thorvg/src/renderer/wg_engine/tvgWgPipelines.cpp
Sergii Liebodkin 2c948a33d3 wg_engine: ClipPath support
[issues 1479: ClipPath](#1479)

Supports ClipPath composition.
Clip path composition is an only composition type who doesn't ignore blend method.
Clip path is a combination of composition approach and blend approach using compute shader
2024-07-16 00:01:47 +09:00

512 lines
20 KiB
C++

/*
* Copyright (c) 2023 - 2024 the ThorVG project. All rights reserved.
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#include "tvgWgPipelines.h"
#include "tvgWgShaderSrc.h"
#define ARRAY_ELEMENTS_COUNT(arr) sizeof(arr)/sizeof(arr[0])
//************************************************************************
// graphics pipelines
//************************************************************************
void WgPipelineFillShapeWinding::initialize(WGPUDevice device)
{
// vertex attributes settings
WGPUVertexAttribute vertexAttributesPos = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 0 };
WGPUVertexBufferLayout vertexBufferLayouts[] = {
makeVertexBufferLayout(&vertexAttributesPos, 1, sizeof(float) * 2)
};
// bind groups
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupCanvas::getLayout(device),
WgBindGroupPaint::getLayout(device)
};
// stencil function
WGPUCompareFunction stencilFunctionFront = WGPUCompareFunction_Always;
WGPUStencilOperation stencilOperationFront = WGPUStencilOperation_IncrementWrap;
WGPUCompareFunction stencilFunctionBack = WGPUCompareFunction_Always;
WGPUStencilOperation stencilOperationBack = WGPUStencilOperation_DecrementWrap;
// shader source and labels
auto shaderSource = cShaderSource_PipelineFill;
auto shaderLabel = "The shader fill";
auto pipelineLabel = "The render pipeline fill shape winding";
// allocate all pipeline handles
allocate(device, WgPipelineBlendType::SrcOver, WGPUColorWriteMask_None,
vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
stencilFunctionFront, stencilOperationFront, stencilFunctionBack, stencilOperationBack,
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineFillShapeEvenOdd::initialize(WGPUDevice device)
{
// vertex attributes settings
WGPUVertexAttribute vertexAttributesPos = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 0 };
WGPUVertexBufferLayout vertexBufferLayouts[] = {
makeVertexBufferLayout(&vertexAttributesPos, 1, sizeof(float) * 2)
};
// bind groups
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupCanvas::getLayout(device),
WgBindGroupPaint::getLayout(device)
};
// stencil function
WGPUCompareFunction stencilFunctionFront = WGPUCompareFunction_Always;
WGPUStencilOperation stencilOperationFront = WGPUStencilOperation_Invert;
WGPUCompareFunction stencilFunctionBack = WGPUCompareFunction_Always;
WGPUStencilOperation stencilOperationBack = WGPUStencilOperation_Invert;
// shader source and labels
auto shaderSource = cShaderSource_PipelineFill;
auto shaderLabel = "The shader fill";
auto pipelineLabel = "The render pipeline fill shape Even Odd";
// allocate all pipeline handles
allocate(device, WgPipelineBlendType::SrcOver, WGPUColorWriteMask_None,
vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
stencilFunctionFront, stencilOperationFront, stencilFunctionBack, stencilOperationBack,
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineFillStroke::initialize(WGPUDevice device)
{
// vertex and buffers settings
WGPUVertexAttribute vertexAttributesPos = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 0 };
WGPUVertexBufferLayout vertexBufferLayouts[] = {
makeVertexBufferLayout(&vertexAttributesPos, 1, sizeof(float) * 2)
};
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupCanvas::getLayout(device),
WgBindGroupPaint::getLayout(device)
};
// stencil function
WGPUCompareFunction stencilFunction = WGPUCompareFunction_Always;
WGPUStencilOperation stencilOperation = WGPUStencilOperation_Replace;
// shader source and labels
auto shaderSource = cShaderSource_PipelineFill;
auto shaderLabel = "The shader fill";
auto pipelineLabel = "The render pipeline fill stroke";
// allocate all pipeline handles
allocate(device, WgPipelineBlendType::SrcOver, WGPUColorWriteMask_None,
vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
stencilFunction, stencilOperation, stencilFunction, stencilOperation,
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineClipMask::initialize(WGPUDevice device)
{
// vertex and buffers settings
WGPUVertexAttribute vertexAttributesPos = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 0 };
WGPUVertexBufferLayout vertexBufferLayouts[] = {
makeVertexBufferLayout(&vertexAttributesPos, 1, sizeof(float) * 2)
};
// bind groups
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupCanvas::getLayout(device),
WgBindGroupPaint::getLayout(device)
};
// stencil function
WGPUCompareFunction stencilFunction = WGPUCompareFunction_NotEqual;
WGPUStencilOperation stencilOperation = WGPUStencilOperation_Zero;
// shader source and labels
auto shaderSource = cShaderSource_PipelineFill;
auto shaderLabel = "The shader fill";
auto pipelineLabel = "The render pipeline clip mask";
// allocate all pipeline handles
allocate(device, WgPipelineBlendType::SrcOver, WGPUColorWriteMask_All,
vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
stencilFunction, stencilOperation, stencilFunction, stencilOperation,
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineSolid::initialize(WGPUDevice device, WgPipelineBlendType blendType)
{
// vertex and buffers settings
WGPUVertexAttribute vertexAttributesPos = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 0 };
WGPUVertexBufferLayout vertexBufferLayouts[] = {
makeVertexBufferLayout(&vertexAttributesPos, 1, sizeof(float) * 2)
};
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupCanvas::getLayout(device),
WgBindGroupPaint::getLayout(device),
WgBindGroupSolidColor::getLayout(device)
};
// stencil function
WGPUCompareFunction stencilFunction = WGPUCompareFunction_NotEqual;
WGPUStencilOperation stencilOperation = WGPUStencilOperation_Zero;
// shader source and labels
auto shaderSource = cShaderSource_PipelineSolid;
auto shaderLabel = "The shader solid color";
auto pipelineLabel = "The render pipeline solid color";
// allocate all pipeline handles
allocate(device, blendType, WGPUColorWriteMask_All,
vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
stencilFunction, stencilOperation, stencilFunction, stencilOperation,
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineLinear::initialize(WGPUDevice device, WgPipelineBlendType blendType)
{
// vertex and buffers settings
WGPUVertexAttribute vertexAttributesPos = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 0 };
WGPUVertexBufferLayout vertexBufferLayouts[] = {
makeVertexBufferLayout(&vertexAttributesPos, 1, sizeof(float) * 2)
};
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupCanvas::getLayout(device),
WgBindGroupPaint::getLayout(device),
WgBindGroupLinearGradient::getLayout(device)
};
// stencil function
WGPUCompareFunction stencilFunction = WGPUCompareFunction_NotEqual;
WGPUStencilOperation stencilOperation = WGPUStencilOperation_Zero;
// shader source and labels
auto shaderSource = cShaderSource_PipelineLinear;
auto shaderLabel = "The shader linear gradient";
auto pipelineLabel = "The render pipeline linear gradient";
// allocate all pipeline handles
allocate(device, blendType, WGPUColorWriteMask_All,
vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
stencilFunction, stencilOperation, stencilFunction, stencilOperation,
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineRadial::initialize(WGPUDevice device, WgPipelineBlendType blendType)
{
// vertex and buffers settings
WGPUVertexAttribute vertexAttributesPos = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 0 };
WGPUVertexBufferLayout vertexBufferLayouts[] = {
makeVertexBufferLayout(&vertexAttributesPos, 1, sizeof(float) * 2)
};
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupCanvas::getLayout(device),
WgBindGroupPaint::getLayout(device),
WgBindGroupRadialGradient::getLayout(device)
};
// stencil function
WGPUCompareFunction stencilFunction = WGPUCompareFunction_NotEqual;
WGPUStencilOperation stencilOperation = WGPUStencilOperation_Zero;
// shader source and labels
auto shaderSource = cShaderSource_PipelineRadial;
auto shaderLabel = "The shader radial gradient";
auto pipelineLabel = "The render pipeline radial gradient";
// allocate all pipeline handles
allocate(device, blendType, WGPUColorWriteMask_All,
vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
stencilFunction, stencilOperation, stencilFunction, stencilOperation,
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineImage::initialize(WGPUDevice device, WgPipelineBlendType blendType)
{
// vertex and buffers settings
WGPUVertexAttribute vertexAttributesPos = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 0 };
WGPUVertexAttribute vertexAttributesTex = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 1 };
WGPUVertexBufferLayout vertexBufferLayouts[] = {
makeVertexBufferLayout(&vertexAttributesPos, 1, sizeof(float) * 2),
makeVertexBufferLayout(&vertexAttributesTex, 1, sizeof(float) * 2)
};
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupCanvas::getLayout(device),
WgBindGroupPaint::getLayout(device),
WgBindGroupPicture::getLayout(device)
};
// stencil function
WGPUCompareFunction stencilFunction = WGPUCompareFunction_Always;
WGPUStencilOperation stencilOperation = WGPUStencilOperation_Zero;
// shader source and labels
auto shaderSource = cShaderSource_PipelineImage;
auto shaderLabel = "The shader image";
auto pipelineLabel = "The render pipeline image";
// allocate all pipeline handles
allocate(device, blendType, WGPUColorWriteMask_All,
vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
stencilFunction, stencilOperation, stencilFunction, stencilOperation,
shaderSource, shaderLabel, pipelineLabel);
}
//************************************************************************
// compute pipelines
//************************************************************************
void WgPipelineClear::initialize(WGPUDevice device)
{
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupTextureStorageRgba::getLayout(device)
};
// shader source and labels
auto shaderSource = cShaderSource_PipelineComputeClear;
auto shaderLabel = "The compute shader clear";
auto pipelineLabel = "The compute pipeline clear";
// allocate all pipeline handles
allocate(device,
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineBlend::initialize(WGPUDevice device, const char *shaderSource)
{
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupTextureStorageRgba::getLayout(device),
WgBindGroupTextureStorageRgba::getLayout(device),
WgBindGroupBlendMethod::getLayout(device),
WgBindGroupOpacity::getLayout(device)
};
// shader source and labels
auto shaderLabel = "The compute shader blend";
auto pipelineLabel = "The compute pipeline blend";
// allocate all pipeline handles
allocate(device,
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineBlendMask::initialize(WGPUDevice device, const char *shaderSource)
{
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupTexComposeBlend::getLayout(device),
WgBindGroupBlendMethod::getLayout(device),
WgBindGroupOpacity::getLayout(device)
};
// shader source and labels
auto shaderLabel = "The compute shader blend mask";
auto pipelineLabel = "The compute pipeline blend mask";
// allocate all pipeline handles
allocate(device,
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineMaskCompose::initialize(WGPUDevice device)
{
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupTexMaskCompose::getLayout(device),
};
// shader source and labels
auto shaderSource = cShaderSource_PipelineComputeMaskCompose;
auto shaderLabel = "The compute shader mask compose";
auto pipelineLabel = "The compute pipeline mask compose";
// allocate all pipeline handles
allocate(device,
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineCompose::initialize(WGPUDevice device)
{
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupTexComposeBlend::getLayout(device),
WgBindGroupCompositeMethod::getLayout(device),
WgBindGroupBlendMethod::getLayout(device),
WgBindGroupOpacity::getLayout(device)
};
// shader source and labels
auto shaderSource = cShaderSource_PipelineComputeCompose;
auto shaderLabel = "The compute shader compose blend";
auto pipelineLabel = "The compute pipeline compose blend";
// allocate all pipeline handles
allocate(device,
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineAntiAliasing::initialize(WGPUDevice device)
{
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupTextureStorageRgba::getLayout(device),
WgBindGroupTextureStorageBgra::getLayout(device)
};
// shader source and labels
auto shaderSource = cShaderSource_PipelineComputeAntiAlias;
auto shaderLabel = "The compute shader anti-aliasing";
auto pipelineLabel = "The compute pipeline anti-aliasing";
// allocate all pipeline handles
allocate(device,
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
shaderSource, shaderLabel, pipelineLabel);
}
//************************************************************************
// pipelines
//************************************************************************
void WgPipelines::initialize(WgContext& context)
{
// fill pipelines
fillShapeWinding.initialize(context.device);
fillShapeEvenOdd.initialize(context.device);
fillStroke.initialize(context.device);
clipMask.initialize(context.device);
for (uint8_t type = (uint8_t)WgPipelineBlendType::SrcOver; type <= (uint8_t)WgPipelineBlendType::Custom; type++) {
solid[type].initialize(context.device, (WgPipelineBlendType)type);
linear[type].initialize(context.device, (WgPipelineBlendType)type);
radial[type].initialize(context.device, (WgPipelineBlendType)type);
image[type].initialize(context.device, (WgPipelineBlendType)type);
}
// compute pipelines
computeClear.initialize(context.device);
computeBlendSolid.initialize(context.device, cShaderSource_PipelineComputeBlendSolid);
computeBlendGradient.initialize(context.device, cShaderSource_PipelineComputeBlendGradient);
computeBlendImage.initialize(context.device, cShaderSource_PipelineComputeBlendImage);
computeBlendSolidMask.initialize(context.device, cShaderSource_PipelineComputeBlendSolidMask);
computeBlendGradientMask.initialize(context.device, cShaderSource_PipelineComputeBlendGradientMask);
computeBlendImageMask.initialize(context.device, cShaderSource_PipelineComputeBlendImageMask);
computeMaskCompose.initialize(context.device);
computeCompose.initialize(context.device);
computeAntiAliasing.initialize(context.device);
// store pipelines to context
context.pipelines = this;
}
void WgPipelines::release()
{
WgBindGroupTexMaskCompose::releaseLayout();
WgBindGroupTexComposeBlend::releaseLayout();
WgBindGroupTextureSampled::releaseLayout();
WgBindGroupTextureStorageBgra::releaseLayout();
WgBindGroupTextureStorageRgba::releaseLayout();
WgBindGroupTexture::releaseLayout();
WgBindGroupOpacity::releaseLayout();
WgBindGroupPicture::releaseLayout();
WgBindGroupRadialGradient::releaseLayout();
WgBindGroupLinearGradient::releaseLayout();
WgBindGroupSolidColor::releaseLayout();
WgBindGroupPaint::releaseLayout();
WgBindGroupCanvas::releaseLayout();
// compute pipelines
computeAntiAliasing.release();
computeCompose.release();
computeMaskCompose.release();
computeBlendImageMask.release();
computeBlendGradientMask.release();
computeBlendSolidMask.release();
computeBlendImage.release();
computeBlendGradient.release();
computeBlendSolid.release();
computeClear.release();
// fill pipelines
for (uint8_t type = (uint8_t)WgPipelineBlendType::SrcOver; type <= (uint8_t)WgPipelineBlendType::Custom; type++) {
image[type].release();
radial[type].release();
linear[type].release();
solid[type].release();
}
clipMask.release();
fillStroke.release();
fillShapeEvenOdd.release();
fillShapeWinding.release();
}
bool WgPipelines::isBlendMethodSupportsHW(BlendMethod blendMethod)
{
switch (blendMethod) {
case BlendMethod::SrcOver:
case BlendMethod::Normal:
return true;
default: return false;
};
}
WgPipelineBlendType WgPipelines::blendMethodToBlendType(BlendMethod blendMethod)
{
switch (blendMethod) {
case BlendMethod::SrcOver: return WgPipelineBlendType::SrcOver;
case BlendMethod::Normal: return WgPipelineBlendType::Normal;
default: return WgPipelineBlendType::Custom;
};
}