params->rd;
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auto aabb = compose->aabb;
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auto viewport = compose->rdViewport;
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@ -821,7 +821,7 @@ bool WgCompositor::dropShadow(WgContext& context, WgRenderStorage* dst, const Re
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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, 2, renderDataParams->bindGroupParams, 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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@ -829,7 +829,7 @@ bool WgCompositor::dropShadow(WgContext& context, WgRenderStorage* dst, const Re
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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, 2, renderDataParams->bindGroupParams, 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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@ -844,7 +844,7 @@ bool WgCompositor::dropShadow(WgContext& context, WgRenderStorage* dst, const Re
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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, 2, renderDataParams->bindGroupParams, 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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@ -852,5 +852,33 @@ bool WgCompositor::dropShadow(WgContext& context, WgRenderStorage* dst, const Re
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wgpuComputePassEncoderRelease(computePassEncoder);
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}
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return true;
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}
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bool WgCompositor::fillEffect(WgContext& context, WgRenderStorage* dst, const RenderEffectFill* 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 renderDataParams = (WgRenderDataEffectParams*)params->rd;
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auto aabb = compose->aabb;
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auto viewport = compose->rdViewport;
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copyTexture(&storageTemp0, dst, aabb);
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WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass fill" };
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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, renderDataParams->bindGroupParams, 0, nullptr);
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wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
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wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.fill_effect);
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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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return true;
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}
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@ -114,6 +114,7 @@ public:
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// effects
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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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bool fillEffect(WgContext& context, WgRenderStorage* dst, const RenderEffectFill* params, const WgCompose* compose);
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};
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#endif // _TVG_WG_COMPOSITOR_H_
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@ -184,8 +184,8 @@ void WgPipelines::initialize(WgContext& context)
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// bind group layouts blit
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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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const WGPUBindGroupLayout bindGroupLayoutsGauss[] { layouts.layoutTexStrorage1RO, layouts.layoutTexStrorage1WO, layouts.layoutBuffer1Un, layouts.layoutBuffer1Un };
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const WGPUBindGroupLayout bindGroupLayoutsEffects[] { 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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@ -222,8 +222,8 @@ void WgPipelines::initialize(WgContext& context)
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// shader blit
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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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shader_gauss = createShaderModule(context.device, "The shader effects", cShaderSrc_GaussianBlur);
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shader_effects = createShaderModule(context.device, "The shader effects", cShaderSrc_Effects);
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// layouts
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layout_stencil = createPipelineLayout(context.device, bindGroupLayoutsStencil, 2);
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@ -243,8 +243,8 @@ void WgPipelines::initialize(WgContext& context)
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// layout blit
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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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layout_gauss = createPipelineLayout(context.device, bindGroupLayoutsGauss, 4);
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layout_effects = createPipelineLayout(context.device, bindGroupLayoutsEffects, 4);
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// render pipeline nonzero
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nonzero = createRenderPipeline(
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@ -450,15 +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(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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gaussian_horz = createComputePipeline(context.device, "The compute pipeline gaussian blur horizontal", shader_gauss, "cs_main_horz", layout_gauss);
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gaussian_vert = createComputePipeline(context.device, "The compute pipeline gaussian blur vertical", shader_gauss, "cs_main_vert", layout_gauss);
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dropshadow = createComputePipeline(context.device, "The compute pipeline drop shadow blend", shader_effects, "cs_main_drop_shadow", layout_effects);
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fill_effect = createComputePipeline(context.device, "The compute pipeline fill effect", shader_effects, "cs_main_fill", layout_effects);
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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(fill_effect);
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releaseComputePipeline(dropshadow);
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releaseComputePipeline(gaussian_vert);
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releaseComputePipeline(gaussian_horz);
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@ -492,8 +493,8 @@ 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_effects);
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releasePipelineLayout(layout_gauss);
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releasePipelineLayout(layout_blit);
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releasePipelineLayout(layout_scene_compose);
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releasePipelineLayout(layout_scene_blend);
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@ -507,8 +508,7 @@ 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_effects);
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releaseShaderModule(shader_blit);
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releaseShaderModule(shader_scene_compose);
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releaseShaderModule(shader_scene_blend);
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@ -47,8 +47,8 @@ private:
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// shader blit
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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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WGPUShaderModule shader_gauss;
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WGPUShaderModule shader_effects;
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// layouts helpers
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WGPUPipelineLayout layout_stencil{};
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// layouts blit
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WGPUPipelineLayout layout_blit{};
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// layouts effects
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WGPUPipelineLayout layout_gaussian{};
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WGPUPipelineLayout layout_dropshadow{};
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WGPUPipelineLayout layout_gauss{};
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WGPUPipelineLayout layout_effects{};
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public:
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// pipelines stencil markup
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WGPURenderPipeline nonzero{};
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WGPUComputePipeline gaussian_horz{};
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WGPUComputePipeline gaussian_vert{};
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WGPUComputePipeline dropshadow{};
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WGPUComputePipeline fill_effect{};
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private:
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void releaseGraphicHandles(WgContext& context);
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WGPUShaderModule createShaderModule(WGPUDevice device, const char* label, const char* code);
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@ -580,133 +580,81 @@ void WgRenderDataViewportPool::release(WgContext& context)
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}
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//***********************************************************************
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// WgRenderDataGaussian
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// WgRenderDataEffectParams
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//***********************************************************************
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void WgRenderDataGaussian::update(WgContext& context, RenderEffectGaussianBlur* gaussian, const Matrix& transform)
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void WgRenderDataEffectParams::update(WgContext& context, const WgShaderTypeEffectParams& effectParams)
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{
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if (context.allocateBufferUniform(bufferParams, &effectParams.params, sizeof(effectParams.params))) {
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context.layouts.releaseBindGroup(bindGroupParams);
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bindGroupParams = context.layouts.createBindGroupBuffer1Un(bufferParams);
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}
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}
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void WgRenderDataEffectParams::update(WgContext& context, const RenderEffectGaussianBlur* gaussian, const Matrix& transform)
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{
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assert(gaussian);
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// compute gaussian blur data
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WgShaderTypeGaussianBlur gaussianSettings;
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gaussianSettings.update(gaussian, transform);
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// update bind group and buffers
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bool bufferSettingsChanged = context.allocateBufferUniform(bufferSettings, &gaussianSettings.settings, sizeof(gaussianSettings.settings));
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if (bufferSettingsChanged) {
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// update bind group
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context.layouts.releaseBindGroup(bindGroupGaussian);
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bindGroupGaussian = context.layouts.createBindGroupBuffer1Un(bufferSettings);
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}
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WgShaderTypeEffectParams effectParams;
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effectParams.update(gaussian, transform);
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update(context, effectParams);
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level = int(WG_GAUSSIAN_MAX_LEVEL * ((gaussian->quality - 1) * 0.01f)) + 1;
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extend = gaussianSettings.extend;
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extend = effectParams.extend;
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}
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void WgRenderDataGaussian::release(WgContext& context)
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{
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context.releaseBuffer(bufferSettings);
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context.layouts.releaseBindGroup(bindGroupGaussian);
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}
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//***********************************************************************
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// WgRenderDataGaussianPool
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//***********************************************************************
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WgRenderDataGaussian* WgRenderDataGaussianPool::allocate(WgContext& context)
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{
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WgRenderDataGaussian* renderData{};
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if (mPool.count > 0) {
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renderData = mPool.last();
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mPool.pop();
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} else {
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renderData = new WgRenderDataGaussian();
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mList.push(renderData);
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}
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return renderData;
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}
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void WgRenderDataGaussianPool::free(WgContext& context, WgRenderDataGaussian* renderData)
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{
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if (renderData) mPool.push(renderData);
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}
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void WgRenderDataGaussianPool::release(WgContext& context)
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{
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ARRAY_FOREACH(p, mList) {
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(*p)->release(context);
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delete(*p);
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}
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mPool.clear();
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mList.clear();
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}
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//***********************************************************************
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// WgRenderDataDropShadow
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//***********************************************************************
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void WgRenderDataDropShadow::update(WgContext& context, RenderEffectDropShadow* dropShadow, const Matrix& transform)
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void WgRenderDataEffectParams::update(WgContext& context, const RenderEffectDropShadow* dropShadow, const Matrix& transform)
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{
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assert(dropShadow);
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// compute gaussian blur data
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WgShaderTypeGaussianBlur gaussianSettings;
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gaussianSettings.update(dropShadow, transform);
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// update bind group and buffers
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bool bufferGaussianChanged = context.allocateBufferUniform(bufferGaussian, &gaussianSettings.settings, sizeof(gaussianSettings.settings));
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if (bufferGaussianChanged) {
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// update bind group
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context.layouts.releaseBindGroup(bindGroupGaussian);
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bindGroupGaussian = context.layouts.createBindGroupBuffer1Un(bufferGaussian);
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}
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// compute drop shadow data
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WgShaderTypeDropShadow dropShadowSettings;
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dropShadowSettings.update(dropShadow, transform);
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// update bind group and buffers
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bool bufferSettingsChanged = context.allocateBufferUniform(bufferSettings, &dropShadowSettings.settings, sizeof(dropShadowSettings.settings));
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if (bufferSettingsChanged) {
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// update bind group
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context.layouts.releaseBindGroup(bindGroupDropShadow);
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bindGroupDropShadow = context.layouts.createBindGroupBuffer1Un(bufferSettings);
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}
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WgShaderTypeEffectParams effectParams;
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effectParams.update(dropShadow, transform);
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update(context, effectParams);
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level = int(WG_GAUSSIAN_MAX_LEVEL * ((dropShadow->quality - 1) * 0.01f)) + 1;
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extend = gaussianSettings.extend;
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offset = dropShadowSettings.offset;
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extend = effectParams.extend;
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offset = effectParams.offset;
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}
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void WgRenderDataDropShadow::release(WgContext& context)
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void WgRenderDataEffectParams::update(WgContext& context, const RenderEffectFill* fill)
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{
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context.releaseBuffer(bufferSettings);
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context.releaseBuffer(bufferGaussian);
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context.layouts.releaseBindGroup(bindGroupDropShadow);
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context.layouts.releaseBindGroup(bindGroupGaussian);
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assert(fill);
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WgShaderTypeEffectParams effectParams;
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effectParams.update(fill);
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update(context, effectParams);
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}
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void WgRenderDataEffectParams::release(WgContext& context)
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{
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context.releaseBuffer(bufferParams);
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context.layouts.releaseBindGroup(bindGroupParams);
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}
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//***********************************************************************
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// WgRenderDataGaussianPool
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// WgRenderDataColorsPool
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//***********************************************************************
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WgRenderDataDropShadow* WgRenderDataDropShadowPool::allocate(WgContext& context)
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WgRenderDataEffectParams* WgRenderDataEffectParamsPool::allocate(WgContext& context)
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{
|
||||
WgRenderDataDropShadow* renderData{};
|
||||
WgRenderDataEffectParams* renderData{};
|
||||
if (mPool.count > 0) {
|
||||
renderData = mPool.last();
|
||||
mPool.pop();
|
||||
} else {
|
||||
renderData = new WgRenderDataDropShadow();
|
||||
renderData = new WgRenderDataEffectParams();
|
||||
mList.push(renderData);
|
||||
}
|
||||
return renderData;
|
||||
}
|
||||
|
||||
|
||||
void WgRenderDataDropShadowPool::free(WgContext& context, WgRenderDataDropShadow* renderData)
|
||||
void WgRenderDataEffectParamsPool::free(WgContext& context, WgRenderDataEffectParams* renderData)
|
||||
{
|
||||
if (renderData) mPool.push(renderData);
|
||||
}
|
||||
|
||||
|
||||
void WgRenderDataDropShadowPool::release(WgContext& context)
|
||||
void WgRenderDataEffectParamsPool::release(WgContext& context)
|
||||
{
|
||||
ARRAY_FOREACH(p, mList) {
|
||||
(*p)->release(context);
|
||||
|
|
|
@ -25,6 +25,7 @@
|
|||
|
||||
#include "tvgWgPipelines.h"
|
||||
#include "tvgWgGeometry.h"
|
||||
#include "tvgWgShaderTypes.h"
|
||||
|
||||
struct WgMeshData {
|
||||
WGPUBuffer bufferPosition{};
|
||||
|
@ -190,55 +191,34 @@ public:
|
|||
void release(WgContext& context);
|
||||
};
|
||||
|
||||
// gaussian blur, drop shadow, fill, tint, tritone
|
||||
#define WG_GAUSSIAN_MAX_LEVEL 3
|
||||
struct WgRenderDataGaussian
|
||||
struct WgRenderDataEffectParams
|
||||
{
|
||||
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);
|
||||
};
|
||||
|
||||
struct WgRenderDataDropShadow
|
||||
{
|
||||
WGPUBindGroup bindGroupGaussian{};
|
||||
WGPUBindGroup bindGroupDropShadow{};
|
||||
WGPUBuffer bufferGaussian{};
|
||||
WGPUBuffer bufferSettings{};
|
||||
WGPUBindGroup bindGroupParams{};
|
||||
WGPUBuffer bufferParams{};
|
||||
uint32_t extend{};
|
||||
uint32_t level{};
|
||||
Point offset{};
|
||||
|
||||
void update(WgContext& context, RenderEffectDropShadow* dropShadow, const Matrix& transform);
|
||||
void update(WgContext& context, const WgShaderTypeEffectParams& effectParams);
|
||||
void update(WgContext& context, const RenderEffectGaussianBlur* gaussian, const Matrix& transform);
|
||||
void update(WgContext& context, const RenderEffectDropShadow* dropShadow, const Matrix& transform);
|
||||
void update(WgContext& context, const RenderEffectFill* fill);
|
||||
void release(WgContext& context);
|
||||
};
|
||||
|
||||
class WgRenderDataDropShadowPool {
|
||||
// effect params pool
|
||||
class WgRenderDataEffectParamsPool {
|
||||
private:
|
||||
// pool contains all created but unused render data for drop shadow
|
||||
Array<WgRenderDataDropShadow*> mPool;
|
||||
// list contains all created render data for drop shadow
|
||||
// pool contains all created but unused render data for params
|
||||
Array<WgRenderDataEffectParams*> mPool;
|
||||
// list contains all created render data for params
|
||||
// to ensure that all created instances will be released
|
||||
Array<WgRenderDataDropShadow*> mList;
|
||||
Array<WgRenderDataEffectParams*> mList;
|
||||
public:
|
||||
WgRenderDataDropShadow* allocate(WgContext& context);
|
||||
void free(WgContext& context, WgRenderDataDropShadow* renderData);
|
||||
WgRenderDataEffectParams* allocate(WgContext& context);
|
||||
void free(WgContext& context, WgRenderDataEffectParams* renderData);
|
||||
void release(WgContext& context);
|
||||
};
|
||||
|
||||
|
|
|
@ -52,9 +52,8 @@ void WgRenderer::release()
|
|||
// clear render data paint pools
|
||||
mRenderDataShapePool.release(mContext);
|
||||
mRenderDataPicturePool.release(mContext);
|
||||
mRenderDataGaussianPool.release(mContext);
|
||||
mRenderDataDropShadowPool.release(mContext);
|
||||
mRenderDataViewportPool.release(mContext);
|
||||
mRenderDataEffectParamsPool.release(mContext);
|
||||
WgMeshDataPool::gMeshDataPool->release(mContext);
|
||||
|
||||
// clear render storage pool
|
||||
|
@ -524,24 +523,35 @@ void WgRenderer::prepare(RenderEffect* effect, const Matrix& transform)
|
|||
{
|
||||
// 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;
|
||||
auto renderEffect = (RenderEffectGaussianBlur*)effect;
|
||||
auto renderData = (WgRenderDataEffectParams*)renderEffect->rd;
|
||||
if (!renderData) {
|
||||
renderData = mRenderDataEffectParamsPool.allocate(mContext);
|
||||
renderEffect->rd = renderData;
|
||||
}
|
||||
renderDataGaussian->update(mContext, gaussianBlur, transform);
|
||||
renderData->update(mContext, renderEffect, 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;
|
||||
auto renderEffect = (RenderEffectDropShadow*)effect;
|
||||
auto renderData = (WgRenderDataEffectParams*)renderEffect->rd;
|
||||
if (!renderData) {
|
||||
renderData = mRenderDataEffectParamsPool.allocate(mContext);
|
||||
renderEffect->rd = renderData;
|
||||
}
|
||||
renderDataDropShadow->update(mContext, dropShadow, transform);
|
||||
renderData->update(mContext, renderEffect, transform);
|
||||
effect->valid = true;
|
||||
}
|
||||
// prepare fill
|
||||
if (effect->type == SceneEffect::Fill) {
|
||||
auto renderEffect = (RenderEffectFill*)effect;
|
||||
auto renderData = (WgRenderDataEffectParams*)renderEffect->rd;
|
||||
if (!renderData) {
|
||||
renderData = mRenderDataEffectParamsPool.allocate(mContext);
|
||||
renderEffect->rd = renderData;
|
||||
}
|
||||
renderData->update(mContext, renderEffect);
|
||||
effect->valid = true;
|
||||
}
|
||||
}
|
||||
|
@ -552,25 +562,25 @@ bool WgRenderer::region(RenderEffect* effect)
|
|||
// update gaussian blur region
|
||||
if (effect->type == SceneEffect::GaussianBlur) {
|
||||
auto gaussian = (RenderEffectGaussianBlur*)effect;
|
||||
auto renderDataGaussian = (WgRenderDataGaussian*)gaussian->rd;
|
||||
auto renderData = (WgRenderDataEffectParams*)gaussian->rd;
|
||||
if (gaussian->direction != 2) {
|
||||
gaussian->extend.x = -renderDataGaussian->extend;
|
||||
gaussian->extend.w = +renderDataGaussian->extend * 2;
|
||||
gaussian->extend.x = -renderData->extend;
|
||||
gaussian->extend.w = +renderData->extend * 2;
|
||||
}
|
||||
if (gaussian->direction != 1) {
|
||||
gaussian->extend.y = -renderDataGaussian->extend;
|
||||
gaussian->extend.h = +renderDataGaussian->extend * 2;
|
||||
gaussian->extend.y = -renderData->extend;
|
||||
gaussian->extend.h = +renderData->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;
|
||||
auto renderData = (WgRenderDataEffectParams*)dropShadow->rd;
|
||||
dropShadow->extend.x = -(renderData->extend + std::abs(renderData->offset.x));
|
||||
dropShadow->extend.w = +(renderData->extend + std::abs(renderData->offset.x)) * 2;
|
||||
dropShadow->extend.y = -(renderData->extend + std::abs(renderData->offset.y));
|
||||
dropShadow->extend.h = +(renderData->extend + std::abs(renderData->offset.y)) * 2;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -587,6 +597,7 @@ bool WgRenderer::render(RenderCompositor* cmp, const RenderEffect* effect, TVG_U
|
|||
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);
|
||||
case SceneEffect::Fill: return mCompositor.fillEffect(mContext, dst, (RenderEffectFill*)effect, comp);
|
||||
default: return false;
|
||||
}
|
||||
return false;
|
||||
|
@ -595,11 +606,8 @@ bool WgRenderer::render(RenderCompositor* cmp, const RenderEffect* effect, TVG_U
|
|||
|
||||
void WgRenderer::dispose(RenderEffect* effect)
|
||||
{
|
||||
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;
|
||||
}
|
||||
auto renderData = (WgRenderDataEffectParams*)effect->rd;
|
||||
mRenderDataEffectParamsPool.free(mContext, renderData);
|
||||
effect->rd = nullptr;
|
||||
};
|
||||
|
||||
|
|
|
@ -85,9 +85,8 @@ private:
|
|||
// render data paint pools
|
||||
WgRenderDataShapePool mRenderDataShapePool;
|
||||
WgRenderDataPicturePool mRenderDataPicturePool;
|
||||
WgRenderDataGaussianPool mRenderDataGaussianPool;
|
||||
WgRenderDataDropShadowPool mRenderDataDropShadowPool;
|
||||
WgRenderDataViewportPool mRenderDataViewportPool;
|
||||
WgRenderDataEffectParamsPool mRenderDataEffectParamsPool;
|
||||
|
||||
// rendering context
|
||||
WgContext mContext;
|
||||
|
|
|
@ -711,7 +711,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4f {
|
|||
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>;
|
||||
@group(2) @binding(0) var<uniform> settings: vec4f;
|
||||
@group(2) @binding(0) var<uniform> settings: array<vec4f, 3>;
|
||||
@group(3) @binding(0) var<uniform> viewport: vec4f;
|
||||
|
||||
const N: u32 = 128;
|
||||
|
@ -728,9 +728,9 @@ fn gaussian(x: f32, sigma: f32) -> f32 {
|
|||
fn cs_main_horz(@builtin(global_invocation_id) gid: vec3u,
|
||||
@builtin(local_invocation_id) lid: vec3u) {
|
||||
// settings decode
|
||||
let sigma = settings.x;
|
||||
let scale = settings.y;
|
||||
let size = i32(settings.z);
|
||||
let sigma = settings[0].x;
|
||||
let scale = settings[0].y;
|
||||
let size = i32(settings[0].z);
|
||||
|
||||
// viewport decode
|
||||
let xmin = i32(viewport.x);
|
||||
|
@ -771,9 +771,9 @@ fn cs_main_horz(@builtin(global_invocation_id) gid: vec3u,
|
|||
fn cs_main_vert(@builtin(global_invocation_id) gid: vec3u,
|
||||
@builtin(local_invocation_id) lid: vec3u) {
|
||||
// settings decode
|
||||
let sigma = settings.x;
|
||||
let scale = settings.y;
|
||||
let size = i32(settings.z);
|
||||
let sigma = settings[0].x;
|
||||
let scale = settings[0].y;
|
||||
let size = i32(settings[0].z);
|
||||
|
||||
// viewport decode
|
||||
let xmin = i32(viewport.x);
|
||||
|
@ -811,19 +811,19 @@ fn cs_main_vert(@builtin(global_invocation_id) gid: vec3u,
|
|||
}
|
||||
)";
|
||||
|
||||
const char* cShaderSrc_DropShadow = R"(
|
||||
const char* cShaderSrc_Effects = 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(2) @binding(0) var<uniform> settings: array<vec4f, 3>;
|
||||
@group(3) @binding(0) var<uniform> viewport: vec4f;
|
||||
|
||||
@compute @workgroup_size(128, 1)
|
||||
fn cs_main(@builtin(global_invocation_id) gid: vec3u) {
|
||||
fn cs_main_drop_shadow(@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);
|
||||
let voff = vec2i(settings[2].xy);
|
||||
|
||||
// tex coord
|
||||
let uid = gid.xy + vmin;
|
||||
|
@ -831,8 +831,23 @@ fn cs_main(@builtin(global_invocation_id) gid: vec3u) {
|
|||
|
||||
let orig = textureLoad(imageSrc, uid);
|
||||
let blur = textureLoad(imageSdw, oid);
|
||||
let shad = settings[0] * blur.a;
|
||||
let shad = settings[1] * blur.a;
|
||||
let color = orig + shad * (1.0 - orig.a);
|
||||
textureStore(imageTrg, uid.xy, color);
|
||||
}
|
||||
|
||||
@compute @workgroup_size(128, 1)
|
||||
fn cs_main_fill(@builtin(global_invocation_id) gid: vec3u) {
|
||||
// decode viewport and settings
|
||||
let vmin = vec2u(viewport.xy);
|
||||
let vmax = vec2u(viewport.zw);
|
||||
|
||||
// tex coord
|
||||
let uid = gid.xy + vmin;
|
||||
|
||||
let orig = textureLoad(imageSrc, uid);
|
||||
let fill = settings[0];
|
||||
let color = fill * orig.a * fill.a;
|
||||
textureStore(imageTrg, uid.xy, color);
|
||||
}
|
||||
)";
|
|
@ -46,6 +46,6 @@ extern const char* cShaderSrc_Blit;
|
|||
|
||||
// compute shader sources: effects
|
||||
extern const char* cShaderSrc_GaussianBlur;
|
||||
extern const char* cShaderSrc_DropShadow;
|
||||
extern const char* cShaderSrc_Effects;
|
||||
|
||||
#endif // _TVG_WG_SHEDER_SRC_H_
|
||||
|
|
|
@ -197,52 +197,53 @@ void WgShaderTypeGradient::updateTexData(const Fill::ColorStop* stops, uint32_t
|
|||
}
|
||||
|
||||
//************************************************************************
|
||||
// WgShaderTypeGaussianBlur
|
||||
// WgShaderTypeEffectParams
|
||||
//************************************************************************
|
||||
|
||||
void WgShaderTypeGaussianBlur::update(float sigma, const Matrix& transform)
|
||||
{
|
||||
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;
|
||||
settings[3] = 0.0f; // unused
|
||||
extend = settings[2] * 2; // kernel
|
||||
}
|
||||
|
||||
|
||||
void WgShaderTypeGaussianBlur::update(const RenderEffectGaussianBlur* gaussian, const Matrix& transform)
|
||||
void WgShaderTypeEffectParams::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 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
|
||||
params[0] = sigma;
|
||||
params[1] = std::min(WG_GAUSSIAN_KERNEL_SIZE_MAX / kernel, scale);
|
||||
params[2] = kernel;
|
||||
params[3] = 0.0f;
|
||||
extend = params[2] * 2; // kernel
|
||||
}
|
||||
|
||||
|
||||
void WgShaderTypeEffectParams::update(const RenderEffectDropShadow* dropShadow, const Matrix& transform)
|
||||
{
|
||||
assert(dropShadow);
|
||||
const float radian = tvg::deg2rad(90.0f - dropShadow->angle);
|
||||
const float sigma = dropShadow->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
|
||||
offset = {0, 0};
|
||||
if (dropShadow->distance > 0.0f) offset = {
|
||||
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;
|
||||
}
|
||||
params[0] = sigma;
|
||||
params[1] = std::min(WG_GAUSSIAN_KERNEL_SIZE_MAX / kernel, scale);
|
||||
params[2] = kernel;
|
||||
params[3] = 0.0f;
|
||||
params[4] = dropShadow->color[0] / 255.0f; // red
|
||||
params[5] = dropShadow->color[1] / 255.0f; // green
|
||||
params[6] = dropShadow->color[2] / 255.0f; // blue
|
||||
params[7] = dropShadow->color[3] / 255.0f; // alpha
|
||||
params[8] = offset.x;
|
||||
params[9] = offset.y;
|
||||
extend = params[2] * 2; // kernel
|
||||
}
|
||||
|
||||
|
||||
void WgShaderTypeEffectParams::update(const RenderEffectFill* fill)
|
||||
{
|
||||
params[0] = fill->color[0] / 255.0f;
|
||||
params[1] = fill->color[1] / 255.0f;
|
||||
params[2] = fill->color[2] / 255.0f;
|
||||
params[3] = fill->color[3] / 255.0f;
|
||||
}
|
||||
|
|
|
@ -67,25 +67,21 @@ struct WgShaderTypeGradient
|
|||
void updateTexData(const Fill::ColorStop* stops, uint32_t stopCnt);
|
||||
};
|
||||
|
||||
// gaussian settings: sigma, scale, extend
|
||||
// gaussian params: sigma, scale, extend
|
||||
#define WG_GAUSSIAN_KERNEL_SIZE_MAX (128.0f)
|
||||
struct WgShaderTypeGaussianBlur
|
||||
// gaussian blur, drop shadow, fill, tint, tritone
|
||||
struct WgShaderTypeEffectParams
|
||||
{
|
||||
float settings[4]{}; // [0]: sigma, [1]: scale, [2]: kernel size, [3]: unused
|
||||
uint32_t extend{};
|
||||
// gaussian blur: [0]: sigma, [1]: scale, [2]: kernel size
|
||||
// drop shadow: [0]: sigma, [1]: scale, [2]: kernel size, [4..7]: color, [8, 9]: offset
|
||||
// fill: [0..3]: color
|
||||
float params[4+4+4]{}; // settings: array<vec4f, 3>;
|
||||
uint32_t extend{}; // gaussian blur extend
|
||||
Point offset{}; // drop shadow offset
|
||||
|
||||
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);
|
||||
void update(const RenderEffectFill* fill);
|
||||
};
|
||||
|
||||
#endif // _TVG_WG_SHADER_TYPES_H_
|
||||
|
|
Loading…
Add table
Reference in a new issue