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Implemented task-based rendering and geometry stage buffers: 1. Get information about current frame objects 2. Accumulate geometry data into a stage buffer during frame rendering 3. Flush it to the GPU in single call 4. Run rendering process in post render stage https://github.com/thorvg/thorvg/issues/3489 https://github.com/thorvg/thorvg/issues/3455
82 lines
3.4 KiB
C
82 lines
3.4 KiB
C
/*
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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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#ifndef _TVG_WG_COMMON_H_
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#define _TVG_WG_COMMON_H_
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#include "tvgWgBindGroups.h"
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#define WG_VERTEX_BUFFER_MIN_SIZE 2048
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#define WG_INDEX_BUFFER_MIN_SIZE 2048
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struct WgContext {
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// external webgpu handles
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WGPUInstance instance{};
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WGPUAdapter adapter{};
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WGPUDevice device{};
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// common webgpu handles
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WGPUQueue queue{};
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WGPUTextureFormat preferredFormat{};
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// shared webgpu assets
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WGPUBuffer bufferIndexFan{};
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WGPUSampler samplerNearestRepeat{};
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WGPUSampler samplerLinearRepeat{};
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WGPUSampler samplerLinearMirror{};
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WGPUSampler samplerLinearClamp{};
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// bind groups layouts
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WgBindGroupLayouts layouts;
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void initialize(WGPUInstance instance, WGPUDevice device);
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void release();
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// create common objects
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WGPUSampler createSampler(WGPUFilterMode filter, WGPUMipmapFilterMode mipmapFilter, WGPUAddressMode addrMode, uint16_t anisotropy = 1);
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WGPUTexture createTexture(uint32_t width, uint32_t height, WGPUTextureFormat format);
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WGPUTexture createTexStorage(uint32_t width, uint32_t height, WGPUTextureFormat format);
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WGPUTexture createTexAttachement(uint32_t width, uint32_t height, WGPUTextureFormat format, uint32_t sc);
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WGPUTextureView createTextureView(WGPUTexture texture);
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bool allocateTexture(WGPUTexture& texture, uint32_t width, uint32_t height, WGPUTextureFormat format, void* data);
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// release common objects
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void releaseTextureView(WGPUTextureView& textureView);
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void releaseTexture(WGPUTexture& texture);
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void releaseSampler(WGPUSampler& sampler);
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void releaseQueue(WGPUQueue& queue);
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// create buffer objects (return true, if buffer handle was changed)
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bool allocateBufferUniform(WGPUBuffer& buffer, const void* data, uint64_t size);
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bool allocateBufferVertex(WGPUBuffer& buffer, const float* data, uint64_t size);
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bool allocateBufferIndex(WGPUBuffer& buffer, const uint32_t* data, uint64_t size);
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bool allocateBufferIndexFan(uint64_t vertexCount);
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// release buffer objects
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void releaseBuffer(WGPUBuffer& buffer);
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// command encoder
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WGPUCommandEncoder createCommandEncoder();
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void submitCommandEncoder(WGPUCommandEncoder encoder);
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void releaseCommandEncoder(WGPUCommandEncoder& encoder);
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bool invalid();
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};
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#endif // _TVG_WG_COMMON_H_
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