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Deep shader refactoring for the following purposes: * used pre-calculated gradient texture instead of per-pixel gradient map computation * used HW wrap samples for fill spread setting * unified gradient shader types * used single shader module for composition instead of signle module per composition type * used single shader module for blending for each of fill type (solid, gradient, image) instaed of signle module per blend type * much easier add new composition and blend equations * get rided std::string uasge * shaders code is more readable
90 lines
3.1 KiB
C++
Executable file
90 lines
3.1 KiB
C++
Executable file
/*
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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 "tvgWgRenderTarget.h"
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void WgRenderStorage::initialize(WgContext& context, uint32_t width, uint32_t height)
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{
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this->width = width;
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this->height = height;
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texture = context.createTexStorage(width, height, WGPUTextureFormat_RGBA8Unorm);
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texView = context.createTextureView(texture);
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bindGroupRead = context.pipelines->layouts.createBindGroupStrorage1RO(texView);
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bindGroupWrite = context.pipelines->layouts.createBindGroupStrorage1WO(texView);
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bindGroupTexure = context.pipelines->layouts.createBindGroupTexSampled(context.samplerNearestRepeat, texView);
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}
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void WgRenderStorage::release(WgContext& context)
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{
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context.pipelines->layouts.releaseBindGroup(bindGroupTexure);
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context.pipelines->layouts.releaseBindGroup(bindGroupWrite);
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context.pipelines->layouts.releaseBindGroup(bindGroupRead);
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context.releaseTextureView(texView);
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context.releaseTexture(texture);
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height = 0;
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width = 0;
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}
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//*****************************************************************************
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// render storage pool
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//*****************************************************************************
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WgRenderStorage* WgRenderStoragePool::allocate(WgContext& context)
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{
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WgRenderStorage* renderStorage{};
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if (pool.count > 0) {
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renderStorage = pool.last();
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pool.pop();
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} else {
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renderStorage = new WgRenderStorage;
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renderStorage->initialize(context, width, height);
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list.push(renderStorage);
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}
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return renderStorage;
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};
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void WgRenderStoragePool::free(WgContext& context, WgRenderStorage* renderStorage)
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{
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pool.push(renderStorage);
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};
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void WgRenderStoragePool::initialize(WgContext& context, uint32_t width, uint32_t height)
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{
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this->width = width;
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this->height = height;
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}
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void WgRenderStoragePool::release(WgContext& context)
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{
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for (uint32_t i = 0; i < list.count; i++) {
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list[i]->release(context);
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delete list[i];
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}
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list.clear();
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pool.clear();
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height = 0;
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width = 0;
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};
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