wg_engine: Introduce tiny effect for webgpu renderer

Issue: https://github.com/thorvg/thorvg/issues/3054
This commit is contained in:
Sergii Liebodkin 2025-02-27 09:26:09 +00:00 committed by Hermet Park
parent d386a5654a
commit f024c54b87
10 changed files with 89 additions and 2 deletions

View file

@ -880,5 +880,33 @@ bool WgCompositor::fillEffect(WgContext& context, WgRenderStorage* dst, const Re
wgpuComputePassEncoderEnd(computePassEncoder);
wgpuComputePassEncoderRelease(computePassEncoder);
return true;
}
bool WgCompositor::tintEffect(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 tint" };
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.tint_effect);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, (aabb.w - 1) / 128 + 1, aabb.h, 1);
wgpuComputePassEncoderEnd(computePassEncoder);
wgpuComputePassEncoderRelease(computePassEncoder);
return true;
}

View file

@ -115,6 +115,7 @@ public:
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);
bool tintEffect(WgContext& context, WgRenderStorage* dst, const RenderEffectFill* params, const WgCompose* compose);
};
#endif // _TVG_WG_COMPOSITOR_H_

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@ -454,11 +454,13 @@ void WgPipelines::initialize(WgContext& context)
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);
tint_effect = createComputePipeline(context.device, "The compute pipeline tint effect", shader_effects, "cs_main_tint", layout_effects);
}
void WgPipelines::releaseGraphicHandles(WgContext& context)
{
// pipeline effects
releaseComputePipeline(tint_effect);
releaseComputePipeline(fill_effect);
releaseComputePipeline(dropshadow);
releaseComputePipeline(gaussian_vert);

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@ -102,6 +102,7 @@ public:
WGPUComputePipeline gaussian_vert{};
WGPUComputePipeline dropshadow{};
WGPUComputePipeline fill_effect{};
WGPUComputePipeline tint_effect{};
private:
void releaseGraphicHandles(WgContext& context);
WGPUShaderModule createShaderModule(WGPUDevice device, const char* label, const char* code);

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@ -624,6 +624,15 @@ void WgRenderDataEffectParams::update(WgContext& context, const RenderEffectFill
}
void WgRenderDataEffectParams::update(WgContext& context, const RenderEffectTint* tint)
{
assert(tint);
WgShaderTypeEffectParams effectParams;
effectParams.update(tint);
update(context, effectParams);
}
void WgRenderDataEffectParams::release(WgContext& context)
{
context.releaseBuffer(bufferParams);

View file

@ -205,6 +205,7 @@ struct WgRenderDataEffectParams
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 update(WgContext& context, const RenderEffectTint* tint);
void release(WgContext& context);
};

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@ -542,7 +542,7 @@ void WgRenderer::prepare(RenderEffect* effect, const Matrix& transform)
}
renderData->update(mContext, renderEffect, transform);
effect->valid = true;
}
} else
// prepare fill
if (effect->type == SceneEffect::Fill) {
auto renderEffect = (RenderEffectFill*)effect;
@ -553,6 +553,17 @@ void WgRenderer::prepare(RenderEffect* effect, const Matrix& transform)
}
renderData->update(mContext, renderEffect);
effect->valid = true;
} else
// prepare tint
if (effect->type == SceneEffect::Tint) {
auto renderEffect = (RenderEffectTint*)effect;
auto renderData = (WgRenderDataEffectParams*)renderEffect->rd;
if (!renderData) {
renderData = mRenderDataEffectParamsPool.allocate(mContext);
renderEffect->rd = renderData;
}
renderData->update(mContext, renderEffect);
effect->valid = true;
}
}
@ -598,6 +609,7 @@ bool WgRenderer::render(RenderCompositor* cmp, const RenderEffect* effect, TVG_U
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);
case SceneEffect::Tint: return mCompositor.tintEffect(mContext, dst, (RenderEffectFill*)effect, comp);
default: return false;
}
return false;

View file

@ -843,11 +843,29 @@ fn cs_main_fill(@builtin(global_invocation_id) gid: vec3u) {
let vmax = vec2u(viewport.zw);
// tex coord
let uid = gid.xy + vmin;
let uid = min(gid.xy + vmin, vmax);
let orig = textureLoad(imageSrc, uid);
let fill = settings[0];
let color = fill * orig.a * fill.a;
textureStore(imageTrg, uid.xy, color);
}
@compute @workgroup_size(128, 1)
fn cs_main_tint(@builtin(global_invocation_id) gid: vec3u) {
// decode viewport and settings
let vmin = vec2u(viewport.xy);
let vmax = vec2u(viewport.zw);
// tex coord
let uid = min(gid.xy + vmin, vmax);
let orig = textureLoad(imageSrc, uid);
let luma: f32 = dot(orig.rgb, vec3f(0.2125, 0.7154, 0.0721));
let black = settings[0];
let white = settings[1];
let intens = settings[2].r;
let color = mix(orig, mix(white, black, luma), intens) * orig.a;
textureStore(imageTrg, uid.xy, color);
}
)";

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@ -247,3 +247,16 @@ void WgShaderTypeEffectParams::update(const RenderEffectFill* fill)
params[2] = fill->color[2] / 255.0f;
params[3] = fill->color[3] / 255.0f;
}
void WgShaderTypeEffectParams::update(const RenderEffectTint* tint)
{
params[0] = tint->black[0] / 255.0f;
params[1] = tint->black[1] / 255.0f;
params[2] = tint->black[2] / 255.0f;
params[3] = 0.0f;
params[4] = tint->white[0] / 255.0f;
params[5] = tint->white[1] / 255.0f;
params[6] = tint->white[2] / 255.0f;
params[7] = 0.0f;
params[8] = tint->intensity / 255.0f;
}

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@ -75,6 +75,7 @@ struct WgShaderTypeEffectParams
// 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
// tint: [0..2]: black, [4..6]: white, [8]: intensity
float params[4+4+4]{}; // settings: array<vec4f, 3>;
uint32_t extend{}; // gaussian blur extend
Point offset{}; // drop shadow offset
@ -82,6 +83,7 @@ struct WgShaderTypeEffectParams
void update(const RenderEffectGaussianBlur* gaussian, const Matrix& transform);
void update(const RenderEffectDropShadow* dropShadow, const Matrix& transform);
void update(const RenderEffectFill* fill);
void update(const RenderEffectTint* tint);
};
#endif // _TVG_WG_SHADER_TYPES_H_