wg_engine: Introduce fill effect for webgpu renderer

Issue: https://github.com/thorvg/thorvg/issues/3054
This commit is contained in:
Sergii Liebodkin 2025-02-25 09:35:41 +00:00 committed by Hermet Park
parent 9a79dd0267
commit 9a2d1136de
12 changed files with 228 additions and 251 deletions

View file

@ -757,7 +757,7 @@ bool WgCompositor::gaussianBlur(WgContext& context, WgRenderStorage* dst, const
assert(params->rd);
assert(compose->rdViewport);
assert(!renderPassEncoder);
auto renderDataGaussian = (WgRenderDataGaussian*)params->rd;
auto renderData = (WgRenderDataEffectParams*)params->rd;
auto aabb = compose->aabb;
auto viewport = compose->rdViewport;
WgRenderStorage* sbuff = dst;
@ -766,12 +766,12 @@ bool WgCompositor::gaussianBlur(WgContext& context, WgRenderStorage* dst, const
// begin compute pass
WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass gaussian blur" };
WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
for (uint32_t level = 0; level < renderDataGaussian->level; level++) {
for (uint32_t level = 0; level < renderData->level; level++) {
// horizontal blur
if (params->direction != 2) {
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, sbuff->bindGroupRead, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dbuff->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataGaussian->bindGroupGaussian, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderData->bindGroupParams, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.gaussian_horz);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, (aabb.w - 1) / 128 + 1, aabb.h, 1);
@ -781,7 +781,7 @@ bool WgCompositor::gaussianBlur(WgContext& context, WgRenderStorage* dst, const
if (params->direction != 1) {
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, sbuff->bindGroupRead, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dbuff->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataGaussian->bindGroupGaussian, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderData->bindGroupParams, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.gaussian_vert);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, aabb.w, (aabb.h - 1) / 128 + 1, 1);
@ -808,7 +808,7 @@ bool WgCompositor::dropShadow(WgContext& context, WgRenderStorage* dst, const Re
assert(compose->rdViewport);
assert(!renderPassEncoder);
auto renderDataDropShadow = (WgRenderDataDropShadow*)params->rd;
auto renderDataParams = (WgRenderDataEffectParams*)params->rd;
auto aabb = compose->aabb;
auto viewport = compose->rdViewport;
@ -821,7 +821,7 @@ bool WgCompositor::dropShadow(WgContext& context, WgRenderStorage* dst, const Re
// horizontal blur
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, sbuff->bindGroupRead, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dbuff->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataDropShadow->bindGroupGaussian, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataParams->bindGroupParams, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.gaussian_horz);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, (aabb.w - 1) / 128 + 1, aabb.h, 1);
@ -829,7 +829,7 @@ bool WgCompositor::dropShadow(WgContext& context, WgRenderStorage* dst, const Re
// vertical blur
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, sbuff->bindGroupRead, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dbuff->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataDropShadow->bindGroupGaussian, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataParams->bindGroupParams, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.gaussian_vert);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, aabb.w, (aabb.h - 1) / 128 + 1, 1);
@ -844,7 +844,7 @@ bool WgCompositor::dropShadow(WgContext& context, WgRenderStorage* dst, const Re
WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, bindGroupStorageTemp, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dst->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataDropShadow->bindGroupDropShadow, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataParams->bindGroupParams, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.dropshadow);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, (aabb.w - 1) / 128 + 1, aabb.h, 1);
@ -852,5 +852,33 @@ bool WgCompositor::dropShadow(WgContext& context, WgRenderStorage* dst, const Re
wgpuComputePassEncoderRelease(computePassEncoder);
}
return true;
}
bool WgCompositor::fillEffect(WgContext& context, WgRenderStorage* dst, const RenderEffectFill* params, const WgCompose* compose)
{
assert(dst);
assert(params);
assert(params->rd);
assert(compose->rdViewport);
assert(!renderPassEncoder);
auto renderDataParams = (WgRenderDataEffectParams*)params->rd;
auto aabb = compose->aabb;
auto viewport = compose->rdViewport;
copyTexture(&storageTemp0, dst, aabb);
WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass fill" };
WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, bindGroupStorageTemp, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dst->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataParams->bindGroupParams, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.fill_effect);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, (aabb.w - 1) / 128 + 1, aabb.h, 1);
wgpuComputePassEncoderEnd(computePassEncoder);
wgpuComputePassEncoderRelease(computePassEncoder);
return true;
}

View file

@ -114,6 +114,7 @@ public:
// effects
bool gaussianBlur(WgContext& context, WgRenderStorage* dst, const RenderEffectGaussianBlur* params, const WgCompose* compose);
bool dropShadow(WgContext& context, WgRenderStorage* dst, const RenderEffectDropShadow* params, const WgCompose* compose);
bool fillEffect(WgContext& context, WgRenderStorage* dst, const RenderEffectFill* params, const WgCompose* compose);
};
#endif // _TVG_WG_COMPOSITOR_H_

View file

@ -184,8 +184,8 @@ void WgPipelines::initialize(WgContext& context)
// bind group layouts blit
const WGPUBindGroupLayout bindGroupLayoutsBlit[] { layouts.layoutTexSampled };
// bind group layouts effects
const WGPUBindGroupLayout bindGroupLayoutsGaussian[] { layouts.layoutTexStrorage1RO, layouts.layoutTexStrorage1WO, layouts.layoutBuffer1Un, layouts.layoutBuffer1Un };
const WGPUBindGroupLayout bindGroupLayoutsDropShadow[] { layouts.layoutTexStrorage2RO, layouts.layoutTexStrorage1WO, layouts.layoutBuffer1Un, layouts.layoutBuffer1Un };
const WGPUBindGroupLayout bindGroupLayoutsGauss[] { layouts.layoutTexStrorage1RO, layouts.layoutTexStrorage1WO, layouts.layoutBuffer1Un, layouts.layoutBuffer1Un };
const WGPUBindGroupLayout bindGroupLayoutsEffects[] { layouts.layoutTexStrorage2RO, 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);
@ -222,8 +222,8 @@ void WgPipelines::initialize(WgContext& context)
// shader blit
shader_blit = createShaderModule(context.device, "The shader blit", cShaderSrc_Blit);
// shader effects
shader_gaussian = createShaderModule(context.device, "The shader gaussian", cShaderSrc_GaussianBlur);
shader_dropshadow = createShaderModule(context.device, "The shader drop shadow", cShaderSrc_DropShadow);
shader_gauss = createShaderModule(context.device, "The shader effects", cShaderSrc_GaussianBlur);
shader_effects = createShaderModule(context.device, "The shader effects", cShaderSrc_Effects);
// layouts
layout_stencil = createPipelineLayout(context.device, bindGroupLayoutsStencil, 2);
@ -243,8 +243,8 @@ void WgPipelines::initialize(WgContext& context)
// layout blit
layout_blit = createPipelineLayout(context.device, bindGroupLayoutsBlit, 1);
// layout effects
layout_gaussian = createPipelineLayout(context.device, bindGroupLayoutsGaussian, 4);
layout_dropshadow = createPipelineLayout(context.device, bindGroupLayoutsDropShadow, 4);
layout_gauss = createPipelineLayout(context.device, bindGroupLayoutsGauss, 4);
layout_effects = createPipelineLayout(context.device, bindGroupLayoutsEffects, 4);
// render pipeline nonzero
nonzero = createRenderPipeline(
@ -450,15 +450,16 @@ void WgPipelines::initialize(WgContext& context)
depthStencilStateScene, multisampleStateX1);
// compute pipeline gaussian blur
gaussian_horz = createComputePipeline(context.device, "The compute pipeline gaussian blur horizontal", shader_gaussian, "cs_main_horz", layout_gaussian);
gaussian_vert = createComputePipeline(context.device, "The compute pipeline gaussian blur vertical", shader_gaussian, "cs_main_vert", layout_gaussian);
// compute pipeline drop shadow
dropshadow = createComputePipeline(context.device, "The compute pipeline drop shadow blend", shader_dropshadow, "cs_main", layout_dropshadow);
gaussian_horz = createComputePipeline(context.device, "The compute pipeline gaussian blur horizontal", shader_gauss, "cs_main_horz", layout_gauss);
gaussian_vert = createComputePipeline(context.device, "The compute pipeline gaussian blur vertical", shader_gauss, "cs_main_vert", layout_gauss);
dropshadow = createComputePipeline(context.device, "The compute pipeline drop shadow blend", shader_effects, "cs_main_drop_shadow", layout_effects);
fill_effect = createComputePipeline(context.device, "The compute pipeline fill effect", shader_effects, "cs_main_fill", layout_effects);
}
void WgPipelines::releaseGraphicHandles(WgContext& context)
{
// pipeline effects
releaseComputePipeline(fill_effect);
releaseComputePipeline(dropshadow);
releaseComputePipeline(gaussian_vert);
releaseComputePipeline(gaussian_horz);
@ -492,8 +493,8 @@ void WgPipelines::releaseGraphicHandles(WgContext& context)
releaseRenderPipeline(evenodd);
releaseRenderPipeline(nonzero);
// layouts
releasePipelineLayout(layout_dropshadow);
releasePipelineLayout(layout_gaussian);
releasePipelineLayout(layout_effects);
releasePipelineLayout(layout_gauss);
releasePipelineLayout(layout_blit);
releasePipelineLayout(layout_scene_compose);
releasePipelineLayout(layout_scene_blend);
@ -507,8 +508,7 @@ void WgPipelines::releaseGraphicHandles(WgContext& context)
releasePipelineLayout(layout_depth);
releasePipelineLayout(layout_stencil);
// shaders
releaseShaderModule(shader_dropshadow);
releaseShaderModule(shader_gaussian);
releaseShaderModule(shader_effects);
releaseShaderModule(shader_blit);
releaseShaderModule(shader_scene_compose);
releaseShaderModule(shader_scene_blend);

View file

@ -47,8 +47,8 @@ private:
// shader blit
WGPUShaderModule shader_blit{};
// shader effects
WGPUShaderModule shader_gaussian;
WGPUShaderModule shader_dropshadow;
WGPUShaderModule shader_gauss;
WGPUShaderModule shader_effects;
// layouts helpers
WGPUPipelineLayout layout_stencil{};
@ -68,8 +68,8 @@ private:
// layouts blit
WGPUPipelineLayout layout_blit{};
// layouts effects
WGPUPipelineLayout layout_gaussian{};
WGPUPipelineLayout layout_dropshadow{};
WGPUPipelineLayout layout_gauss{};
WGPUPipelineLayout layout_effects{};
public:
// pipelines stencil markup
WGPURenderPipeline nonzero{};
@ -101,6 +101,7 @@ public:
WGPUComputePipeline gaussian_horz{};
WGPUComputePipeline gaussian_vert{};
WGPUComputePipeline dropshadow{};
WGPUComputePipeline fill_effect{};
private:
void releaseGraphicHandles(WgContext& context);
WGPUShaderModule createShaderModule(WGPUDevice device, const char* label, const char* code);

View file

@ -580,133 +580,81 @@ void WgRenderDataViewportPool::release(WgContext& context)
}
//***********************************************************************
// WgRenderDataGaussian
// WgRenderDataEffectParams
//***********************************************************************
void WgRenderDataGaussian::update(WgContext& context, RenderEffectGaussianBlur* gaussian, const Matrix& transform)
void WgRenderDataEffectParams::update(WgContext& context, const WgShaderTypeEffectParams& effectParams)
{
if (context.allocateBufferUniform(bufferParams, &effectParams.params, sizeof(effectParams.params))) {
context.layouts.releaseBindGroup(bindGroupParams);
bindGroupParams = context.layouts.createBindGroupBuffer1Un(bufferParams);
}
}
void WgRenderDataEffectParams::update(WgContext& context, const 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);
}
WgShaderTypeEffectParams effectParams;
effectParams.update(gaussian, transform);
update(context, effectParams);
level = int(WG_GAUSSIAN_MAX_LEVEL * ((gaussian->quality - 1) * 0.01f)) + 1;
extend = gaussianSettings.extend;
extend = effectParams.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();
}
//***********************************************************************
// WgRenderDataDropShadow
//***********************************************************************
void WgRenderDataDropShadow::update(WgContext& context, RenderEffectDropShadow* dropShadow, const Matrix& transform)
void WgRenderDataEffectParams::update(WgContext& context, const 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);
}
WgShaderTypeEffectParams effectParams;
effectParams.update(dropShadow, transform);
update(context, effectParams);
level = int(WG_GAUSSIAN_MAX_LEVEL * ((dropShadow->quality - 1) * 0.01f)) + 1;
extend = gaussianSettings.extend;
offset = dropShadowSettings.offset;
extend = effectParams.extend;
offset = effectParams.offset;
}
void WgRenderDataDropShadow::release(WgContext& context)
void WgRenderDataEffectParams::update(WgContext& context, const RenderEffectFill* fill)
{
context.releaseBuffer(bufferSettings);
context.releaseBuffer(bufferGaussian);
context.layouts.releaseBindGroup(bindGroupDropShadow);
context.layouts.releaseBindGroup(bindGroupGaussian);
assert(fill);
WgShaderTypeEffectParams effectParams;
effectParams.update(fill);
update(context, effectParams);
}
void WgRenderDataEffectParams::release(WgContext& context)
{
context.releaseBuffer(bufferParams);
context.layouts.releaseBindGroup(bindGroupParams);
}
//***********************************************************************
// WgRenderDataGaussianPool
// WgRenderDataColorsPool
//***********************************************************************
WgRenderDataDropShadow* WgRenderDataDropShadowPool::allocate(WgContext& context)
WgRenderDataEffectParams* WgRenderDataEffectParamsPool::allocate(WgContext& context)
{
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);

View file

@ -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);
};

View file

@ -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;
};

View file

@ -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;

View file

@ -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);
}
)";

View file

@ -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_

View file

@ -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;
}

View file

@ -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_