thorvg/src/renderer/wg_engine/tvgWgRenderer.h
Sergii Liebodkin 366c1be6bd wg_engine: vertex, index and unifroms buffers, render objects caching
[issues 1479: lottie](#1479)

Vertex, Index and uniform buffers now updates instead of recreate.
Implemented pools form mesh objects and render shapes data

it increase performance in 30-40% in massive animations scenes
2024-04-07 15:15:59 +09:00

86 lines
3.4 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
* 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 "tvgWgRenderTarget.h"
class WgRenderer : public RenderMethod
{
private:
WgRenderer();
~WgRenderer();
void initialize();
void release();
public:
RenderData prepare(const RenderShape& rshape, RenderData data, const RenderTransform* transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags, bool clipper);
RenderData prepare(const Array<RenderData>& scene, RenderData data, const RenderTransform* transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags);
RenderData prepare(Surface* surface, const RenderMesh* mesh, RenderData data, const RenderTransform* transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags);
bool preRender();
bool renderShape(RenderData data);
bool renderImage(RenderData data);
bool postRender();
void dispose(RenderData data);
RenderRegion region(RenderData data);
RenderRegion viewport();
bool viewport(const RenderRegion& vp);
bool blend(BlendMethod method);
ColorSpace colorSpace();
bool clear();
bool sync();
bool target(uint32_t* buffer, uint32_t stride, uint32_t w, uint32_t h);
bool target(void* window, uint32_t w, uint32_t h); // temporary solution
Compositor* target(const RenderRegion& region, ColorSpace cs);
bool beginComposite(Compositor* cmp, CompositeMethod method, uint8_t opacity);
bool endComposite(Compositor* cmp);
static WgRenderer* gen();
static bool init(uint32_t threads);
static bool term();
private:
// render handles
WGPUCommandEncoder mCommandEncoder{};
WgRenderStorage mRenderTarget;
WgRenderStorage mRenderStorageRoot;
WgRenderStorage mRenderStorageScreen;
WgRenderStoragePool mRenderStoragePool;
WgBindGroupOpacityPool mOpacityPool;
WgBindGroupBlendMethodPool mBlendMethodPool;
WgBindGroupCompositeMethodPool mCompositeMethodPool;
WgRenderDataShapePool mRenderDataShapePool;
// render tree stacks
Array<Compositor*> mCompositorStack;
Array<WgRenderStorage*> mRenderStorageStack;
// native window handles
WGPUSurface mSurface{};
WgContext mContext;
WgPipelines mPipelines;
Surface mTargetSurface;
BlendMethod mBlendMethod{};
};
#endif /* _TVG_WG_RENDERER_H_ */