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- used hardware blending stage for scene blending - used AABB for scene blending - reduced number of offfscreen buffers coping - reduced number of render pass switching - used render pipelines abilities to convert offscreen pixel format to screen pixel format - removed unused shaders
105 lines
4.6 KiB
C++
Executable file
105 lines
4.6 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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#ifndef _TVG_WG_PIPELINES_H_
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#define _TVG_WG_PIPELINES_H_
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#include "tvgWgBindGroups.h"
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enum class WgPipelineBlendType { SrcOver = 0, Normal, Custom };
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class WgPipelines {
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private:
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// graphics pipeline shaders
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WGPUShaderModule shaderStencil{};
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WGPUShaderModule shaderSolid{};
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WGPUShaderModule shaderRadial{};
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WGPUShaderModule shaderLinear{};
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WGPUShaderModule shaderImage{};
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WGPUShaderModule shaderSceneComp{};
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WGPUShaderModule shaderSceneBlend{};
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WGPUShaderModule shaderBlit{};
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// compute pipeline shaders
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WGPUShaderModule shaderMergeMasks;
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WGPUShaderModule shaderBlendSolid;
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WGPUShaderModule shaderBlendGradient;
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WGPUShaderModule shaderBlendImage;
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private:
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// graphics pipeline layouts
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WGPUPipelineLayout layoutStencil{};
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WGPUPipelineLayout layoutSolid{};
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WGPUPipelineLayout layoutGradient{};
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WGPUPipelineLayout layoutImage{};
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WGPUPipelineLayout layoutSceneComp{};
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WGPUPipelineLayout layoutSceneBlend{};
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WGPUPipelineLayout layoutBlit{};
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// compute pipeline layouts
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WGPUPipelineLayout layoutMergeMasks{};
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WGPUPipelineLayout layoutBlend{};
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public:
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// graphics pipeline
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WgBindGroupLayouts layouts;
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WGPURenderPipeline winding{};
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WGPURenderPipeline evenodd{};
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WGPURenderPipeline direct{};
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WGPURenderPipeline solid[3]{};
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WGPURenderPipeline radial[3]{};
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WGPURenderPipeline linear[3]{};
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WGPURenderPipeline image[3]{};
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WGPURenderPipeline sceneComp[12];
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WGPURenderPipeline sceneBlend;
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WGPURenderPipeline blit{};
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WGPURenderPipeline clipPath{};
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// compute pipeline
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WGPUComputePipeline mergeMasks;
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WGPUComputePipeline blendSolid[14];
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WGPUComputePipeline blendGradient[14];
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WGPUComputePipeline blendImage[14];
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private:
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void releaseGraphicHandles(WgContext& context);
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void releaseComputeHandles(WgContext& context);
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private:
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WGPUShaderModule createShaderModule(WGPUDevice device, const char* label, const char* code);
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WGPUPipelineLayout createPipelineLayout(WGPUDevice device, const WGPUBindGroupLayout* bindGroupLayouts, const uint32_t bindGroupLayoutsCount);
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WGPURenderPipeline createRenderPipeline(
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WGPUDevice device, const char* pipelineLabel,
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const WGPUShaderModule shaderModule, const char* vsEntryPoint, const char* fsEntryPoint,
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const WGPUPipelineLayout pipelineLayout,
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const WGPUVertexBufferLayout *vertexBufferLayouts, const uint32_t vertexBufferLayoutsCount,
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const WGPUColorWriteMaskFlags writeMask, const WGPUTextureFormat colorTargetFormat,
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const WGPUCompareFunction stencilFunctionFrnt, const WGPUStencilOperation stencilOperationFrnt,
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const WGPUCompareFunction stencilFunctionBack, const WGPUStencilOperation stencilOperationBack,
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const WGPUPrimitiveState primitiveState, const WGPUMultisampleState multisampleState, const WGPUBlendState blendState);
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WGPUComputePipeline createComputePipeline(
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WGPUDevice device, const char* pipelineLabel,
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const WGPUShaderModule shaderModule, const char* entryPoint,
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const WGPUPipelineLayout pipelineLayout);
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void releaseComputePipeline(WGPUComputePipeline& computePipeline);
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void releaseRenderPipeline(WGPURenderPipeline& renderPipeline);
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void releasePipelineLayout(WGPUPipelineLayout& pipelineLayout);
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void releaseShaderModule(WGPUShaderModule& shaderModule);
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public:
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void initialize(WgContext& context);
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void release(WgContext& context);
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};
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#endif // _TVG_WG_PIPELINES_H_
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