Commit graph

24 commits

Author SHA1 Message Date
Sergii Liebodkin
9efab30b00 webgpu: shaders refactoring
Deep shader refactoring for the following purposes:
* used pre-calculated gradient texture instead of per-pixel gradient map computation
* used HW wrap samples for fill spread setting
* unified gradient shader types
* used single shader module for composition instead of signle module per composition type
* used single shader module for blending for each of fill type (solid, gradient, image) instaed of signle module per blend type
* much easier add new composition and blend equations
* get rided std::string uasge
* shaders code is more readable
2024-09-30 16:44:21 +09:00
Sergii Liebodkin
f281cc9e92 wg_engine: composition and blend optimization
* 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)
2024-09-30 15:52:44 +09:00
Sergii Liebodkin
cff78dc067 wg_engine: emscripten and browser support
[issues 2410: emscripten support](https://github.com/thorvg/thorvg/issues/2410)
- Research and prototype the Emscripten build with WebGPU.

meson setup script:
   meson setup builddir -Ddefault_library=static -Dloaders=all -Dsavers="all" -Dbindings="wasm_beta" -Dengines="wg_beta" --cross-file ./cross/wasm_webgpu.txt
2024-09-30 15:48:18 +09:00
Sergii Liebodkin
e27ce23d4b wg_engine: fix blend methods support
Full review of blending support.
Support Solid color, Gradient fill and Image blending workflows

See Blending, SceneBlending, Opacity examples
2024-09-30 12:51:02 +09:00
Sergii Liebodkin
21286f679d wg_engine: fix scene opacity usage
Changed blend equation to make it the same as for referenced sw renderer.
2024-09-30 12:48:58 +09:00
Josh Soref
e3c66db301 common: fix 178+ spelling errors 2024-09-30 12:41:38 +09:00
Sergii Liebodkin
47b9866f8b wg_engine: cross-platform support
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;
2024-06-24 14:50:28 +09:00
Sergii Liebodkin
eadf66e178 wg_engine: fix color buffer corruption with wgpu-opengl wrapper (linux)
In a case of usage stencil buffer only we need to turn off an color target writes. In other case color buffer fill be filled by unxepcted color if fragment shader did not return any value.
It happens in a case on OpenGL realization of webgpu, that used in linux

Befire:

After:
2024-06-24 14:37:15 +09:00
Sergii Liebodkin
9c8b10603e wg_engine: Fill Rule winding optimization
[issues 1479: Fill Rule](#1479)

In this solution we dont need to find silhouette, that is not a cheep operation (decreasing performance in 2 times)

For winding, you can select separate operations for front and back faces (increment for front, decrement for back)
After rendering the fan, the value in the stencil buffer will be the winding number. You can fill the appropriate portion by rendering a screen-sized quad with stencil testing enabled and the stencil function set according to which winding rule you wish to use.

For even-odd, you don't need to distinguish front and back faces; you can just use INVERT as the operation.
2024-06-24 14:30:39 +09:00
Sergii Liebodkin
f73f3c8b53 wg_engine: added preallocated index buffers for triangle fans
[issues 1479: lottie](#1479)
2024-06-24 12:21:10 +09:00
Sergii Liebodkin
366c1be6bd wg_engine: vertex, index and unifroms buffers, render objects caching
[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
2024-04-07 15:15:59 +09:00
Sergii Liebodkin
7d8a261a83 wg_engine: Blending optimization
[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
2024-04-06 12:48:30 +09:00
Sergii Liebodkin
fafec9fa46 wg_engine: render buffers usage refactorings
[issues 1479: strokes](#1479)

- update buffers via memory mapping
- refactoring of winding fill rule computation
2024-04-06 12:08:23 +09:00
Sergii Liebodkin
850e6ef466 wg_engine: antialiasing
[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
2024-04-06 12:08:21 +09:00
Sergii Liebodkin
081f276f21 wg_engine: animation optimizations (part 1)
[issues 1479: update](#1479)

gpu vertex buffer reallocations optimization
2024-04-06 12:08:21 +09:00
Sergii Liebodkin
9e0cc0298c wg_engine: introduced blending
[issues 1479: blending](#1479)

Supported blend settings:

    Normal
    Add
    Screen
    Multiply
    Overlay
    Difference
    Exclusion
    SrcOver
    Darken
    Lighten
    ColorDodge
    ColorBurn
    HardLight
    SoftLight
2024-04-05 17:41:44 +09:00
Sergii Liebodkin
84d3ef7184 wg_engine: introduced compute pipeline entities
introduces posibility to create compute pipelines
does not affect functionality
2024-04-05 17:37:49 +09:00
Sergii Liebodkin
96e0794a67 wg_engine: introduced scene opacity
[issues 1479: opacity](#1479)

Supported opacity value for scene

Usage example:

    //Create a Scene
    auto scene = tvg::Scene::gen();
    scene->opacity(100);

    //Prepare Circle
    auto shape1 = tvg::Shape::gen();
    shape1->appendCircle(400, 400, 250, 250);
    shape1->fill(255, 255, 0);
    shape1->opacity(100);
    scene->push(std::move(shape1));

    //Round rectangle
    auto shape2 = tvg::Shape::gen();
    shape2->appendRect(450, 100, 200, 200, 50, 50);
    shape2->fill(0, 255, 0);
    shape2->strokeWidth(10);
    shape2->strokeFill(255, 255, 255);
    scene->push(std::move(shape2));

    canvas->push(std::move(scene));
2024-04-05 17:28:34 +09:00
Sergii Liebodkin
af6969e15e wg_engine: introduced composition ability
[issues 1479: Masking](#1479)

Supported composition methods:

    AlphaMask
    InvAlphaMask
    LumaMask
    InvLumaMask
    AddMask
    SubtractMask
    IntersectMask
    DifferenceMask

Usage example:

    //Solid Rectangle
    auto shape = tvg::Shape::gen();
    shape->appendRect(0, 0, 400, 400);
    shape->fill(0, 0, 255);

    //Mask
    auto mask = tvg::Shape::gen();
    mask->appendCircle(200, 200, 125, 125);
    mask->fill(255, 255, 255);        //AlphaMask RGB channels are unused.

    //Nested Mask
    auto nMask = tvg::Shape::gen();
    nMask->appendCircle(220, 220, 125, 125);
    nMask->fill(255, 255, 255);       //AlphaMask RGB channels are unused.

    mask->composite(std::move(nMask), tvg::CompositeMethod::AlphaMask);
    shape->composite(std::move(mask), tvg::CompositeMethod::AlphaMask);
    canvas->push(std::move(shape));

    //Star
    auto star = tvg::Shape::gen();
    star->fill(80, 80, 80);
    star->moveTo(599, 34);
    star->lineTo(653, 143);
    star->lineTo(774, 160);
    star->lineTo(687, 244);
    star->lineTo(707, 365);
    star->lineTo(599, 309);
    star->lineTo(497, 365);
    star->lineTo(512, 245);
    star->lineTo(426, 161);
    star->lineTo(546, 143);
    star->close();
    star->strokeWidth(30);
    star->strokeJoin(tvg::StrokeJoin::Miter);
    star->strokeFill(255, 255, 255);

    //Mask3
    auto mask3 = tvg::Shape::gen();
    mask3->appendCircle(600, 200, 125, 125);
    mask3->fill(255, 255, 255);       //AlphaMask RGB channels are unused.
    mask3->opacity(200);
    star->composite(std::move(mask3), tvg::CompositeMethod::AlphaMask);
    if (canvas->push(std::move(star)) != tvg::Result::Success) return;
2024-04-05 17:28:08 +09:00
Jinny You
92288c8291 updated copyright date (#1866) 2024-01-02 20:34:12 +09:00
Sergii Liebodkin
5ba19a8a7f wg_engine: shape bbox based rendering (optimization)
Before the current changes, all surfaces were painted using a full-screen overlay, no matter how large the object was rendered. This approach is redundant and required reorganization. At the moment, all objects are rendered using an overlay equal to the box of the object itself, which reduces the cost of filling the surface.
Also surfaces and images were divided into different entities, which reduces the pressure on memory.
Also geometry data for rendering and geometry data for calculations in system memory were logically separated.
2024-01-02 20:34:11 +09:00
Sergii Liebodkin
003464b7e5 wg_engine: refactor context handles
New approach provide:
- instance, adaptor, device and default queue
- device capabilitieas
- command buffer executor
- error handling
2024-01-02 20:34:11 +09:00
Hermet Park
a6378fc673 wg_engine: apply tvg coding style. 2024-01-02 20:34:11 +09:00
Sergii Liebodkin
9742cfe293 wg_engine: pipelines and bind groups refactoring
- shader and system types synchronized
- pipelens and bind groups description separated
- pipelines description simplified
2024-01-02 20:34:11 +09:00