thorvg/src/renderer/wg_engine/tvgWgRenderTarget.cpp
Sergii Liebodkin 77201546dd wg_engine: separate pipelines ans bind group layouts (refactoring)
The main reason of refactoring is to separate bind group sets and pipelines, and change owning of pipelines to compositor
2024-11-27 11:31:35 +02:00

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/*
* Copyright (c) 2023 - 2024 the ThorVG project. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
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* 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
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* SOFTWARE.
*/
#include "tvgWgRenderTarget.h"
void WgRenderStorage::initialize(WgContext& context, uint32_t width, uint32_t height)
{
this->width = width;
this->height = height;
texture = context.createTexStorage(width, height, WGPUTextureFormat_RGBA8Unorm);
textureMS = context.createTexAttachement(width, height, WGPUTextureFormat_RGBA8Unorm, 4);
texView = context.createTextureView(texture);
texViewMS = context.createTextureView(textureMS);
bindGroupRead = context.layouts.createBindGroupStrorage1RO(texView);
bindGroupWrite = context.layouts.createBindGroupStrorage1WO(texView);
bindGroupTexure = context.layouts.createBindGroupTexSampled(context.samplerNearestRepeat, texView);
}
void WgRenderStorage::release(WgContext& context)
{
context.layouts.releaseBindGroup(bindGroupTexure);
context.layouts.releaseBindGroup(bindGroupWrite);
context.layouts.releaseBindGroup(bindGroupRead);
context.releaseTextureView(texViewMS);
context.releaseTexture(textureMS);
context.releaseTextureView(texView);
context.releaseTexture(texture);
height = 0;
width = 0;
}
//*****************************************************************************
// render storage pool
//*****************************************************************************
WgRenderStorage* WgRenderStoragePool::allocate(WgContext& context)
{
WgRenderStorage* renderStorage{};
if (pool.count > 0) {
renderStorage = pool.last();
pool.pop();
} else {
renderStorage = new WgRenderStorage;
renderStorage->initialize(context, width, height);
list.push(renderStorage);
}
return renderStorage;
};
void WgRenderStoragePool::free(WgContext& context, WgRenderStorage* renderStorage)
{
pool.push(renderStorage);
};
void WgRenderStoragePool::initialize(WgContext& context, uint32_t width, uint32_t height)
{
this->width = width;
this->height = height;
}
void WgRenderStoragePool::release(WgContext& context)
{
for (uint32_t i = 0; i < list.count; i++) {
list[i]->release(context);
delete list[i];
}
list.clear();
pool.clear();
height = 0;
width = 0;
};