thorvg/src/renderer/wg_engine/tvgWgRenderer.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

532 lines
20 KiB
C++

/*
* Copyright (c) 2023 - 2024 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
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* 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
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* SOFTWARE.
*/
#include "tvgWgRenderer.h"
#define WG_SSAA_SAMPLES (2)
/************************************************************************/
/* Internal Class Implementation */
/************************************************************************/
WgRenderer::WgRenderer()
{
}
WgRenderer::~WgRenderer()
{
release();
mContext.release();
}
void WgRenderer::initialize()
{
mPipelines.initialize(mContext);
mOpacityPool.initialize(mContext);
mBlendMethodPool.initialize(mContext);
mCompositeMethodPool.initialize(mContext);
WgMeshDataGroup::gMeshDataPool = new WgMeshDataPool();
WgGeometryData::gMath = new WgMath();
WgGeometryData::gMath->initialize();
}
void WgRenderer::release()
{
clearDisposes();
WgGeometryData::gMath->release();
delete WgGeometryData::gMath;
mRenderDataShapePool.release(mContext);
WgMeshDataGroup::gMeshDataPool->release(mContext);
delete WgMeshDataGroup::gMeshDataPool;
mCompositorStack.clear();
mRenderStorageStack.clear();
mRenderStoragePool.release(mContext);
mCompositeMethodPool.release(mContext);
mBlendMethodPool.release(mContext);
mOpacityPool.release(mContext);
mRenderStorageRoot.release(mContext);
mRenderStorageMask.release(mContext);
mRenderStorageScreen.release(mContext);
mRenderStorageInterm.release(mContext);
mPipelines.release();
}
void WgRenderer::clearDisposes()
{
if (mDisposed.renderDatas.count == 0) return;
for (auto p = mDisposed.renderDatas.begin(); p < mDisposed.renderDatas.end(); p++) {
auto renderData = (WgRenderDataPaint*)(*p);
if (renderData->type() == Type::Shape) {
mRenderDataShapePool.free(mContext, (WgRenderDataShape*)renderData);
} else {
renderData->release(mContext);
}
}
mDisposed.renderDatas.clear();
}
/************************************************************************/
/* External Class Implementation */
/************************************************************************/
RenderData WgRenderer::prepare(const RenderShape& rshape, RenderData data, const RenderTransform* transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags, bool clipper)
{
// get or create render data shape
auto renderDataShape = (WgRenderDataShape*)data;
if (!renderDataShape)
renderDataShape = mRenderDataShapePool.allocate(mContext);
// update geometry
if ((!data) || (flags & (RenderUpdateFlag::Path | RenderUpdateFlag::Stroke))) {
renderDataShape->updateMeshes(mContext, rshape, transform);
}
// update paint settings
if ((!data) || (flags & (RenderUpdateFlag::Transform | RenderUpdateFlag::Blend))) {
WgShaderTypeMat4x4f modelMat(transform);
WgShaderTypeBlendSettings blendSettings(mTargetSurface.cs, opacity);
renderDataShape->bindGroupPaint.initialize(mContext.device, mContext.queue, modelMat, blendSettings);
renderDataShape->fillRule = rshape.rule;
}
// setup fill settings
renderDataShape->viewport = mViewport;
renderDataShape->opacity = opacity;
renderDataShape->renderSettingsShape.update(mContext, rshape.fill, rshape.color, flags);
if (rshape.stroke)
renderDataShape->renderSettingsStroke.update(mContext, rshape.stroke->fill, rshape.stroke->color, flags);
// store clips data
renderDataShape->updateClips(clips);
return renderDataShape;
}
RenderData WgRenderer::prepare(TVG_UNUSED const Array<RenderData>& scene, TVG_UNUSED RenderData data, TVG_UNUSED const RenderTransform* transform, TVG_UNUSED Array<RenderData>& clips, TVG_UNUSED uint8_t opacity, TVG_UNUSED RenderUpdateFlag flags)
{
return nullptr;
}
RenderData WgRenderer::prepare(Surface* surface, const RenderMesh* mesh, RenderData data, const RenderTransform* transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags)
{
// get or create render data shape
auto renderDataPicture = (WgRenderDataPicture*)data;
if (!renderDataPicture)
renderDataPicture = new WgRenderDataPicture();
// update paint settings
renderDataPicture->viewport = mViewport;
renderDataPicture->opacity = opacity;
if (flags & (RenderUpdateFlag::Transform | RenderUpdateFlag::Blend)) {
WgShaderTypeMat4x4f modelMat(transform);
WgShaderTypeBlendSettings blendSettings(surface->cs, opacity);
renderDataPicture->bindGroupPaint.initialize(mContext.device, mContext.queue, modelMat, blendSettings);
}
// update image data
if (flags & (RenderUpdateFlag::Path | RenderUpdateFlag::Image)) {
WgGeometryData geometryData;
if (mesh->triangleCnt == 0) geometryData.appendImageBox(surface->w, surface->h);
else geometryData.appendMesh(mesh);
renderDataPicture->meshData.release(mContext);
renderDataPicture->meshData.update(mContext, &geometryData);
renderDataPicture->imageData.update(mContext, surface);
renderDataPicture->bindGroupPicture.initialize(
mContext.device, mContext.queue,
mContext.samplerLinear,
renderDataPicture->imageData.textureView);
}
// store clips data
renderDataPicture->updateClips(clips);
return renderDataPicture;
}
bool WgRenderer::preRender()
{
WGPUCommandEncoderDescriptor commandEncoderDesc{};
commandEncoderDesc.nextInChain = nullptr;
commandEncoderDesc.label = "The command encoder";
mCommandEncoder = wgpuDeviceCreateCommandEncoder(mContext.device, &commandEncoderDesc);
mRenderStorageStack.push(&mRenderStorageRoot);
//mRenderStorageRoot.clear(mCommandEncoder);
mRenderStorageRoot.beginRenderPass(mCommandEncoder, true);
return true;
}
void WgRenderer::renderClipPath(Array<WgRenderDataPaint*>& clips)
{
for (uint32_t i = 0; i < clips.count; i++) {
renderClipPath(clips[i]->clips);
// render image to render target
mRenderStorageInterm.beginRenderPass(mCommandEncoder, true);
mRenderStorageInterm.renderClipPath(mContext, clips[i]);
mRenderStorageInterm.endRenderPass();
mRenderStorageMask.maskCompose(mContext, mCommandEncoder, &mRenderStorageInterm);
}
}
bool WgRenderer::renderShape(RenderData data)
{
// get current render storage
WgRenderDataShape *dataShape = (WgRenderDataShape*)data;
if (dataShape->opacity == 0) return 0;
WgPipelineBlendType blendType = WgPipelines::blendMethodToBlendType(mBlendMethod);
WgRenderStorage* renderStorage = mRenderStorageStack.last();
assert(renderStorage);
// use masked blend
if (dataShape->clips.count > 0) {
// terminate current render pass
renderStorage->endRenderPass();
// render clip path
mRenderStorageMask.beginRenderPass(mCommandEncoder, true);
mRenderStorageMask.renderClipPath(mContext, dataShape->clips[0]);
mRenderStorageMask.endRenderPass();
renderClipPath(dataShape->clips);
// render image to render target
mRenderStorageInterm.beginRenderPass(mCommandEncoder, true);
mRenderStorageInterm.renderShape(mContext, dataShape, blendType);
mRenderStorageInterm.endRenderPass();
// blend shape with current render storage
WgBindGroupBlendMethod* blendMethod = mBlendMethodPool.allocate(mContext, mBlendMethod);
WgBindGroupOpacity* opacity = mOpacityPool.allocate(mContext, 255);
WgPipelineBlendMask* pipeline = &mContext.pipelines->computeBlendSolidMask;
if (dataShape->renderSettingsShape.fillType != WgRenderSettingsType::Solid)
pipeline = &mContext.pipelines->computeBlendGradientMask;
renderStorage->blendMask(mContext, mCommandEncoder,
pipeline, &mRenderStorageMask, &mRenderStorageInterm, blendMethod, opacity);
// restore current render pass
renderStorage->beginRenderPass(mCommandEncoder, false);
// use hardware blend
} else if (WgPipelines::isBlendMethodSupportsHW(mBlendMethod)) {
renderStorage->renderShape(mContext, dataShape, blendType);
// use custom blend
} else {
// terminate current render pass
renderStorage->endRenderPass();
// render image to render target
mRenderStorageInterm.beginRenderPass(mCommandEncoder, true);
mRenderStorageInterm.renderShape(mContext, dataShape, blendType);
mRenderStorageInterm.endRenderPass();
// blend shape with current render storage
WgBindGroupBlendMethod* blendMethod = mBlendMethodPool.allocate(mContext, mBlendMethod);
WgBindGroupOpacity* opacity = mOpacityPool.allocate(mContext, 255);
WgPipelineBlend* pipeline = &mContext.pipelines->computeBlendSolid;
if (dataShape->renderSettingsShape.fillType != WgRenderSettingsType::Solid)
pipeline = &mContext.pipelines->computeBlendGradient;
renderStorage->blend(mContext, mCommandEncoder,
pipeline, &mRenderStorageInterm, blendMethod, opacity);
// restore current render pass
renderStorage->beginRenderPass(mCommandEncoder, false);
}
return true;
}
bool WgRenderer::renderImage(RenderData data)
{
// get current render storage
WgRenderDataPicture *dataPicture = (WgRenderDataPicture*)data;
// get current render storage
WgPipelineBlendType blendType = WgPipelines::blendMethodToBlendType(mBlendMethod);
WgRenderStorage* renderStorage = mRenderStorageStack.last();
assert(renderStorage);
// use masked blend
if (dataPicture->clips.count > 0) {
// terminate current render pass
renderStorage->endRenderPass();
// render clip path
mRenderStorageMask.beginRenderPass(mCommandEncoder, true);
mRenderStorageMask.renderClipPath(mContext, dataPicture->clips[0]);
mRenderStorageMask.endRenderPass();
renderClipPath(dataPicture->clips);
// render image to render target
mRenderStorageInterm.beginRenderPass(mCommandEncoder, true);
mRenderStorageInterm.renderPicture(mContext, dataPicture, blendType);
mRenderStorageInterm.endRenderPass();
// blend shape with current render storage
WgBindGroupBlendMethod* blendMethod = mBlendMethodPool.allocate(mContext, mBlendMethod);
WgBindGroupOpacity* opacity = mOpacityPool.allocate(mContext, 255);
WgPipelineBlendMask* pipeline = &mContext.pipelines->computeBlendImageMask;
renderStorage->blendMask(mContext, mCommandEncoder,
pipeline, &mRenderStorageMask, &mRenderStorageInterm, blendMethod, opacity);
// restore current render pass
renderStorage->beginRenderPass(mCommandEncoder, false);
// use hardware blend
} else if (WgPipelines::isBlendMethodSupportsHW(mBlendMethod))
renderStorage->renderPicture(mContext, dataPicture, blendType);
// use custom blend
else {
// terminate current render pass
renderStorage->endRenderPass();
// render image to render target
mRenderStorageInterm.beginRenderPass(mCommandEncoder, true);
mRenderStorageInterm.renderPicture(mContext, dataPicture, blendType);
mRenderStorageInterm.endRenderPass();
// blend shape with current render storage
WgBindGroupBlendMethod* blendMethod = mBlendMethodPool.allocate(mContext, mBlendMethod);
WgBindGroupOpacity* opacity = mOpacityPool.allocate(mContext, 255);
WgPipelineBlend* pipeline = &mContext.pipelines->computeBlendImage;
renderStorage->blend(mContext, mCommandEncoder,
pipeline, &mRenderStorageInterm, blendMethod, opacity);
// restore current render pass
renderStorage->beginRenderPass(mCommandEncoder, false);
}
return true;
}
bool WgRenderer::postRender()
{
mRenderStorageRoot.endRenderPass();
mRenderStorageStack.pop();
mContext.executeCommandEncoder(mCommandEncoder);
wgpuCommandEncoderRelease(mCommandEncoder);
return true;
}
void WgRenderer::dispose(RenderData data) {
auto renderData = (WgRenderDataPaint*)data;
if (renderData) {
ScopedLock lock(mDisposed.key);
mDisposed.renderDatas.push(data);
}
}
RenderRegion WgRenderer::region(TVG_UNUSED RenderData data)
{
return { 0, 0, (int32_t)mTargetSurface.w, (int32_t)mTargetSurface.h };
}
RenderRegion WgRenderer::viewport() {
return mViewport;
}
bool WgRenderer::viewport(const RenderRegion& vp)
{
mViewport = vp;
return true;
}
bool WgRenderer::blend(BlendMethod method)
{
mBlendMethod = method;
return false;
}
ColorSpace WgRenderer::colorSpace()
{
return ColorSpace::Unsupported;
}
const Surface* WgRenderer::mainSurface()
{
return &mTargetSurface;
}
bool WgRenderer::clear()
{
return true;
}
bool WgRenderer::sync()
{
clearDisposes();
WGPUSurfaceTexture backBuffer{};
wgpuSurfaceGetCurrentTexture(mContext.surface, &backBuffer);
WGPUCommandEncoderDescriptor commandEncoderDesc{};
commandEncoderDesc.nextInChain = nullptr;
commandEncoderDesc.label = "The command encoder";
WGPUCommandEncoder commandEncoder = wgpuDeviceCreateCommandEncoder(mContext.device, &commandEncoderDesc);
mRenderStorageScreen.antialias(commandEncoder, &mRenderStorageRoot);
WGPUImageCopyTexture source{};
source.texture = mRenderStorageScreen.texColor;
WGPUImageCopyTexture dest{};
dest.texture = backBuffer.texture;
WGPUExtent3D copySize{};
copySize.width = mTargetSurface.w;
copySize.height = mTargetSurface.h;
copySize.depthOrArrayLayers = 1;
wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &source, &dest, &copySize);
mContext.executeCommandEncoder(commandEncoder);
wgpuCommandEncoderRelease(commandEncoder);
return true;
}
// target for native window handle
bool WgRenderer::target(WGPUInstance instance, WGPUSurface surface, uint32_t w, uint32_t h)
{
// store target surface properties
mTargetSurface.stride = w;
mTargetSurface.w = w > 0 ? w : 1;
mTargetSurface.h = h > 0 ? h : 1;
mContext.initialize(instance, surface);
// configure surface
WGPUSurfaceConfiguration surfaceConfiguration{};
surfaceConfiguration.nextInChain = nullptr;
surfaceConfiguration.device = mContext.device;
surfaceConfiguration.format = WGPUTextureFormat_BGRA8Unorm;
surfaceConfiguration.usage = WGPUTextureUsage_CopyDst;
surfaceConfiguration.viewFormatCount = 0;
surfaceConfiguration.viewFormats = nullptr;
surfaceConfiguration.alphaMode = WGPUCompositeAlphaMode_Auto;
surfaceConfiguration.width = w;
surfaceConfiguration.height = h;
surfaceConfiguration.presentMode = WGPUPresentMode_Immediate;
wgpuSurfaceConfigure(mContext.surface, &surfaceConfiguration);
initialize();
mRenderStorageInterm.initialize(mContext, w, h, WG_SSAA_SAMPLES);
mRenderStorageMask.initialize(mContext, w, h, WG_SSAA_SAMPLES);
mRenderStorageRoot.initialize(mContext, w, h, WG_SSAA_SAMPLES);
mRenderStorageScreen.initialize(mContext, w, h, 1, WGPUTextureFormat_BGRA8Unorm);
return true;
}
Compositor* WgRenderer::target(TVG_UNUSED const RenderRegion& region, TVG_UNUSED ColorSpace cs)
{
mCompositorStack.push(new WgCompositor);
return mCompositorStack.last();
}
bool WgRenderer::beginComposite(TVG_UNUSED Compositor* cmp, TVG_UNUSED CompositeMethod method, TVG_UNUSED uint8_t opacity)
{
// save current composition settings
WgCompositor *comp = (WgCompositor*)cmp;
comp->method = method;
comp->opacity = opacity;
comp->blendMethod = mBlendMethod;
// end current render pass
mRenderStorageStack.last()->endRenderPass();
// allocate new render storage and push it to top of render tree
WgRenderStorage* renderStorage = mRenderStoragePool.allocate(mContext, mTargetSurface.w, mTargetSurface.h, WG_SSAA_SAMPLES);
mRenderStorageStack.push(renderStorage);
// begin last render pass
mRenderStorageStack.last()->beginRenderPass(mCommandEncoder, true);
return true;
}
bool WgRenderer::endComposite(TVG_UNUSED Compositor* cmp)
{
WgCompositor *comp = (WgCompositor*)cmp;
if (comp->method == CompositeMethod::None) {
// end current render pass
mRenderStorageStack.last()->endRenderPass();
// get two last render targets
WgRenderStorage* renderStorageSrc = mRenderStorageStack.last();
mRenderStorageStack.pop();
// blent scene to current render storage
WgBindGroupBlendMethod* blendMethod = mBlendMethodPool.allocate(mContext, comp->blendMethod);
WgBindGroupOpacity* opacity = mOpacityPool.allocate(mContext, comp->opacity);
mRenderStorageStack.last()->blend(mContext, mCommandEncoder,
&mContext.pipelines->computeBlendImage,
renderStorageSrc, blendMethod, opacity);
// back render targets to the pool
mRenderStoragePool.free(mContext, renderStorageSrc);
// begin last render pass
mRenderStorageStack.last()->beginRenderPass(mCommandEncoder, false);
} else {
// end current render pass
mRenderStorageStack.last()->endRenderPass();
// get source, mask and destination render storages
WgRenderStorage* renderStorageSrc = mRenderStorageStack.last();
mRenderStorageStack.pop();
WgRenderStorage* renderStorageMsk = mRenderStorageStack.last();
mRenderStorageStack.pop();
WgRenderStorage* renderStorageDst = mRenderStorageStack.last();
// get compose, blend and opacity settings
WgBindGroupCompositeMethod* composeMethod = mCompositeMethodPool.allocate(mContext, comp->method);
WgBindGroupBlendMethod* blendMethod = mBlendMethodPool.allocate(mContext, mBlendMethod);
WgBindGroupOpacity* opacity = mOpacityPool.allocate(mContext, comp->opacity);
// compose and blend
// dest = blend(dest, compose(src, msk, composeMethod), blendMethod, opacity)
renderStorageDst->compose(mContext, mCommandEncoder,
renderStorageSrc, renderStorageMsk,
composeMethod, blendMethod, opacity);
// back render targets to the pool
mRenderStoragePool.free(mContext, renderStorageSrc);
mRenderStoragePool.free(mContext, renderStorageMsk);
// begin last render pass
mRenderStorageStack.last()->beginRenderPass(mCommandEncoder, false);
}
// delete current compositor
delete mCompositorStack.last();
mCompositorStack.pop();
return true;
}
WgRenderer* WgRenderer::gen()
{
return new WgRenderer();
}
bool WgRenderer::init(TVG_UNUSED uint32_t threads)
{
return true;
}
bool WgRenderer::term()
{
return true;
}