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Full review of blending support. Support Solid color, Gradient fill and Image blending workflows See Blending, SceneBlending, Opacity examples
175 lines
8.1 KiB
C++
175 lines
8.1 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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#ifndef _TVG_WG_COMMON_H_
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#define _TVG_WG_COMMON_H_
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#include <cassert>
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#include <webgpu/webgpu.h>
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#include "tvgCommon.h"
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#include "tvgRender.h"
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#define WG_VERTEX_BUFFER_MIN_SIZE 2048
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#define WG_INDEX_BUFFER_MIN_SIZE 2048
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struct WgCompositor: public Compositor {
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BlendMethod blendMethod;
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};
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enum class WgPipelineBlendType {
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SrcOver = 0,
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Normal,
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Custom
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};
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struct WgPipelines;
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struct WgContext {
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WGPUInstance instance{};
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WGPUSurface surface{};
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WGPUAdapter adapter{};
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WGPUDevice device{};
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WGPUQueue queue{};
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WGPUFeatureName featureNames[32]{};
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WGPUAdapterProperties adapterProperties{};
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WGPUSupportedLimits supportedLimits{};
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WGPUSampler samplerNearest{};
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WGPUSampler samplerLinear{};
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WGPUBuffer indexBufferFan{};
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WgPipelines* pipelines{}; // external handle (do not release)
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void initialize(WGPUInstance instance, WGPUSurface surface);
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void release();
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void executeCommandEncoder(WGPUCommandEncoder commandEncoder);
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WGPUSampler createSampler(WGPUFilterMode minFilter, WGPUMipmapFilterMode mipmapFilter);
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WGPUTexture createTexture2d(WGPUTextureUsageFlags usage, WGPUTextureFormat format, uint32_t width, uint32_t height, char const * label);
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WGPUTexture createTexture2dMS(WGPUTextureUsageFlags usage, WGPUTextureFormat format, uint32_t width, uint32_t height, uint32_t sc, char const * label);
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WGPUTextureView createTextureView2d(WGPUTexture texture, char const * label);
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WGPUBuffer createBuffer(WGPUBufferUsageFlags usage, uint64_t size, char const * label);
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void releaseSampler(WGPUSampler& sampler);
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void releaseTexture(WGPUTexture& texture);
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void releaseTextureView(WGPUTextureView& textureView);
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void releaseBuffer(WGPUBuffer& buffer);
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void allocateVertexBuffer(WGPUBuffer& buffer, const void *data, uint64_t size);
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void allocateIndexBuffer(WGPUBuffer& buffer, const void *data, uint64_t size);
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void allocateIndexBufferFan(uint64_t size);
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void releaseVertexBuffer(WGPUBuffer& buffer);
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void releaseIndexBuffer(WGPUBuffer& buffer);
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};
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struct WgBindGroup
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{
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WGPUBindGroup mBindGroup{};
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void set(WGPURenderPassEncoder encoder, uint32_t groupIndex);
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void set(WGPUComputePassEncoder encoder, uint32_t groupIndex);
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static WGPUBindGroupEntry makeBindGroupEntryBuffer(uint32_t binding, WGPUBuffer buffer);
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static WGPUBindGroupEntry makeBindGroupEntrySampler(uint32_t binding, WGPUSampler sampler);
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static WGPUBindGroupEntry makeBindGroupEntryTextureView(uint32_t binding, WGPUTextureView textureView);
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static WGPUBindGroupLayoutEntry makeBindGroupLayoutEntryBuffer(uint32_t binding);
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static WGPUBindGroupLayoutEntry makeBindGroupLayoutEntrySampler(uint32_t binding);
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static WGPUBindGroupLayoutEntry makeBindGroupLayoutEntryTexture(uint32_t binding);
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static WGPUBindGroupLayoutEntry makeBindGroupLayoutEntryStorage(uint32_t binding, WGPUStorageTextureAccess access, WGPUTextureFormat format);
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static WGPUBuffer createBuffer(WGPUDevice device, WGPUQueue queue, const void *data, size_t size);
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static WGPUBindGroup createBindGroup(WGPUDevice device, WGPUBindGroupLayout layout, const WGPUBindGroupEntry* bindGroupEntries, uint32_t count);
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static WGPUBindGroupLayout createBindGroupLayout(WGPUDevice device, const WGPUBindGroupLayoutEntry* bindGroupLayoutEntries, uint32_t count);
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static void releaseBuffer(WGPUBuffer& buffer);
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static void releaseBindGroup(WGPUBindGroup& bindGroup);
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static void releaseBindGroupLayout(WGPUBindGroupLayout& bindGroupLayout);
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};
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struct WgPipeline
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{
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protected:
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WGPUPipelineLayout mPipelineLayout{};
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WGPUShaderModule mShaderModule{};
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public:
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virtual ~WgPipeline() {}
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virtual void initialize(WGPUDevice device) = 0;
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virtual void release();
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static WGPUPipelineLayout createPipelineLayout(WGPUDevice device, const WGPUBindGroupLayout* bindGroupLayouts, uint32_t count);
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static WGPUShaderModule createShaderModule(WGPUDevice device, const char* code, const char* label);
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static void destroyPipelineLayout(WGPUPipelineLayout& pipelineLayout);
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static void destroyShaderModule(WGPUShaderModule& shaderModule);
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};
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struct WgRenderPipeline: public WgPipeline
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{
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protected:
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WGPURenderPipeline mRenderPipeline{};
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void allocate(WGPUDevice device, WgPipelineBlendType blendType, WGPUColorWriteMask writeMask,
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WGPUVertexBufferLayout vertexBufferLayouts[], uint32_t attribsCount,
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WGPUBindGroupLayout bindGroupLayouts[], uint32_t bindGroupsCount,
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WGPUCompareFunction compareFront, WGPUStencilOperation operationFront,
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WGPUCompareFunction compareBack, WGPUStencilOperation operationBack,
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const char* shaderSource, const char* shaderLabel, const char* pipelineLabel);
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public:
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void release() override;
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void set(WGPURenderPassEncoder renderPassEncoder);
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static WGPUBlendState makeBlendState(WgPipelineBlendType blendType);
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static WGPUColorTargetState makeColorTargetState(const WGPUBlendState* blendState, const WGPUColorWriteMask writeMask);
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static WGPUVertexBufferLayout makeVertexBufferLayout(const WGPUVertexAttribute* vertexAttributes, uint32_t count, uint64_t stride);
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static WGPUVertexState makeVertexState(WGPUShaderModule shaderModule, const WGPUVertexBufferLayout* buffers, uint32_t count);
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static WGPUPrimitiveState makePrimitiveState();
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static WGPUDepthStencilState makeDepthStencilState(WGPUCompareFunction compareFront, WGPUStencilOperation operationFront, WGPUCompareFunction compareBack, WGPUStencilOperation operationBack);
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static WGPUMultisampleState makeMultisampleState();
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static WGPUFragmentState makeFragmentState(WGPUShaderModule shaderModule, WGPUColorTargetState* targets, uint32_t size);
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static WGPURenderPipeline createRenderPipeline(WGPUDevice device, WgPipelineBlendType blendType, WGPUColorWriteMask writeMask,
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WGPUVertexBufferLayout vertexBufferLayouts[], uint32_t attribsCount,
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WGPUCompareFunction compareFront, WGPUStencilOperation operationFront,
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WGPUCompareFunction compareBack, WGPUStencilOperation operationBack,
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WGPUPipelineLayout pipelineLayout, WGPUShaderModule shaderModule,
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const char* pipelineLabel);
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static void destroyRenderPipeline(WGPURenderPipeline& renderPipeline);
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};
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#define WG_COMPUTE_WORKGROUP_SIZE_X 8
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#define WG_COMPUTE_WORKGROUP_SIZE_Y 8
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struct WgComputePipeline: public WgPipeline
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{
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protected:
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WGPUComputePipeline mComputePipeline{};
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void allocate(WGPUDevice device,
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WGPUBindGroupLayout bindGroupLayouts[], uint32_t bindGroupsCount,
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const char* shaderSource, const char* shaderLabel, const char* pipelineLabel);
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public:
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void release() override;
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void set(WGPUComputePassEncoder computePassEncoder);
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};
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#endif // _TVG_WG_COMMON_H_
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