mirror of
https://github.com/thorvg/thorvg.git
synced 2025-06-08 13:43:43 +00:00
683 lines
No EOL
22 KiB
C++
Executable file
683 lines
No EOL
22 KiB
C++
Executable file
/*
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* Copyright (c) 2023 - 2025 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include <atomic>
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#include "tvgTaskScheduler.h"
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#include "tvgWgRenderer.h"
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/************************************************************************/
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/* Internal Class Implementation */
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/************************************************************************/
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static atomic<int32_t> initEngineCnt{};
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static atomic<int32_t> rendererCnt{};
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static void _termEngine()
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{
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if (rendererCnt > 0) return;
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//TODO:
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}
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void WgRenderer::release()
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{
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// check for general context availability
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if (!mContext.queue) return;
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// dispose stored objects
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disposeObjects();
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// clear render data paint pools
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mRenderDataShapePool.release(mContext);
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mRenderDataPicturePool.release(mContext);
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mRenderDataViewportPool.release(mContext);
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mRenderDataEffectParamsPool.release(mContext);
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WgMeshDataPool::gMeshDataPool->release(mContext);
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// clear render storage pool
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mRenderStoragePool.release(mContext);
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// clear rendering tree stacks
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mCompositorStack.clear();
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mRenderStorageStack.clear();
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mRenderStorageRoot.release(mContext);
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// release context handles
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mCompositor.release(mContext);
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mContext.release();
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// release gpu handles
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clearTargets();
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}
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void WgRenderer::disposeObjects()
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{
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ARRAY_FOREACH(p, mDisposeRenderDatas) {
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auto renderData = (WgRenderDataPaint*)(*p);
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if (renderData->type() == Type::Shape) {
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mRenderDataShapePool.free(mContext, (WgRenderDataShape*)renderData);
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} else {
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mRenderDataPicturePool.free(mContext, (WgRenderDataPicture*)renderData);
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}
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}
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mDisposeRenderDatas.clear();
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}
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void WgRenderer::releaseSurfaceTexture()
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{
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if (surfaceTexture.texture) {
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wgpuTextureRelease(surfaceTexture.texture);
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surfaceTexture.texture = nullptr;
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}
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}
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void WgRenderer::clearTargets()
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{
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releaseSurfaceTexture();
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if (surface) wgpuSurfaceUnconfigure(surface);
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targetTexture = nullptr;
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surface = nullptr;
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mTargetSurface.stride = 0;
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mTargetSurface.w = 0;
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mTargetSurface.h = 0;
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}
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bool WgRenderer::surfaceConfigure(WGPUSurface surface, WgContext& context, uint32_t width, uint32_t height)
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{
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// store target surface properties
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this->surface = surface;
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if (width == 0 || height == 0 || !surface) return false;
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// setup surface configuration
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WGPUSurfaceConfiguration surfaceConfiguration {
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.device = context.device,
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.format = context.preferredFormat,
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.usage = WGPUTextureUsage_RenderAttachment,
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#ifdef __EMSCRIPTEN__
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.alphaMode = WGPUCompositeAlphaMode_Premultiplied,
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#endif
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.width = width,
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.height = height,
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#ifndef __EMSCRIPTEN__
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.presentMode = WGPUPresentMode_Fifo,
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#endif
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};
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wgpuSurfaceConfigure(surface, &surfaceConfiguration);
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return true;
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}
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/************************************************************************/
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/* External Class Implementation */
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/************************************************************************/
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RenderData WgRenderer::prepare(const RenderShape& rshape, RenderData data, const Matrix& transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags, bool clipper)
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{
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// get or create render data shape
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auto renderDataShape = (WgRenderDataShape*)data;
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if (!renderDataShape)
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renderDataShape = mRenderDataShapePool.allocate(mContext);
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// update geometry
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if ((!data) || (flags & (RenderUpdateFlag::Path | RenderUpdateFlag::Stroke))) {
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renderDataShape->updateMeshes(mContext, rshape, transform, mBufferPool.pool);
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}
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// update paint settings
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if ((!data) || (flags & (RenderUpdateFlag::Transform | RenderUpdateFlag::Blend))) {
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renderDataShape->update(mContext, transform, mTargetSurface.cs, opacity);
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renderDataShape->fillRule = rshape.rule;
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}
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// setup fill settings
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renderDataShape->viewport = mViewport;
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renderDataShape->opacity = opacity;
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if (flags & RenderUpdateFlag::Gradient && rshape.fill) renderDataShape->renderSettingsShape.updateFill(mContext, rshape.fill);
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else if (flags & RenderUpdateFlag::Color) renderDataShape->renderSettingsShape.updateColor(mContext, rshape.color);
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if (rshape.stroke) {
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if (flags & RenderUpdateFlag::GradientStroke && rshape.stroke->fill) renderDataShape->renderSettingsStroke.updateFill(mContext, rshape.stroke->fill);
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else if (flags & RenderUpdateFlag::Stroke) renderDataShape->renderSettingsStroke.updateColor(mContext, rshape.stroke->color);
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}
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// store clips data
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renderDataShape->updateClips(clips);
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return renderDataShape;
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}
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RenderData WgRenderer::prepare(RenderSurface* surface, RenderData data, const Matrix& transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags)
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{
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// get or create render data shape
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auto renderDataPicture = (WgRenderDataPicture*)data;
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if (!renderDataPicture)
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renderDataPicture = mRenderDataPicturePool.allocate(mContext);
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// update paint settings
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renderDataPicture->viewport = mViewport;
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renderDataPicture->opacity = opacity;
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if (flags & (RenderUpdateFlag::Transform | RenderUpdateFlag::Blend)) {
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renderDataPicture->update(mContext, transform, surface->cs, opacity);
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}
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// update image data
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if (flags & (RenderUpdateFlag::Path | RenderUpdateFlag::Image)) {
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renderDataPicture->updateSurface(mContext, surface);
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}
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// store clips data
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renderDataPicture->updateClips(clips);
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return renderDataPicture;
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}
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bool WgRenderer::preRender()
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{
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// push rot render storage to the render tree stack
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assert(mRenderStorageStack.count == 0);
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mRenderStorageStack.push(&mRenderStorageRoot);
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// create command encoder for drawing
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WGPUCommandEncoderDescriptor commandEncoderDesc{};
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mCommandEncoder = wgpuDeviceCreateCommandEncoder(mContext.device, &commandEncoderDesc);
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// start root render pass
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mCompositor.beginRenderPass(mCommandEncoder, mRenderStorageStack.last(), true);
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return true;
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}
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bool WgRenderer::renderShape(RenderData data)
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{
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// temporary simple render data to the current render target
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mCompositor.renderShape(mContext, (WgRenderDataShape*)data, mBlendMethod);
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return true;
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}
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bool WgRenderer::renderImage(RenderData data)
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{
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// temporary simple render data to the current render target
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mCompositor.renderImage(mContext, (WgRenderDataPicture*)data, mBlendMethod);
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return true;
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}
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bool WgRenderer::postRender()
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{
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// end root render pass
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mCompositor.endRenderPass();
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// release command encoder
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const WGPUCommandBufferDescriptor commandBufferDesc{};
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WGPUCommandBuffer commandsBuffer = wgpuCommandEncoderFinish(mCommandEncoder, &commandBufferDesc);
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wgpuQueueSubmit(mContext.queue, 1, &commandsBuffer);
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wgpuCommandBufferRelease(commandsBuffer);
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wgpuCommandEncoderRelease(mCommandEncoder);
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// pop root render storage to the render tree stack
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mRenderStorageStack.pop();
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assert(mRenderStorageStack.count == 0);
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// clear viewport list and store allocated handles to pool
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ARRAY_FOREACH(p, mRenderDataViewportList)
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mRenderDataViewportPool.free(mContext, *p);
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mRenderDataViewportList.clear();
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return true;
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}
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void WgRenderer::dispose(RenderData data) {
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if (!mContext.queue) return;
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ScopedLock lock(mDisposeKey);
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mDisposeRenderDatas.push(data);
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}
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RenderRegion WgRenderer::region(RenderData data)
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{
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auto renderData = (WgRenderDataPaint*)data;
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if (renderData->type() == Type::Shape) {
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auto& v1 = renderData->aabb.min;
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auto& v2 = renderData->aabb.max;
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RenderRegion renderRegion;
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renderRegion.x = static_cast<int32_t>(nearbyint(v1.x));
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renderRegion.y = static_cast<int32_t>(nearbyint(v1.y));
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renderRegion.w = static_cast<int32_t>(nearbyint(v2.x)) - renderRegion.x;
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renderRegion.h = static_cast<int32_t>(nearbyint(v2.y)) - renderRegion.y;
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return renderRegion;
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}
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return { 0, 0, (int32_t)mTargetSurface.w, (int32_t)mTargetSurface.h };
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}
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RenderRegion WgRenderer::viewport() {
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return mViewport;
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}
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bool WgRenderer::viewport(const RenderRegion& vp)
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{
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mViewport = vp;
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return true;
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}
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bool WgRenderer::blend(BlendMethod method)
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{
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mBlendMethod = method;
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return true;
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}
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ColorSpace WgRenderer::colorSpace()
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{
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return ColorSpace::Unknown;
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}
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const RenderSurface* WgRenderer::mainSurface()
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{
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return &mTargetSurface;
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}
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bool WgRenderer::clear()
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{
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//TODO: clear the current target buffer only if clear() is called
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return true;
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}
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bool WgRenderer::sync()
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{
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disposeObjects();
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// if texture buffer used
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WGPUTexture dstTexture = targetTexture;
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if (surface) {
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releaseSurfaceTexture();
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wgpuSurfaceGetCurrentTexture(surface, &surfaceTexture);
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dstTexture = surfaceTexture.texture;
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}
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// there is no external dest buffer
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if (!dstTexture) return false;
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// get external dest buffer
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WGPUTextureView dstTextureView = mContext.createTextureView(dstTexture);
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// create command encoder
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const WGPUCommandEncoderDescriptor commandEncoderDesc{};
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WGPUCommandEncoder commandEncoder = wgpuDeviceCreateCommandEncoder(mContext.device, &commandEncoderDesc);
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// show root offscreen buffer
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mCompositor.blit(mContext, commandEncoder, &mRenderStorageRoot, dstTextureView);
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// release command encoder
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const WGPUCommandBufferDescriptor commandBufferDesc{};
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WGPUCommandBuffer commandsBuffer = wgpuCommandEncoderFinish(commandEncoder, &commandBufferDesc);
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wgpuQueueSubmit(mContext.queue, 1, &commandsBuffer);
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wgpuCommandBufferRelease(commandsBuffer);
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wgpuCommandEncoderRelease(commandEncoder);
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// release dest buffer view
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mContext.releaseTextureView(dstTextureView);
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return true;
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}
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// render target handle
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bool WgRenderer::target(WGPUDevice device, WGPUInstance instance, void* target, uint32_t width, uint32_t height, int type)
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{
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// release all existing handles
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if (!instance || !device || !target) {
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// release all handles
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release();
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return true;
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}
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// can not initialize renderer, give up
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if (!instance || !device || !target || !width || !height)
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return false;
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// device or instance was changed, need to recreate all instances
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if ((mContext.device != device) || (mContext.instance != instance)) {
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// release all handles
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release();
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// initialize base rendering handles
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mContext.initialize(instance, device);
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// initialize render tree instances
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mRenderStoragePool.initialize(mContext, width, height);
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mRenderStorageRoot.initialize(mContext, width, height);
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mCompositor.initialize(mContext, width, height);
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// store target properties
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mTargetSurface.stride = width;
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mTargetSurface.w = width;
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mTargetSurface.h = height;
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// configure surface (must be called after context creation)
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if (type == 0) {
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surface = (WGPUSurface)target;
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surfaceConfigure(surface, mContext, width, height);
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} else targetTexture = (WGPUTexture)target;
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return true;
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}
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// update retnder targets dimentions
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if ((mTargetSurface.w != width) || (mTargetSurface.h != height)) {
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// release render tagets
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mRenderStoragePool.release(mContext);
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mRenderStorageRoot.release(mContext);
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clearTargets();
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mRenderStoragePool.initialize(mContext, width, height);
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mRenderStorageRoot.initialize(mContext, width, height);
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mCompositor.resize(mContext, width, height);
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// store target properties
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mTargetSurface.stride = width;
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mTargetSurface.w = width;
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mTargetSurface.h = height;
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// configure surface (must be called after context creation)
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if (type == 0) {
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surface = (WGPUSurface)target;
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surfaceConfigure(surface, mContext, width, height);
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} else targetTexture = (WGPUTexture)target;
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return true;
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}
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return true;
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}
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WgRenderer::WgRenderer()
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{
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if (TaskScheduler::onthread()) {
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TVGLOG("WG_RENDERER", "Running on a non-dominant thread!, Renderer(%p)", this);
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mBufferPool.pool = new WgGeometryBufferPool;
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mBufferPool.individual = true;
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} else {
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mBufferPool.pool = WgGeometryBufferPool::instance();
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}
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}
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WgRenderer::~WgRenderer()
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{
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release();
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if (mBufferPool.individual) delete(mBufferPool.pool);
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--rendererCnt;
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if (rendererCnt == 0 && initEngineCnt == 0) _termEngine();
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}
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RenderCompositor* WgRenderer::target(const RenderRegion& region, TVG_UNUSED ColorSpace cs, TVG_UNUSED CompositionFlag flags)
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{
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// create and setup compose data
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WgCompose* compose = new WgCompose();
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compose->aabb = region;
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if (flags & PostProcessing) {
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compose->aabb = region;
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compose->rdViewport = mRenderDataViewportPool.allocate(mContext);
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compose->rdViewport->update(mContext, region);
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mRenderDataViewportList.push(compose->rdViewport);
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}
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mCompositorStack.push(compose);
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return compose;
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}
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bool WgRenderer::beginComposite(RenderCompositor* cmp, MaskMethod method, uint8_t opacity)
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{
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// save current composition settings
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WgCompose* compose = (WgCompose*)cmp;
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compose->method = method;
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compose->opacity = opacity;
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compose->blend = mBlendMethod;
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// end current render pass
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mCompositor.endRenderPass();
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// allocate new render storage and push to the render tree stack
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WgRenderStorage* storage = mRenderStoragePool.allocate(mContext);
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mRenderStorageStack.push(storage);
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// begin newly added render pass
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WGPUColor color{};
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if ((compose->method == MaskMethod::None) && (compose->blend != BlendMethod::Normal)) color = { 1.0, 1.0, 1.0, 0.0 };
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mCompositor.beginRenderPass(mCommandEncoder, mRenderStorageStack.last(), true, color);
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return true;
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}
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bool WgRenderer::endComposite(RenderCompositor* cmp)
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{
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// get current composition settings
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WgCompose* comp = (WgCompose*)cmp;
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// we must to end current render pass to run blend/composition mechanics
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mCompositor.endRenderPass();
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// finish scene blending
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if (comp->method == MaskMethod::None) {
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// get source and destination render storages
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WgRenderStorage* src = mRenderStorageStack.last();
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mRenderStorageStack.pop();
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WgRenderStorage* dst = mRenderStorageStack.last();
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// begin previous render pass
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mCompositor.beginRenderPass(mCommandEncoder, dst, false);
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// apply composition
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mCompositor.renderScene(mContext, src, comp);
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// back render targets to the pool
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mRenderStoragePool.free(mContext, src);
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} else { // finish composition
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// get source, mask and destination render storages
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WgRenderStorage* src = mRenderStorageStack.last();
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mRenderStorageStack.pop();
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WgRenderStorage* msk = mRenderStorageStack.last();
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mRenderStorageStack.pop();
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WgRenderStorage* dst = mRenderStorageStack.last();
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// begin previous render pass
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mCompositor.beginRenderPass(mCommandEncoder, dst, false);
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// apply composition
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mCompositor.composeScene(mContext, src, msk, comp);
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// back render targets to the pool
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mRenderStoragePool.free(mContext, src);
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mRenderStoragePool.free(mContext, msk);
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}
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// delete current compositor settings
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delete mCompositorStack.last();
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mCompositorStack.pop();
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return true;
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}
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void WgRenderer::prepare(RenderEffect* effect, const Matrix& transform)
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{
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// prepare gaussian blur data
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if (effect->type == SceneEffect::GaussianBlur) {
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auto renderEffect = (RenderEffectGaussianBlur*)effect;
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auto renderData = (WgRenderDataEffectParams*)renderEffect->rd;
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if (!renderData) {
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renderData = mRenderDataEffectParamsPool.allocate(mContext);
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renderEffect->rd = renderData;
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}
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renderData->update(mContext, renderEffect, transform);
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effect->valid = true;
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} else
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// prepare drop shadow data
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if (effect->type == SceneEffect::DropShadow) {
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auto renderEffect = (RenderEffectDropShadow*)effect;
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auto renderData = (WgRenderDataEffectParams*)renderEffect->rd;
|
|
if (!renderData) {
|
|
renderData = mRenderDataEffectParamsPool.allocate(mContext);
|
|
renderEffect->rd = renderData;
|
|
}
|
|
renderData->update(mContext, renderEffect, transform);
|
|
effect->valid = true;
|
|
} else
|
|
// prepare fill
|
|
if (effect->type == SceneEffect::Fill) {
|
|
auto renderEffect = (RenderEffectFill*)effect;
|
|
auto renderData = (WgRenderDataEffectParams*)renderEffect->rd;
|
|
if (!renderData) {
|
|
renderData = mRenderDataEffectParamsPool.allocate(mContext);
|
|
renderEffect->rd = renderData;
|
|
}
|
|
renderData->update(mContext, renderEffect);
|
|
effect->valid = true;
|
|
} else
|
|
// prepare tint
|
|
if (effect->type == SceneEffect::Tint) {
|
|
auto renderEffect = (RenderEffectTint*)effect;
|
|
auto renderData = (WgRenderDataEffectParams*)renderEffect->rd;
|
|
if (!renderData) {
|
|
renderData = mRenderDataEffectParamsPool.allocate(mContext);
|
|
renderEffect->rd = renderData;
|
|
}
|
|
renderData->update(mContext, renderEffect);
|
|
effect->valid = true;
|
|
} else
|
|
// prepare tritone
|
|
if (effect->type == SceneEffect::Tritone) {
|
|
auto renderEffect = (RenderEffectTritone*)effect;
|
|
auto renderData = (WgRenderDataEffectParams*)renderEffect->rd;
|
|
if (!renderData) {
|
|
renderData = mRenderDataEffectParamsPool.allocate(mContext);
|
|
renderEffect->rd = renderData;
|
|
}
|
|
renderData->update(mContext, renderEffect);
|
|
effect->valid = true;
|
|
}
|
|
}
|
|
|
|
|
|
bool WgRenderer::region(RenderEffect* effect)
|
|
{
|
|
// update gaussian blur region
|
|
if (effect->type == SceneEffect::GaussianBlur) {
|
|
auto gaussian = (RenderEffectGaussianBlur*)effect;
|
|
auto renderData = (WgRenderDataEffectParams*)gaussian->rd;
|
|
if (gaussian->direction != 2) {
|
|
gaussian->extend.x = -renderData->extend;
|
|
gaussian->extend.w = +renderData->extend * 2;
|
|
}
|
|
if (gaussian->direction != 1) {
|
|
gaussian->extend.y = -renderData->extend;
|
|
gaussian->extend.h = +renderData->extend * 2;
|
|
}
|
|
return true;
|
|
} else
|
|
// update drop shadow region
|
|
if (effect->type == SceneEffect::DropShadow) {
|
|
auto dropShadow = (RenderEffectDropShadow*)effect;
|
|
auto renderData = (WgRenderDataEffectParams*)dropShadow->rd;
|
|
dropShadow->extend.x = -(renderData->extend + std::abs(renderData->offset.x));
|
|
dropShadow->extend.w = +(renderData->extend + std::abs(renderData->offset.x)) * 2;
|
|
dropShadow->extend.y = -(renderData->extend + std::abs(renderData->offset.y));
|
|
dropShadow->extend.h = +(renderData->extend + std::abs(renderData->offset.y)) * 2;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
bool WgRenderer::render(RenderCompositor* cmp, const RenderEffect* effect, TVG_UNUSED bool direct)
|
|
{
|
|
// we must to end current render pass to resolve ms texture before effect
|
|
mCompositor.endRenderPass();
|
|
WgCompose* comp = (WgCompose*)cmp;
|
|
WgRenderStorage* dst = mRenderStorageStack.last();
|
|
|
|
switch (effect->type) {
|
|
case SceneEffect::GaussianBlur: return mCompositor.gaussianBlur(mContext, dst, (RenderEffectGaussianBlur*)effect, comp);
|
|
case SceneEffect::DropShadow: return mCompositor.dropShadow(mContext, dst, (RenderEffectDropShadow*)effect, comp);
|
|
case SceneEffect::Fill: return mCompositor.fillEffect(mContext, dst, (RenderEffectFill*)effect, comp);
|
|
case SceneEffect::Tint: return mCompositor.tintEffect(mContext, dst, (RenderEffectFill*)effect, comp);
|
|
case SceneEffect::Tritone : return mCompositor.tritoneEffect(mContext, dst, (RenderEffectFill*)effect, comp);
|
|
default: return false;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
void WgRenderer::dispose(RenderEffect* effect)
|
|
{
|
|
auto renderData = (WgRenderDataEffectParams*)effect->rd;
|
|
mRenderDataEffectParamsPool.free(mContext, renderData);
|
|
effect->rd = nullptr;
|
|
};
|
|
|
|
|
|
bool WgRenderer::preUpdate()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
|
|
bool WgRenderer::postUpdate()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
|
|
bool WgRenderer::init(TVG_UNUSED uint32_t threads)
|
|
{
|
|
if ((initEngineCnt++) > 0) return true;
|
|
|
|
//TODO: global engine init
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
int32_t WgRenderer::init()
|
|
{
|
|
return initEngineCnt;
|
|
}
|
|
|
|
|
|
bool WgRenderer::term()
|
|
{
|
|
if ((--initEngineCnt) > 0) return true;
|
|
|
|
initEngineCnt = 0;
|
|
|
|
_termEngine();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
WgRenderer* WgRenderer::gen()
|
|
{
|
|
++rendererCnt;
|
|
return new WgRenderer();
|
|
} |