Simplified parameters and ensured proper backend engine
initialization by using reference checking through canvas
instances.
C++ API Modification:
- Result Initializer::init(uint32_t threads, CanvasEngine engine)
-> Result Initializer::init(uint32_t threads)
- Result Initializer::term(CanvasEngine engine)
-> Result Initializer::term()
C API Modification:
- Tvg_Result tvg_engine_init(Tvg_Engine engine_method, unsigned threads)
-> Tvg_Result tvg_engine_init(unsigned threads);
- Tvg_Result tvg_engine_term(Tvg_Engine engine_method)
-> Tvg_Result tvg_engine_term()
issue: https://github.com/thorvg/thorvg/issues/3116
Manage the global buffer memory for vertex and indexed vertex buffers,
increase the memory size incrementally twice by default and reduce
the default buffer size, which is not suitable for typical scenarios.
This could reduce the a bit stack memory usage and improve
the portability across systems where has the stack memory
limitation and potentially gaining performance enhancement
by avoiding brutal stack memory usage at the many function calls.
added the internal functions:
- WgVertexBuffer* mpoolReqVertexBuffer(float scale = 1.0f);
- WgIndexedVertexBuffer* mpoolReqIndexedVertexBuffer(float scale = 1.0f);
- void mpoolRetVertexBuffer(WgVertexBuffer* buffer);
- void mpoolRetIndexedVertexBuffer(WgIndexedVertexBuffer* buffer);
issue: https://github.com/thorvg/thorvg/issues/3159
RenderMethod effects methods would have changes:
+ update() //update the effects if any
- prepare() -> region() //update the effect drawing region
- effect() -> render() //draw the effect
enhanced the rendering composition target to better support features such as
alpha blending, blending, masking, post effects, and more.
This allows rasterizers to prepare the composition context with more precise control.
Additionally, resolved a crash in the software engine's post-effect process
caused by a buffer size mismatch during XY buffer flipping.
issue: https://github.com/thorvg/thorvg/issues/3009
issue: https://github.com/thorvg/thorvg/issues/2984
Since we've separated ClipPath and Masking,
Masking now has a distinct and independent purpose.
API Modification:
- enum class CompositeMethod -> enum class MaskMethod
- Result Paint::composite(std::unique_ptr<Paint> target, CompositeMethod method) -> Result Paint::mask(std::unique_ptr<Paint> target, MaskMethod method)
- CompositeMethod Paint::mask(const Paint** target) const -> MaskMethod Paint::mask(const Paint** target) const
issue: https://github.com/thorvg/thorvg/issues/1372
Scene effects are typically applied to modify
the final appearance of a rendered scene,
such as adding a blur effect.
Each effect would have a different number of parameters
to control its visual properties. The Scene::push() interface
uses variadic arguments to accommodate various cases.
Users should refer to the SceneEffect API documentation
and pass the parameters exactly as required for the specific
effect type. For instance, GaussianBlur expects 3 parameters
which are:
- sigma(float)[greater than 0]
- direction(int)[both: 0 / horizontal: 1 / vertical: 2]
- border(int)[extend: 0 / wrap: 1]
- quality(int)[0 ~ 100]
and, scene->push(SceneEffect::GaussianBlur, 5.0f, 0, 0, 100);
New Experimental APIs:
- SceneEffect::ClearAll
- SceneEffect::GaussianBlur
- Result Scene::push(SceneEffect effect, ...);
Example:
- examples/SceneEffect
issue: https://github.com/thorvg/thorvg/issues/374
Corrected the alpha interpolation order during blending.
This also corrected the hard mix blending result in the guitar sample.
issue: https://github.com/thorvg/thorvg/issues/2704
move instance, adapter and device creation from renderer to application
its necessary for web integration, because browser have its own mechanics to create hardware handles
this changes makes webgpu canvas more universal to use in case of system and web applications
issue: https://github.com/thorvg/thorvg/issues/2410
The anti-aliased outline color was incorrectly blended
at the multiply option.
The fix can be observed in the example:
'examples/lottie/resourcesguitar.json'
in order to do this, RenderMehthod::blend() method introduced
`bool direct` for figuring out the intermediate composition.
- used hardware blending stage for scene blending
- used AABB for scene blending
- reduced number of offfscreen buffers coping
- reduced number of render pass switching
- used render pipelines abilities to convert offscreen pixel format to screen pixel format
- removed unused shaders
Spec out this incomplete experimental feature,
this is a still promising one, we will reintroduce
this officially after 1.0 release
size: -2kb
issue: https://github.com/thorvg/thorvg/issues/1372
* bind groups creation in real time removed - performance boost
* blend and composition shaders decomposed - performance boost
* shader modules and pipeline layouts generalized - less memory usage
* shared single stencil buffer used - less memory usage
* bind groups usage simplified
* general context API simplified and generalized
* all rendering logic moved into new composition class
* ready for hardware MSAA (in next steps)
* ready for direct mask applience (in next steps)
[issues 1479: ClipPath](#1479)
Supports ClipPath composition.
Clip path composition is an only composition type who doesn't ignore blend method.
Clip path is a combination of composition approach and blend approach using compute shader
it provide changes public API for webgpu canvas interface to provide nessessary handles to native window for different platforms:
API Change:
- Result target(void *instance, void *surface, uint32_t w, uint32_t h) noexcept;
[issues 1479: lottie](#1479)
Vertex, Index and uniform buffers now updates instead of recreate.
Implemented pools form mesh objects and render shapes data
it increase performance in 30-40% in massive animations scenes
[issues 1479: lottie](#1479)
To optimize bled operations hardware pipeline blend stage are used for some blend methods:
BlendMethod::SrcOver
BlendMethod::Normal
BlendMethod::Add
BlendMethod::Multiply
BlendMethod::Darken
BlendMethod::Lighten
Other types compute shaders used
[issues 1479: antialiasing](#1479)
Anti-aliasing implementation
Implements antialiasing as a post process on cimpute shaders and original render target with scale of 2x.
Can be modified as an external settings