thorvg/src/renderer/wg_engine/tvgWgRenderer.h
Sergii Liebodkin 24509b0e41
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wg_engine: geometry stage buffers implementation
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
2025-05-30 02:21:31 +09:00

115 lines
4.3 KiB
C++

/*
* Copyright (c) 2023 - 2025 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
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* 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 "tvgWgRenderTask.h"
class WgRenderer : public RenderMethod
{
public:
bool preUpdate() override;
RenderData prepare(const RenderShape& rshape, RenderData data, const Matrix& transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags, bool clipper) override;
RenderData prepare(RenderSurface* surface, RenderData data, const Matrix& transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags) override;
bool postUpdate() override;
bool preRender() override;
bool renderShape(RenderData data) override;
bool renderImage(RenderData data) override;
bool postRender() override;
void dispose(RenderData data) override;
RenderRegion region(RenderData data) override;
RenderRegion viewport() override;
bool viewport(const RenderRegion& vp) override;
bool blend(BlendMethod method) override;
ColorSpace colorSpace() override;
const RenderSurface* mainSurface() override;
bool clear() override;
bool sync() override;
bool target(WGPUDevice device, WGPUInstance instance, void* target, uint32_t width, uint32_t height, int type = 0);
RenderCompositor* target(const RenderRegion& region, ColorSpace cs, CompositionFlag flags) override;
bool beginComposite(RenderCompositor* cmp, MaskMethod method, uint8_t opacity) override;
bool endComposite(RenderCompositor* cmp) override;
void prepare(RenderEffect* effect, const Matrix& transform) override;
bool region(RenderEffect* effect) override;
bool render(RenderCompositor* cmp, const RenderEffect* effect, bool direct) override;
void dispose(RenderEffect* effect) override;
static WgRenderer* gen(uint32_t threads);
static bool term();
private:
WgRenderer();
~WgRenderer();
void release();
void disposeObjects();
void releaseSurfaceTexture();
void clearTargets();
bool surfaceConfigure(WGPUSurface surface, WgContext& context, uint32_t width, uint32_t height);
// render tree stacks
WgRenderTarget mRenderTargetRoot;
Array<WgCompose*> mCompositorList;
Array<WgRenderTarget*> mRenderTargetStack;
Array<WgRenderDataViewport*> mRenderDataViewportList;
Array<WgSceneTask*> mSceneTaskStack;
Array<WgRenderTask*> mRenderTaskList;
// render target pool
WgRenderTargetPool mRenderTargetPool;
// render data paint pools
WgRenderDataShapePool mRenderDataShapePool;
WgRenderDataPicturePool mRenderDataPicturePool;
WgRenderDataViewportPool mRenderDataViewportPool;
WgRenderDataEffectParamsPool mRenderDataEffectParamsPool;
// rendering context
WgContext mContext;
WgCompositor mCompositor;
// rendering states
RenderSurface mTargetSurface;
BlendMethod mBlendMethod{};
RenderRegion mViewport{};
// disposable data list
Array<RenderData> mDisposeRenderDatas{};
Key mDisposeKey{};
// gpu handles
WGPUTexture targetTexture{}; // external handle
WGPUSurfaceTexture surfaceTexture{};
WGPUSurface surface{}; // external handle
struct {
WgGeometryBufferPool* pool; //private buffer pool
bool individual = false; //buffer-pool sharing policy
} mBufferPool;
};
#endif /* _TVG_WG_RENDERER_H_ */