thorvg/src/renderer/wg_engine/tvgWgRenderer.h
Sergii Liebodkin 1a6571f596 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
2023-12-20 01:33:23 +09:00

81 lines
3.2 KiB
C++

/*
* Copyright (c) 2023 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
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* 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
{
private:
WgRenderer();
~WgRenderer();
void initialize();
void release();
public:
RenderData prepare(const RenderShape& rshape, RenderData data, const RenderTransform* transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags, bool clipper);
RenderData prepare(const Array<RenderData>& scene, RenderData data, const RenderTransform* transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags);
RenderData prepare(Surface* surface, const RenderMesh* mesh, RenderData data, const RenderTransform* transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags);
bool preRender();
bool renderShape(RenderData data);
bool renderImage(RenderData data);
bool postRender();
bool dispose(RenderData data);
RenderRegion region(RenderData data);
RenderRegion viewport();
bool viewport(const RenderRegion& vp);
bool blend(BlendMethod method);
ColorSpace colorSpace();
bool clear();
bool sync();
bool target(uint32_t* buffer, uint32_t stride, uint32_t w, uint32_t h);
bool target(void* window, uint32_t w, uint32_t h); // temporary solution
Compositor* target(const RenderRegion& region, ColorSpace cs);
bool beginComposite(Compositor* cmp, CompositeMethod method, uint8_t opacity);
bool endComposite(Compositor* cmp);
static WgRenderer* gen();
static bool init(uint32_t threads);
static bool term();
private:
Array<RenderData> mRenderDatas{};
Surface mTargetSurface = { nullptr, 0, 0, 0, ColorSpace::Unsupported, true };
// basic webgpu instances (TODO: create separated entity)
WGPUInstance mInstance{};
WGPUAdapter mAdapter{};
WGPUDevice mDevice{};
WGPUQueue mQueue{};
// webgpu surface handles (TODO: create separated entity)
WGPUSurface mSurface{};
WGPUSwapChain mSwapChain{};
WgPipelines mPipelines;
WgRenderTarget mRenderTarget;
bool mClearBuffer;
};
#endif /* _TVG_WG_RENDERER_H_ */