/* * 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 "tvgWgBindGroups.h" enum class WgPipelineBlendType { SrcOver = 0, Normal, Custom }; class WgPipelines { private: // graphics pipeline shaders WGPUShaderModule shaderStencil{}; WGPUShaderModule shaderSolid{}; WGPUShaderModule shaderRadial{}; WGPUShaderModule shaderLinear{}; WGPUShaderModule shaderImage{}; WGPUShaderModule shaderSceneComp{}; WGPUShaderModule shaderSceneBlend{}; WGPUShaderModule shaderBlit{}; // compute pipeline shaders WGPUShaderModule shaderMergeMasks; WGPUShaderModule shaderBlendSolid; WGPUShaderModule shaderBlendGradient; WGPUShaderModule shaderBlendImage; private: // graphics pipeline layouts WGPUPipelineLayout layoutStencil{}; WGPUPipelineLayout layoutSolid{}; WGPUPipelineLayout layoutGradient{}; WGPUPipelineLayout layoutImage{}; WGPUPipelineLayout layoutSceneComp{}; WGPUPipelineLayout layoutSceneBlend{}; WGPUPipelineLayout layoutBlit{}; // compute pipeline layouts WGPUPipelineLayout layoutMergeMasks{}; WGPUPipelineLayout layoutBlend{}; public: // graphics pipeline WgBindGroupLayouts layouts; WGPURenderPipeline winding{}; WGPURenderPipeline evenodd{}; WGPURenderPipeline direct{}; WGPURenderPipeline solid[3]{}; WGPURenderPipeline radial[3]{}; WGPURenderPipeline linear[3]{}; WGPURenderPipeline image[3]{}; WGPURenderPipeline sceneComp[12]; WGPURenderPipeline sceneBlend; WGPURenderPipeline blit{}; WGPURenderPipeline clipPath{}; // compute pipeline WGPUComputePipeline mergeMasks; WGPUComputePipeline blendSolid[14]; WGPUComputePipeline blendGradient[14]; WGPUComputePipeline blendImage[14]; private: void releaseGraphicHandles(WgContext& context); void releaseComputeHandles(WgContext& context); private: 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 WGPUCompareFunction stencilFunctionFrnt, const WGPUStencilOperation stencilOperationFrnt, const WGPUCompareFunction stencilFunctionBack, const WGPUStencilOperation stencilOperationBack, const WGPUPrimitiveState primitiveState, const WGPUMultisampleState multisampleState, const WGPUBlendState blendState); 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); public: void initialize(WgContext& context); void release(WgContext& context); }; #endif // _TVG_WG_PIPELINES_H_