- 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
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
* 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
deprecate the `identifier()` APIs by replacing them with `type()`.
ThorVG is going to introduce an instance `id()`,
and this could be confused with the `identifier()` methods.
with this new type() method can reduce the memory size
by removing unncessary type data.
New Experimental C APIs:
- enum Tvg_Type
- Tvg_Result tvg_paint_get_type(const Tvg_Paint* paint, Tvg_Type* type)
- Tvg_Result tvg_gradient_get_type(const Tvg_Gradient* grad, Tvg_Type* type)
New Experimental C++ APIs:
- Type Paint::type() const
- Type Fill::type() const
- Type LinearGradient::type() const
- Type RadialGradient::type() const
- Type Shape::type() const
- Type Scene::type() const
- Type Picture::type() const
- Type Text::type() const
Deprecated C APIs:
- enum Tvg_Identifier
- Tvg_Result tvg_paint_get_identifier(const Tvg_Paint* paint, Tvg_Identifier* identifier)
- Tvg_Result tvg_gradient_get_identifier(const Tvg_Gradient* grad, Tvg_Identifier* identifier)
Deprecated C++ APIs:
- enum class Type
- uint32_t Paint::identifier() const
- uint32_t Fill::identifier() const
- static uint32_t Picture::identifier()
- static uint32_t Scene::identifier()
- static uint32_t Shape::identifier()
- static uint32_t LinearGradient:identifier()
- static uint32_T RadialGradient::identfier()
Removed Experimental APIs:
- static uint32_t Text::identifier()
issue: https://github.com/thorvg/thorvg/issues/1372
Shapes were incorrectly closed in certain cases -
the decision to close a shape or not should be based on
path commands rather than the number of points and
their distances from each other.
Skip shapes rendering, if opacity is 0 and if fill color for shape and strokes also equal to 0
This behavior is used in sw renderer and fix visual artifacts in referenced animations.
Also this rule fix composition results in case of AlphaMask and InvAlphaMask methods
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;
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:
[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.
[issues 1479: Masking, InvMasking, LumaMasking, InvLumaMasking](#1479)
Computes composition and blending using simgle pass istead of two full screen passes
[issues 1479: lottie](#1479)
- optimaze stroking algorithm by prevent vector normalizations
- using render meshes heaps to reduce webgpu instances re-creations
- using single instance of pilylines for standard operations such as trim and split
- "on-the-fly" strokes generations with dash pattern
- "on-the-fly" mesh objects generation in a process of path decoding
- merge strokes into single mesh by each shape