mirror of
https://github.com/thorvg/thorvg.git
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255 lines
No EOL
9.4 KiB
C++
255 lines
No EOL
9.4 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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void WgPipelineFillShape::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 stencilFuncion = WGPUCompareFunction_Always;
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WGPUStencilOperation stencilOperation = WGPUStencilOperation_Invert;
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// sheder 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";
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// allocate all pipeline handles
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allocate(device,
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vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
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bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
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stencilFuncion, stencilOperation,
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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 stencilFuncion = WGPUCompareFunction_Always;
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WGPUStencilOperation stencilOperation = WGPUStencilOperation_Replace;
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// sheder 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,
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vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
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bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
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stencilFuncion, stencilOperation,
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shaderSource, shaderLabel, pipelineLabel);
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}
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void WgPipelineSolid::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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WgBindGroupSolidColor::getLayout(device)
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};
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// stencil function
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WGPUCompareFunction stencilFuncion = WGPUCompareFunction_NotEqual;
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WGPUStencilOperation stencilOperation = WGPUStencilOperation_Zero;
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// sheder 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,
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vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
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bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
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stencilFuncion, stencilOperation,
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shaderSource, shaderLabel, pipelineLabel);
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}
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void WgPipelineLinear::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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WgBindGroupLinearGradient::getLayout(device)
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};
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// stencil function
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WGPUCompareFunction stencilFuncion = WGPUCompareFunction_NotEqual;
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WGPUStencilOperation stencilOperation = WGPUStencilOperation_Zero;
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// sheder 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,
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vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
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bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
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stencilFuncion, stencilOperation,
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shaderSource, shaderLabel, pipelineLabel);
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}
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void WgPipelineRadial::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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WgBindGroupRadialGradient::getLayout(device)
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};
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// stencil function
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WGPUCompareFunction stencilFuncion = WGPUCompareFunction_NotEqual;
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WGPUStencilOperation stencilOperation = WGPUStencilOperation_Zero;
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// sheder 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,
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vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
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bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
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stencilFuncion, stencilOperation,
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shaderSource, shaderLabel, pipelineLabel);
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}
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void WgPipelineImage::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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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 stencilFuncion = WGPUCompareFunction_Always;
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WGPUStencilOperation stencilOperation = WGPUStencilOperation_Zero;
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// sheder 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,
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vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
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bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
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stencilFuncion, stencilOperation,
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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(WGPUDevice device)
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{
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mPipelineFillShape.initialize(device);
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mPipelineFillStroke.initialize(device);
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mPipelineSolid.initialize(device);
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mPipelineLinear.initialize(device);
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mPipelineRadial.initialize(device);
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mPipelineImage.initialize(device);
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}
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void WgPipelines::release()
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{
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WgBindGroupCompose::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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WgBindGroupCanvas::releaseLayout();
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mPipelineImage.release();
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mPipelineRadial.release();
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mPipelineLinear.release();
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mPipelineSolid.release();
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mPipelineFillStroke.release();
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mPipelineFillShape.release();
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} |