thorvg/src/renderer/wg_engine/meson.build
Sergii Liebodkin e797cf63f4 wg_engine: refactor render targets handling
For further development of features, we need to create off-screen buffers that will allow us to implement functionality related to composition and blending, as well as for loading data to system memory from the framebuffer. Separating the framebuffer into a separate entity allows you to create several instances of them, switch between them, and blend them according to given rules.

For current time we have only a single render target instance, that have a handle to drawing into surface surface, like a native window.

New approach allows:
- offscreen rendering
- render pass handling
- switching between render targets
- ability to render images, strokes and shapes into independent render targets
2024-01-02 20:34:11 +09:00

25 lines
587 B
Meson

source_file = [
'tvgWgBindGroups.h',
'tvgWgCommon.h',
'tvgWgGeometry.h',
'tvgWgPipelines.h',
'tvgWgRenderData.h',
'tvgWgRenderer.h',
'tvgWgRenderTarget.h',
'tvgWgShaderSrc.h',
'tvgWgShaderTypes.h'
'tvgWgBindGroups.cpp',
'tvgWgCommon.cpp',
'tvgWgGeometry.cpp',
'tvgWgPipelines.cpp',
'tvgWgRenderData.cpp',
'tvgWgRenderer.cpp',
'tvgWgRenderTarget.cpp',
'tvgWgShaderSrc.cpp',
'tvgWgShaderTypes.cpp'
]
engine_dep += [declare_dependency(
include_directories : include_directories('.'),
sources : source_file
)]