thorvg/examples/MultiCanvas.cpp
Hermet Park 53e5e783b7 api: revise engine initialization and termination
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
2025-04-23 15:46:49 +09:00

426 lines
No EOL
17 KiB
C++

/*
* Copyright (c) 2020 - 2025 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.
*/
#include "Example.h"
#ifdef THORVG_GL_RASTER_SUPPORT
#include <SDL2/SDL_opengl.h>
#endif
#define WIDTH 1024
#define HEIGHT 1024
#define NUM_PER_LINE 4
#define SIZE (WIDTH/NUM_PER_LINE)
/************************************************************************/
/* ThorVG Drawing Contents */
/************************************************************************/
void content(tvg::Canvas* canvas)
{
//Background
auto bg = tvg::Shape::gen();
bg->appendRect(0, 0, SIZE, SIZE);
bg->fill(255, 255, 255);
canvas->push(bg);
auto picture = tvg::Picture::gen();
if (!tvgexam::verify(picture->load(EXAMPLE_DIR"/svg/logo.svg"))) return;
float scale;
float shiftX = 0.0f, shiftY = 0.0f;
float w2, h2;
picture->size(&w2, &h2);
if (w2 > h2) {
scale = SIZE / w2;
shiftY = (SIZE - h2 * scale) * 0.5f;
} else {
scale = SIZE / h2;
shiftX = (SIZE - w2 * scale) * 0.5f;
}
picture->translate(shiftX, shiftY);
picture->scale(scale);
canvas->push(picture);
}
void mainloop()
{
SDL_Event event;
auto running = true;
while (running) {
//SDL Event handling
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT: {
running = false;
break;
}
case SDL_KEYUP: {
if (event.key.keysym.sym == SDLK_ESCAPE) {
running = false;
}
break;
}
}
}
}
}
/************************************************************************/
/* SW Engine Specific Setup */
/************************************************************************/
void runSw()
{
auto window = SDL_CreateWindow("ThorVG Example (Software)", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_HIDDEN);
auto surface = SDL_GetWindowSurface(window);
for (int counter = 0; counter < NUM_PER_LINE * NUM_PER_LINE; ++counter) {
auto canvas = unique_ptr<tvg::SwCanvas>(tvg::SwCanvas::gen());
auto offx = (counter % NUM_PER_LINE) * SIZE;
auto offy = SIZE * (counter / NUM_PER_LINE);
auto w = surface->w - offx;
auto h = surface->h - offy;
tvgexam::verify(canvas->target((uint32_t*)surface->pixels + SIZE * (counter / NUM_PER_LINE) * (surface->pitch / 4) + (counter % NUM_PER_LINE) * SIZE, surface->pitch / 4, w, h, tvg::ColorSpace::ARGB8888));
content(canvas.get());
if (tvgexam::verify(canvas->draw())) {
tvgexam::verify(canvas->sync());
}
}
SDL_ShowWindow(window);
SDL_UpdateWindowSurface(window);
mainloop();
SDL_DestroyWindow(window);
}
/************************************************************************/
/* GL Engine Specific Setup */
/************************************************************************/
#ifdef THORVG_GL_RASTER_SUPPORT
typedef void (*PFNGLTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
typedef void (*PFNGLTEXPARAMETERIPROC)(GLenum target, GLenum pname, GLint param);
PFNGLBINDTEXTUREEXTPROC fglBindTexture = nullptr;
PFNGLDELETETEXTURESEXTPROC fglDeleteTextures = nullptr;
PFNGLGENTEXTURESEXTPROC fglGenTextures = nullptr;
PFNGLTEXIMAGE2DPROC fglTexImage2D = nullptr;
PFNGLTEXPARAMETERIPROC fglTexParameteri = nullptr;
PFNGLGENFRAMEBUFFERSPROC fglGenFramebuffers = nullptr;
PFNGLBINDFRAMEBUFFERPROC fglBindFramebuffer = nullptr;
PFNGLDELETEFRAMEBUFFERSPROC fglDeleteFramebuffers = nullptr;
PFNGLFRAMEBUFFERTEXTURE2DPROC fglFramebufferTexture2D = nullptr;
PFNGLBLITFRAMEBUFFERPROC fglBlitFramebuffer = nullptr;
/* A helper class to manage OpenGL FrameBuffer creation and deletion
Also provides a simple way to flush the framebuffer to the screen at given position */
struct GLFrameBuffer
{
GLuint fbo;
GLuint texture;
~GLFrameBuffer()
{
if (fbo) fglDeleteFramebuffers(1, &fbo);
if (texture) fglDeleteTextures(1, &texture);
}
GLFrameBuffer(uint32_t width, uint32_t height)
{
fglGenFramebuffers(1, &fbo);
fglBindFramebuffer(GL_FRAMEBUFFER, fbo);
fglGenTextures(1, &texture);
fglBindTexture(GL_TEXTURE_2D, texture);
fglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr);
fglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
fglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
fglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
fglBindFramebuffer(GL_FRAMEBUFFER, 0);
fglBindTexture(GL_TEXTURE_2D, 0);
}
void blitToScreen(uint32_t posX, uint32_t posY, uint32_t width, uint32_t height)
{
/* As this is a simple example, we will just blit the framebuffer to the screen
For a real application, you should use a shader to sample the texture and draw to the screen */
fglBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
fglBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
fglBlitFramebuffer(0, 0, width, height, posX, posY, posX +width, posY + height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
};
#endif
void runGl()
{
#ifdef THORVG_GL_RASTER_SUPPORT
#ifdef THORVG_GL_TARGET_GLES
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
#endif
auto window = SDL_CreateWindow("ThorVG Example (OpenGL)", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);
auto context = SDL_GL_CreateContext(window);
fglBindTexture = (PFNGLBINDTEXTUREEXTPROC)SDL_GL_GetProcAddress("glBindTexture");
fglDeleteTextures = (PFNGLDELETETEXTURESEXTPROC)SDL_GL_GetProcAddress("glDeleteTextures");
fglGenTextures = (PFNGLGENTEXTURESEXTPROC)SDL_GL_GetProcAddress("glGenTextures");
fglTexImage2D = (PFNGLTEXIMAGE2DPROC)SDL_GL_GetProcAddress("glTexImage2D");
fglTexParameteri = (PFNGLTEXPARAMETERIPROC)SDL_GL_GetProcAddress("glTexParameteri");
fglBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)SDL_GL_GetProcAddress("glBindFramebuffer");
fglGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)SDL_GL_GetProcAddress("glGenFramebuffers");
fglDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)SDL_GL_GetProcAddress("glDeleteFramebuffers");
fglFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)SDL_GL_GetProcAddress("glFramebufferTexture2D");
fglBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)SDL_GL_GetProcAddress("glBlitFramebuffer");
// Create the framebuffer which the GlCanvas can render to
// Since the example is just a simple demo, and only run the rendering function once
// we can just create one framebuffer
GLFrameBuffer glFbo{SIZE, SIZE};
for (int counter = 0; counter < NUM_PER_LINE * NUM_PER_LINE; ++counter) {
auto canvas = unique_ptr<tvg::GlCanvas>(tvg::GlCanvas::gen());
// Pass the framebuffer id to the GlCanvas
tvgexam::verify(canvas->target(context, glFbo.fbo, SIZE, SIZE, tvg::ColorSpace::ABGR8888S));
content(canvas.get());
if (tvgexam::verify(canvas->draw())) {
tvgexam::verify(canvas->sync());
}
// After the GlCanvas::sync() function, the content is rendered to the framebuffer
// The texture is now ready to be blit to the screen
auto y = (counter / NUM_PER_LINE) * SIZE;
auto x = (counter % NUM_PER_LINE) * SIZE;
glFbo.blitToScreen(x, y, SIZE, SIZE);
// After the framebuffer is blit to the screen, the framebuffer and texture can be reused in the next iteration
}
SDL_ShowWindow(window);
SDL_GL_SwapWindow(window);
mainloop();
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
#else
cout << "Not Support OpenGL" << endl;
#endif
}
/************************************************************************/
/* WG Engine Specific Setup */
/************************************************************************/
#ifdef THORVG_WG_RASTER_SUPPORT
void wgCopyTextureToTexture(WGPUDevice device, WGPUTexture src, WGPUTexture dst, uint32_t posX, uint32_t posY, uint32_t width, uint32_t height) {
WGPUQueue queue = wgpuDeviceGetQueue(device);
// create command encoder
const WGPUCommandEncoderDescriptor commandEncoderDesc{};
WGPUCommandEncoder commandEncoder = wgpuDeviceCreateCommandEncoder(device, &commandEncoderDesc);
// copy canvas data to surface
const WGPUImageCopyTexture texSrc { .texture = src };
const WGPUImageCopyTexture texDst { .texture = dst, .origin = { .x = posX, .y = posY } };
const WGPUExtent3D copySize { .width = width, .height = height, .depthOrArrayLayers = 1 };
wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, &copySize);
// release command encoder
const WGPUCommandBufferDescriptor commandBufferDesc{};
WGPUCommandBuffer commandsBuffer = wgpuCommandEncoderFinish(commandEncoder, &commandBufferDesc);
wgpuQueueSubmit(queue, 1, &commandsBuffer);
wgpuCommandBufferRelease(commandsBuffer);
wgpuCommandEncoderRelease(commandEncoder);
wgpuQueueRelease(queue);
}
#endif
void runWg()
{
#ifdef THORVG_WG_RASTER_SUPPORT
//TODO with Drawing Target?
auto window = SDL_CreateWindow("ThorVG Example (WebGPU)", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_HIDDEN);
//Here we create our WebGPU surface from the window!
SDL_SysWMinfo windowWMInfo;
SDL_VERSION(&windowWMInfo.version);
SDL_GetWindowWMInfo(window, &windowWMInfo);
//Init WebGPU
WGPUInstanceDescriptor desc = {.nextInChain = nullptr};
auto instance = wgpuCreateInstance(&desc);
#if defined(SDL_VIDEO_DRIVER_COCOA)
[windowWMInfo.info.cocoa.window.contentView setWantsLayer:YES];
auto layer = [CAMetalLayer layer];
[windowWMInfo.info.cocoa.window.contentView setLayer:layer];
WGPUSurfaceDescriptorFromMetalLayer surfaceNativeDesc = {
.chain = {nullptr, WGPUSType_SurfaceDescriptorFromMetalLayer},
.layer = layer
};
#elif defined(SDL_VIDEO_DRIVER_X11)
WGPUSurfaceDescriptorFromXlibWindow surfaceNativeDesc = {
.chain = {nullptr, WGPUSType_SurfaceDescriptorFromXlibWindow},
.display = windowWMInfo.info.x11.display,
.window = windowWMInfo.info.x11.window
};
#elif defined(SDL_VIDEO_DRIVER_WAYLAND)
WGPUSurfaceDescriptorFromWaylandSurface surfaceNativeDesc = {
.chain = {nullptr, WGPUSType_SurfaceDescriptorFromWaylandSurface},
.display = windowWMInfo.info.wl.display,
.surface = windowWMInfo.info.wl.surface
};
#elif defined(SDL_VIDEO_DRIVER_WINDOWS)
WGPUSurfaceDescriptorFromWindowsHWND surfaceNativeDesc = {
.chain = {nullptr, WGPUSType_SurfaceDescriptorFromWindowsHWND},
.hinstance = GetModuleHandle(nullptr),
.hwnd = windowWMInfo.info.win.window
};
#endif
WGPUSurfaceDescriptor surfaceDesc{};
surfaceDesc.nextInChain = (const WGPUChainedStruct*)&surfaceNativeDesc;
surfaceDesc.label = "The surface";
auto surface = wgpuInstanceCreateSurface(instance, &surfaceDesc);
// request adapter
WGPUAdapter adapter{};
const WGPURequestAdapterOptions requestAdapterOptions { .compatibleSurface = surface, .powerPreference = WGPUPowerPreference_HighPerformance };
auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, char const * message, void * pUserData) { *((WGPUAdapter*)pUserData) = adapter; };
wgpuInstanceRequestAdapter(instance, &requestAdapterOptions, onAdapterRequestEnded, &adapter);
// get adapter and surface properties
WGPUFeatureName featureNames[32]{};
size_t featuresCount = wgpuAdapterEnumerateFeatures(adapter, featureNames);
// request device
WGPUDevice device{};
const WGPUDeviceDescriptor deviceDesc { .label = "The shared device", .requiredFeatureCount = featuresCount, .requiredFeatures = featureNames };
auto onDeviceRequestEnded = [](WGPURequestDeviceStatus status, WGPUDevice device, char const * message, void * pUserData) { *((WGPUDevice*)pUserData) = device; };
wgpuAdapterRequestDevice(adapter, &deviceDesc, onDeviceRequestEnded, &device);
// setup surface configuration
WGPUSurfaceConfiguration surfaceConfiguration {
.device = device,
.format = WGPUTextureFormat_BGRA8Unorm,
.usage = WGPUTextureUsage_RenderAttachment | WGPUTextureUsage_CopyDst,
.width = WIDTH, .height = HEIGHT
};
wgpuSurfaceConfigure(surface, &surfaceConfiguration);
// create offscren target texure
const WGPUTextureDescriptor textureDesc {
.usage = WGPUTextureUsage_CopySrc | WGPUTextureUsage_RenderAttachment,
.dimension = WGPUTextureDimension_2D, .size = { SIZE, SIZE, 1 },
.format = WGPUTextureFormat_BGRA8Unorm, .mipLevelCount = 1, .sampleCount = 1
};
WGPUTexture renderTarget = wgpuDeviceCreateTexture(device, &textureDesc);
WGPUSurfaceTexture surfaceTexture{};
wgpuSurfaceGetCurrentTexture(surface, &surfaceTexture);
for (int counter = 0; counter < NUM_PER_LINE * NUM_PER_LINE; ++counter) {
auto canvas = unique_ptr<tvg::WgCanvas>(tvg::WgCanvas::gen());
//Set the canvas target and draw on it.
tvgexam::verify(canvas->target(device, instance, renderTarget, SIZE, SIZE, tvg::ColorSpace::ABGR8888S, 1));
content(canvas.get());
if (tvgexam::verify(canvas->draw())) {
tvgexam::verify(canvas->sync());
}
// After the WgCanvas::sync() function, the content is rendered to the render target
// The texture is now ready to be blit to the screen
uint32_t y = (counter / NUM_PER_LINE) * SIZE;
uint32_t x = (counter % NUM_PER_LINE) * SIZE;
wgCopyTextureToTexture(device, renderTarget, surfaceTexture.texture, x, y, SIZE, SIZE);
}
SDL_ShowWindow(window);
wgpuSurfacePresent(surface);
mainloop();
wgpuTextureRelease(surfaceTexture.texture);
wgpuTextureDestroy(renderTarget);
wgpuTextureRelease(renderTarget);
wgpuDeviceRelease(device);
wgpuAdapterRelease(adapter);
wgpuSurfaceUnconfigure(surface);
wgpuSurfaceRelease(surface);
wgpuInstanceRelease(instance);
SDL_DestroyWindow(window);
#else
cout << "Not Support WebGPU" << endl;
#endif
}
/************************************************************************/
/* Entry Point */
/************************************************************************/
int main(int argc, char **argv)
{
auto engine = 0; //0: sw, 1: gl, 2: wg
if (argc > 1) {
if (!strcmp(argv[1], "gl")) engine = 1;
if (!strcmp(argv[1], "wg")) engine = 2;
}
if (tvgexam::verify(tvg::Initializer::init(4))) {
SDL_Init(SDL_INIT_VIDEO);
if (engine == 0) runSw();
else if (engine == 1) runGl();
else if (engine == 2) runWg();
SDL_Quit();
//Terminate ThorVG Engine
tvg::Initializer::term();
}
return 0;
}