thorvg/src/renderer/wg_engine/tvgWgRenderer.h
Sergii Liebodkin 03b36cea7b wg_engine: ClipPath support
[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
2024-09-30 15:35:10 +09:00

96 lines
4 KiB
C++

/*
* 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_RENDERER_H_
#define _TVG_WG_RENDERER_H_
#include "tvgWgRenderTarget.h"
class WgRenderer : public RenderMethod
{
public:
RenderData prepare(const RenderShape& rshape, RenderData data, const RenderTransform* transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags, bool clipper) override;
RenderData prepare(const Array<RenderData>& scene, RenderData data, const RenderTransform* transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags) override;
RenderData prepare(Surface* surface, const RenderMesh* mesh, RenderData data, const RenderTransform* transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags) override;
bool preRender() override;
bool renderShape(RenderData data) override;
bool renderImage(RenderData data) override;
bool postRender() override;
void dispose(RenderData data) override;
RenderRegion region(RenderData data) override;
RenderRegion viewport() override;
bool viewport(const RenderRegion& vp) override;
bool blend(BlendMethod method) override;
ColorSpace colorSpace() override;
const Surface* mainSurface() override;
bool clear() override;
bool sync() override;
bool target(WGPUInstance instance, WGPUSurface surface, uint32_t w, uint32_t h);
Compositor* target(const RenderRegion& region, ColorSpace cs) override;
bool beginComposite(Compositor* cmp, CompositeMethod method, uint8_t opacity) override;
bool endComposite(Compositor* cmp) override;
static WgRenderer* gen();
static bool init(uint32_t threads);
static bool term();
private:
WgRenderer();
~WgRenderer();
void initialize();
void release();
void clearDisposes();
void renderClipPath(Array<WgRenderDataPaint*>& clips);
WGPUCommandEncoder mCommandEncoder{};
WgRenderStorage mRenderStorageInterm; // intermidiate buffer to render
WgRenderStorage mRenderStorageMask; // buffer to render mask
WgRenderStorage mRenderStorageRoot; // root render storage
WgRenderStorage mRenderStorageScreen; // storage with data after antializing
WgRenderStoragePool mRenderStoragePool; // pool to hold render tree storages
WgBindGroupOpacityPool mOpacityPool; // opacity, blend methods and composite methods pool
WgBindGroupBlendMethodPool mBlendMethodPool;
WgBindGroupCompositeMethodPool mCompositeMethodPool;
WgRenderDataShapePool mRenderDataShapePool; // render data shpes pool
// render tree stacks
Array<Compositor*> mCompositorStack;
Array<WgRenderStorage*> mRenderStorageStack;
WgContext mContext;
WgPipelines mPipelines;
Surface mTargetSurface;
RenderRegion mViewport{};
BlendMethod mBlendMethod{}; // current blend method
// disposed resources, they should be released on synced call.
struct {
Array<RenderData> renderDatas{};
Key key;
} mDisposed;
};
#endif /* _TVG_WG_RENDERER_H_ */