/* * Copyright (c) 2023 - 2024 the ThorVG project. All rights reserved. * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #ifndef _TVG_WG_PIPELINES_H_ #define _TVG_WG_PIPELINES_H_ #include "tvgWgCommon.h" class WgPipelines { private: // shaders helpers WGPUShaderModule shader_stencil{}; WGPUShaderModule shader_depth{}; // shaders normal blend WGPUShaderModule shader_solid{}; WGPUShaderModule shader_radial{}; WGPUShaderModule shader_linear{}; WGPUShaderModule shader_image{}; WGPUShaderModule shader_scene{}; // shaders custom blend WGPUShaderModule shader_solid_blend{}; WGPUShaderModule shader_radial_blend{}; WGPUShaderModule shader_linear_blend{}; WGPUShaderModule shader_image_blend{}; WGPUShaderModule shader_scene_blend{}; // shader scene compose WGPUShaderModule shader_scene_compose{}; // shader blit WGPUShaderModule shader_blit{}; // layouts helpers WGPUPipelineLayout layout_stencil{}; WGPUPipelineLayout layout_depth{}; // layouts normal blend WGPUPipelineLayout layout_solid{}; WGPUPipelineLayout layout_gradient{}; WGPUPipelineLayout layout_image{}; WGPUPipelineLayout layout_scene{}; // layouts custom blend WGPUPipelineLayout layout_solid_blend{}; WGPUPipelineLayout layout_gradient_blend{}; WGPUPipelineLayout layout_image_blend{}; WGPUPipelineLayout layout_scene_blend{}; // layouts scene compose WGPUPipelineLayout layout_scene_compose{}; // layouts blit WGPUPipelineLayout layout_blit{}; public: // pipelines stencil markup WGPURenderPipeline winding{}; WGPURenderPipeline evenodd{}; WGPURenderPipeline direct{}; // pipelines clip path markup WGPURenderPipeline copy_stencil_to_depth{}; // depth 0.50, clear stencil WGPURenderPipeline copy_stencil_to_depth_interm{}; // depth 0.75, clear stencil WGPURenderPipeline copy_depth_to_stencil{}; // depth 0.50 and 0.75, update stencil WGPURenderPipeline merge_depth_stencil{}; // depth 0.75, update stencil WGPURenderPipeline clear_depth{}; // depth 1.00, clear ctencil // pipelines normal blend WGPURenderPipeline solid{}; WGPURenderPipeline radial{}; WGPURenderPipeline linear{}; WGPURenderPipeline image{}; WGPURenderPipeline scene{}; // pipelines custom blend WGPURenderPipeline solid_blend[18]{}; WGPURenderPipeline radial_blend[18]{}; WGPURenderPipeline linear_blend[18]{}; WGPURenderPipeline image_blend[18]{}; WGPURenderPipeline scene_blend[18]{}; // pipelines compose WGPURenderPipeline scene_compose[11]{}; // pipeline blit WGPURenderPipeline blit{}; private: void releaseGraphicHandles(WgContext& context); WGPUShaderModule createShaderModule(WGPUDevice device, const char* label, const char* code); WGPUPipelineLayout createPipelineLayout(WGPUDevice device, const WGPUBindGroupLayout* bindGroupLayouts, const uint32_t bindGroupLayoutsCount); WGPURenderPipeline createRenderPipeline( WGPUDevice device, const char* pipelineLabel, const WGPUShaderModule shaderModule, const char* vsEntryPoint, const char* fsEntryPoint, const WGPUPipelineLayout pipelineLayout, const WGPUVertexBufferLayout *vertexBufferLayouts, const uint32_t vertexBufferLayoutsCount, const WGPUColorWriteMaskFlags writeMask, const WGPUTextureFormat colorTargetFormat, const WGPUBlendState blendState, const WGPUDepthStencilState depthStencilState, const WGPUMultisampleState multisampleState); WGPUComputePipeline createComputePipeline( WGPUDevice device, const char* pipelineLabel, const WGPUShaderModule shaderModule, const char* entryPoint, const WGPUPipelineLayout pipelineLayout); void releaseComputePipeline(WGPUComputePipeline& computePipeline); void releaseRenderPipeline(WGPURenderPipeline& renderPipeline); void releasePipelineLayout(WGPUPipelineLayout& pipelineLayout); void releaseShaderModule(WGPUShaderModule& shaderModule); WGPUDepthStencilState makeDepthStencilState( const WGPUCompareFunction depthCompare, WGPUBool depthWriteEnabled, const WGPUCompareFunction stencilFunctionFrnt, const WGPUStencilOperation stencilOperationFrnt); WGPUDepthStencilState makeDepthStencilState( const WGPUCompareFunction depthCompare, WGPUBool depthWriteEnabled, const WGPUCompareFunction stencilFunctionFrnt, const WGPUStencilOperation stencilOperationFrnt, const WGPUCompareFunction stencilFunctionBack, const WGPUStencilOperation stencilOperationBack); public: void initialize(WgContext& context); void release(WgContext& context); }; #endif // _TVG_WG_PIPELINES_H_