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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
115 lines
4.3 KiB
C++
115 lines
4.3 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_RENDERER_H_
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#define _TVG_WG_RENDERER_H_
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#include "tvgWgRenderTask.h"
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class WgRenderer : public RenderMethod
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{
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public:
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bool preUpdate() override;
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RenderData prepare(const RenderShape& rshape, RenderData data, const Matrix& transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags, bool clipper) override;
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RenderData prepare(RenderSurface* surface, RenderData data, const Matrix& transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags) override;
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bool postUpdate() override;
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bool preRender() override;
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bool renderShape(RenderData data) override;
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bool renderImage(RenderData data) override;
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bool postRender() override;
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void dispose(RenderData data) override;
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RenderRegion region(RenderData data) override;
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RenderRegion viewport() override;
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bool viewport(const RenderRegion& vp) override;
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bool blend(BlendMethod method) override;
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ColorSpace colorSpace() override;
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const RenderSurface* mainSurface() override;
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bool clear() override;
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bool sync() override;
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bool target(WGPUDevice device, WGPUInstance instance, void* target, uint32_t width, uint32_t height, int type = 0);
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RenderCompositor* target(const RenderRegion& region, ColorSpace cs, CompositionFlag flags) override;
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bool beginComposite(RenderCompositor* cmp, MaskMethod method, uint8_t opacity) override;
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bool endComposite(RenderCompositor* cmp) override;
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void prepare(RenderEffect* effect, const Matrix& transform) override;
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bool region(RenderEffect* effect) override;
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bool render(RenderCompositor* cmp, const RenderEffect* effect, bool direct) override;
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void dispose(RenderEffect* effect) override;
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static WgRenderer* gen(uint32_t threads);
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static bool term();
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private:
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WgRenderer();
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~WgRenderer();
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void release();
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void disposeObjects();
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void releaseSurfaceTexture();
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void clearTargets();
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bool surfaceConfigure(WGPUSurface surface, WgContext& context, uint32_t width, uint32_t height);
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// render tree stacks
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WgRenderTarget mRenderTargetRoot;
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Array<WgCompose*> mCompositorList;
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Array<WgRenderTarget*> mRenderTargetStack;
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Array<WgRenderDataViewport*> mRenderDataViewportList;
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Array<WgSceneTask*> mSceneTaskStack;
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Array<WgRenderTask*> mRenderTaskList;
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// render target pool
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WgRenderTargetPool mRenderTargetPool;
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// render data paint pools
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WgRenderDataShapePool mRenderDataShapePool;
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WgRenderDataPicturePool mRenderDataPicturePool;
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WgRenderDataViewportPool mRenderDataViewportPool;
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WgRenderDataEffectParamsPool mRenderDataEffectParamsPool;
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// rendering context
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WgContext mContext;
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WgCompositor mCompositor;
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// rendering states
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RenderSurface mTargetSurface;
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BlendMethod mBlendMethod{};
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RenderRegion mViewport{};
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// disposable data list
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Array<RenderData> mDisposeRenderDatas{};
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Key mDisposeKey{};
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// gpu handles
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WGPUTexture targetTexture{}; // external handle
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WGPUSurfaceTexture surfaceTexture{};
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WGPUSurface surface{}; // external handle
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struct {
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WgGeometryBufferPool* pool; //private buffer pool
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bool individual = false; //buffer-pool sharing policy
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} mBufferPool;
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};
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#endif /* _TVG_WG_RENDERER_H_ */
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