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