thorvg/src/renderer/wg_engine/tvgWgCompositor.cpp
Sergii Liebodkin 81cb7da9f3 wg_engine: MSAA support, part 1 - move blending to fragment shaders
Apply custom blending using fragment shaders instead of compute shaders.
2024-10-17 18:00:15 +09:00

623 lines
31 KiB
C++
Executable file

/*
* Copyright (c) 2024 the ThorVG project. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* 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
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "tvgWgCompositor.h"
#include "tvgWgShaderTypes.h"
void WgCompositor::initialize(WgContext& context, uint32_t width, uint32_t height)
{
// pipelines (external handle, do not release)
pipelines = context.pipelines;
// store render target dimensions
this->width = width;
this->height = height;
// allocate global stencil buffer handles
texStencil = context.createTexStencil(width, height, WGPUTextureFormat_Stencil8);
texViewStencil = context.createTextureView(texStencil);
// allocate global view matrix handles
WgShaderTypeMat4x4f viewMat(width, height);
context.allocateBufferUniform(bufferViewMat, &viewMat, sizeof(viewMat));
bindGroupViewMat = pipelines->layouts.createBindGroupBuffer1Un(bufferViewMat);
// initialize opacity pool
for (uint32_t i = 0; i < 256; i++) {
float opacity = i / 255.0f;
context.allocateBufferUniform(bufferOpacities[i], &opacity, sizeof(float));
bindGroupOpacities[i] = pipelines->layouts.createBindGroupBuffer1Un(bufferOpacities[i]);
}
// initialize intermediate render storages
storageClipPath.initialize(context, width, height);
storageInterm.initialize(context, width, height);
storageDstCopy.initialize(context, width, height);
// composition and blend geometries
meshData.blitBox(context);
}
void WgCompositor::release(WgContext& context)
{
// composition and blend geometries
meshData.release(context);
// release intermediate render storages
storageInterm.release(context);
storageDstCopy.release(context);
storageClipPath.release(context);
// release opacity pool
for (uint32_t i = 0; i < 256; i++) {
context.pipelines->layouts.releaseBindGroup(bindGroupOpacities[i]);
context.releaseBuffer(bufferOpacities[i]);
}
// release global view matrix handles
context.pipelines->layouts.releaseBindGroup(bindGroupViewMat);
context.releaseBuffer(bufferViewMat);
// release global stencil buffer handles
context.releaseTextureView(texViewStencil);
context.releaseTexture(texStencil);
height = 0;
width = 0;
pipelines = nullptr;
}
RenderRegion WgCompositor::shrinkRenderRegion(RenderRegion& rect)
{
// cut viewport to screen dimensions
int32_t xmin = std::max(0, std::min((int32_t)width, rect.x));
int32_t ymin = std::max(0, std::min((int32_t)height, rect.y));
int32_t xmax = std::max(0, std::min((int32_t)width, rect.x + rect.w));
int32_t ymax = std::max(0, std::min((int32_t)height, rect.y + rect.h));
return { xmin, ymin, xmax - xmin, ymax - ymin };
}
void WgCompositor::beginRenderPass(WGPUCommandEncoder commandEncoder, WgRenderStorage* target, bool clear)
{
assert(commandEncoder);
assert(target);
this->currentTarget = target;
this->commandEncoder = commandEncoder;
WGPURenderPassDepthStencilAttachment depthStencilAttachment{ .view = texViewStencil, .stencilLoadOp = WGPULoadOp_Clear, .stencilStoreOp = WGPUStoreOp_Discard };
WGPURenderPassColorAttachment colorAttachment{};
colorAttachment.view = target->texView,
colorAttachment.loadOp = clear ? WGPULoadOp_Clear : WGPULoadOp_Load,
colorAttachment.storeOp = WGPUStoreOp_Store;
#ifdef __EMSCRIPTEN__
colorAttachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
#endif
WGPURenderPassDescriptor renderPassDesc{ .colorAttachmentCount = 1, .colorAttachments = &colorAttachment, .depthStencilAttachment = &depthStencilAttachment };
renderPassEncoder = wgpuCommandEncoderBeginRenderPass(commandEncoder, &renderPassDesc);
assert(renderPassEncoder);
}
void WgCompositor::endRenderPass()
{
assert(renderPassEncoder);
wgpuRenderPassEncoderEnd(renderPassEncoder);
wgpuRenderPassEncoderRelease(renderPassEncoder);
this->renderPassEncoder = nullptr;
this->currentTarget = nullptr;
}
void WgCompositor::renderShape(WgContext& context, WgRenderDataShape* renderData, BlendMethod blendMethod)
{
assert(renderData);
assert(renderPassEncoder);
// apply clip path if neccessary
if (renderData->clips.count != 0) {
renderClipPath(context, renderData, &storageClipPath);
if (renderData->strokeFirst) {
clipStrokes(context, renderData, &storageClipPath);
clipShape(context, renderData, &storageClipPath);
} else {
clipShape(context, renderData, &storageClipPath);
clipStrokes(context, renderData, &storageClipPath);
}
// use custom blending
} else if (blendMethod != BlendMethod::Normal) {
if (renderData->strokeFirst) {
blendStrokes(context, renderData, blendMethod);
blendShape(context, renderData, blendMethod);
} else {
blendShape(context, renderData, blendMethod);
blendStrokes(context, renderData, blendMethod);
}
// use direct hardware blending
} else {
if (renderData->strokeFirst) {
drawStrokes(context, renderData);
drawShape(context, renderData);
} else {
drawShape(context, renderData);
drawStrokes(context, renderData);
}
}
}
void WgCompositor::renderImage(WgContext& context, WgRenderDataPicture* renderData, BlendMethod blendMethod)
{
assert(renderData);
assert(renderPassEncoder);
// apply clip path if neccessary
if (renderData->clips.count != 0) {
renderClipPath(context, renderData, &storageClipPath);
clipImage(context, renderData, &storageClipPath);
// use custom blending
} else if (blendMethod != BlendMethod::Normal)
blendImage(context, renderData, blendMethod);
// use direct hardware blending
else drawImage(context, renderData);
}
void WgCompositor::renderScene(WgContext& context, WgRenderStorage* scene, WgCompose* compose)
{
assert(scene);
assert(compose);
assert(renderPassEncoder);
// use custom blending
if (compose->blend != BlendMethod::Normal)
blendScene(context, scene, compose);
// use direct hardware blending
else drawScene(context, scene, compose);
}
void WgCompositor::composeScene(WgContext& context, WgRenderStorage* src, WgRenderStorage* mask, WgCompose* cmp)
{
assert(cmp);
assert(src);
assert(mask);
assert(renderPassEncoder);
RenderRegion rect = shrinkRenderRegion(cmp->aabb);
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, rect.x, rect.y, rect.w, rect.h);
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, src->bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, mask->bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->scene_compose[(uint32_t)cmp->method]);
meshData.drawImage(context, renderPassEncoder);
}
void WgCompositor::blit(WgContext& context, WGPUCommandEncoder encoder, WgRenderStorage* src, WGPUTextureView dstView) {
WGPURenderPassDepthStencilAttachment depthStencilAttachment{ .view = texViewStencil, .stencilLoadOp = WGPULoadOp_Load, .stencilStoreOp = WGPUStoreOp_Discard };
WGPURenderPassColorAttachment colorAttachment { .view = dstView, .loadOp = WGPULoadOp_Load, .storeOp = WGPUStoreOp_Store };
#ifdef __EMSCRIPTEN__
colorAttachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
#endif
WGPURenderPassDescriptor renderPassDesc{ .colorAttachmentCount = 1, .colorAttachments = &colorAttachment, .depthStencilAttachment = &depthStencilAttachment };
WGPURenderPassEncoder renderPass = wgpuCommandEncoderBeginRenderPass(encoder, &renderPassDesc);
wgpuRenderPassEncoderSetBindGroup(renderPass, 0, src->bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPass, pipelines->blit);
meshData.drawImage(context, renderPass);
wgpuRenderPassEncoderEnd(renderPass);
wgpuRenderPassEncoderRelease(renderPass);
}
void WgCompositor::drawShape(WgContext& context, WgRenderDataShape* renderData)
{
assert(renderData);
assert(renderPassEncoder);
assert(renderData->meshGroupShapes.meshes.count == renderData->meshGroupShapesBBox.meshes.count);
if (renderData->renderSettingsShape.skip) return;
if (renderData->meshGroupShapes.meshes.count == 0) return;
if ((renderData->viewport.w <= 0) || (renderData->viewport.h <= 0)) return;
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x, renderData->viewport.y, renderData->viewport.w, renderData->viewport.h);
// setup stencil rules
WGPURenderPipeline stencilPipeline = (renderData->fillRule == FillRule::Winding) ? pipelines->winding : pipelines->evenodd;
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, stencilPipeline);
// draw to stencil (first pass)
for (uint32_t i = 0; i < renderData->meshGroupShapes.meshes.count; i++)
renderData->meshGroupShapes.meshes[i]->drawFan(context, renderPassEncoder);
// setup fill rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
WgRenderSettings& settings = renderData->renderSettingsShape;
if (settings.fillType == WgRenderSettingsType::Solid) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.bindGroupSolid, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->solid);
} else if (settings.fillType == WgRenderSettingsType::Linear) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.bindGroupGradient, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->linear);
} else if (settings.fillType == WgRenderSettingsType::Radial) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.bindGroupGradient, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->radial);
}
// draw to color (second pass)
renderData->meshDataBBox.drawFan(context, renderPassEncoder);
}
void WgCompositor::blendShape(WgContext& context, WgRenderDataShape* renderData, BlendMethod blendMethod)
{
assert(renderData);
assert(renderPassEncoder);
assert(renderData->meshGroupShapes.meshes.count == renderData->meshGroupShapesBBox.meshes.count);
if (renderData->renderSettingsShape.skip) return;
if (renderData->meshGroupShapes.meshes.count == 0) return;
if ((renderData->viewport.w <= 0) || (renderData->viewport.h <= 0)) return;
// copy current render target data to dst storage
WgRenderStorage *target = currentTarget;
endRenderPass();
const WGPUImageCopyTexture texSrc { .texture = target->texture };
const WGPUImageCopyTexture texDst { .texture = storageDstCopy.texture };
const WGPUExtent3D copySize { .width = width, .height = height, .depthOrArrayLayers = 1 };
wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, &copySize);
beginRenderPass(commandEncoder, target, false);
// render shape with blend settings
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x, renderData->viewport.y, renderData->viewport.w, renderData->viewport.h);
// setup stencil rules
WGPURenderPipeline stencilPipeline = (renderData->fillRule == FillRule::Winding) ? pipelines->winding : pipelines->evenodd;
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, stencilPipeline);
// draw to stencil (first pass)
for (uint32_t i = 0; i < renderData->meshGroupShapes.meshes.count; i++)
renderData->meshGroupShapes.meshes[i]->drawFan(context, renderPassEncoder);
// setup fill rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 3, storageDstCopy.bindGroupTexure, 0, nullptr);
uint32_t blendMethodInd = (uint32_t)blendMethod;
WgRenderSettings& settings = renderData->renderSettingsShape;
if (settings.fillType == WgRenderSettingsType::Solid) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.bindGroupSolid, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->solid_blend[blendMethodInd]);
} else if (settings.fillType == WgRenderSettingsType::Linear) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.bindGroupGradient, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->linear_blend[blendMethodInd]);
} else if (settings.fillType == WgRenderSettingsType::Radial) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.bindGroupGradient, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->radial_blend[blendMethodInd]);
}
// draw to color (second pass)
renderData->meshDataBBox.drawFan(context, renderPassEncoder);
}
void WgCompositor::clipShape(WgContext& context, WgRenderDataShape* renderData, WgRenderStorage* mask)
{
assert(mask);
assert(renderData);
assert(commandEncoder);
assert(currentTarget);
// skip shape composing if shape do not exist
if (renderData->renderSettingsShape.skip) return;
if (renderData->meshGroupShapes.meshes.count == 0) return;
// store current render pass
WgRenderStorage *target = currentTarget;
endRenderPass();
// render into intermediate buffer
beginRenderPass(commandEncoder, &storageInterm, true);
drawShape(context, renderData);
endRenderPass();
// restore current render pass
beginRenderPass(commandEncoder, target, false);
RenderRegion rect = shrinkRenderRegion(renderData->aabb);
clipRegion(context, &storageInterm, mask, rect);
}
void WgCompositor::drawStrokes(WgContext& context, WgRenderDataShape* renderData)
{
assert(renderData);
assert(renderPassEncoder);
assert(renderData->meshGroupStrokes.meshes.count == renderData->meshGroupStrokesBBox.meshes.count);
if (renderData->renderSettingsStroke.skip) return;
if (renderData->meshGroupStrokes.meshes.count == 0) return;
if ((renderData->viewport.w <= 0) || (renderData->viewport.h <= 0)) return;
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x, renderData->viewport.y, renderData->viewport.w, renderData->viewport.h);
// draw strokes to stencil (first pass)
for (uint32_t i = 0; i < renderData->meshGroupStrokes.meshes.count; i++) {
// setup stencil rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 255);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->direct);
// draw to stencil (first pass)
renderData->meshGroupStrokes.meshes[i]->draw(context, renderPassEncoder);
// setup fill rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
WgRenderSettings& settings = renderData->renderSettingsStroke;
if (settings.fillType == WgRenderSettingsType::Solid) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.bindGroupSolid, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->solid);
} else if (settings.fillType == WgRenderSettingsType::Linear) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.bindGroupGradient, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->linear);
} else if (settings.fillType == WgRenderSettingsType::Radial) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.bindGroupGradient, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->radial);
}
// draw to color (second pass)
renderData->meshGroupStrokesBBox.meshes[i]->drawFan(context, renderPassEncoder);
}
}
void WgCompositor::blendStrokes(WgContext& context, WgRenderDataShape* renderData, BlendMethod blendMethod)
{
assert(renderData);
assert(renderPassEncoder);
assert(renderData->meshGroupStrokes.meshes.count == renderData->meshGroupStrokesBBox.meshes.count);
if (renderData->renderSettingsStroke.skip) return;
if (renderData->meshGroupStrokes.meshes.count == 0) return;
if ((renderData->viewport.w <= 0) || (renderData->viewport.h <= 0)) return;
// copy current render target data to dst storage
WgRenderStorage *target = currentTarget;
endRenderPass();
const WGPUImageCopyTexture texSrc { .texture = target->texture };
const WGPUImageCopyTexture texDst { .texture = storageDstCopy.texture };
const WGPUExtent3D copySize { .width = width, .height = height, .depthOrArrayLayers = 1 };
wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, &copySize);
beginRenderPass(commandEncoder, target, false);
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x, renderData->viewport.y, renderData->viewport.w, renderData->viewport.h);
// draw strokes to stencil (first pass)
for (uint32_t i = 0; i < renderData->meshGroupStrokes.meshes.count; i++) {
// setup stencil rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 255);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->direct);
// draw to stencil (first pass)
renderData->meshGroupStrokes.meshes[i]->draw(context, renderPassEncoder);
// setup fill rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 3, storageDstCopy.bindGroupTexure, 0, nullptr);
uint32_t blendMethodInd = (uint32_t)blendMethod;
WgRenderSettings& settings = renderData->renderSettingsStroke;
if (settings.fillType == WgRenderSettingsType::Solid) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.bindGroupSolid, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->solid_blend[blendMethodInd]);
} else if (settings.fillType == WgRenderSettingsType::Linear) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.bindGroupGradient, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->linear_blend[blendMethodInd]);
} else if (settings.fillType == WgRenderSettingsType::Radial) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.bindGroupGradient, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->radial_blend[blendMethodInd]);
}
// draw to color (second pass)
renderData->meshGroupStrokesBBox.meshes[i]->drawFan(context, renderPassEncoder);
}
};
void WgCompositor::clipStrokes(WgContext& context, WgRenderDataShape* renderData, WgRenderStorage* mask)
{
assert(mask);
assert(renderData);
assert(commandEncoder);
assert(currentTarget);
// skip shape composing if strokes do not exist
if (renderData->renderSettingsStroke.skip) return;
if (renderData->meshGroupStrokes.meshes.count == 0) return;
// store current render pass
WgRenderStorage *target = currentTarget;
endRenderPass();
// render into intermediate buffer
beginRenderPass(commandEncoder, &storageInterm, true);
drawStrokes(context, renderData);
endRenderPass();
// restore current render pass
beginRenderPass(commandEncoder, target, false);
RenderRegion rect = shrinkRenderRegion(renderData->aabb);
clipRegion(context, &storageInterm, mask, rect);
}
void WgCompositor::drawImage(WgContext& context, WgRenderDataPicture* renderData)
{
assert(renderData);
assert(renderPassEncoder);
if ((renderData->viewport.w <= 0) || (renderData->viewport.h <= 0)) return;
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x, renderData->viewport.y, renderData->viewport.w, renderData->viewport.h);
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, renderData->bindGroupPicture, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->image);
renderData->meshData.drawImage(context, renderPassEncoder);
}
void WgCompositor::blendImage(WgContext& context, WgRenderDataPicture* renderData, BlendMethod blendMethod)
{
assert(renderData);
assert(renderPassEncoder);
if ((renderData->viewport.w <= 0) || (renderData->viewport.h <= 0)) return;
// copy current render target data to dst storage
WgRenderStorage *target = currentTarget;
endRenderPass();
const WGPUImageCopyTexture texSrc { .texture = target->texture };
const WGPUImageCopyTexture texDst { .texture = storageDstCopy.texture };
const WGPUExtent3D copySize { .width = width, .height = height, .depthOrArrayLayers = 1 };
wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, &copySize);
beginRenderPass(commandEncoder, target, false);
// blend image
uint32_t blendMethodInd = (uint32_t)blendMethod;
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x, renderData->viewport.y, renderData->viewport.w, renderData->viewport.h);
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, renderData->bindGroupPicture, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 3, storageDstCopy.bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->image_blend[blendMethodInd]);
renderData->meshData.drawImage(context, renderPassEncoder);
};
void WgCompositor::clipImage(WgContext& context, WgRenderDataPicture* renderData, WgRenderStorage* mask)
{
assert(mask);
assert(renderData);
assert(commandEncoder);
assert(currentTarget);
// store current render pass
WgRenderStorage *target = currentTarget;
endRenderPass();
// render into intermediate buffer
beginRenderPass(commandEncoder, &storageInterm, true);
drawImage(context, renderData);
endRenderPass();
// restore current render pass
beginRenderPass(commandEncoder, target, false);
RenderRegion rect { 0, 0, (int32_t)width, (int32_t)height };
clipRegion(context, &storageInterm, mask, rect);
}
void WgCompositor::drawScene(WgContext& context, WgRenderStorage* scene, WgCompose* compose)
{
assert(scene);
assert(compose);
assert(currentTarget);
// draw scene
RenderRegion rect = shrinkRenderRegion(compose->aabb);
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, rect.x, rect.y, rect.w, rect.h);
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, scene->bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, bindGroupOpacities[compose->opacity], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->scene);
meshData.drawImage(context, renderPassEncoder);
}
void WgCompositor::blendScene(WgContext& context, WgRenderStorage* scene, WgCompose* compose)
{
assert(scene);
assert(compose);
assert(currentTarget);
// copy current render target data to dst storage
WgRenderStorage *target = currentTarget;
endRenderPass();
const WGPUImageCopyTexture texSrc { .texture = target->texture };
const WGPUImageCopyTexture texDst { .texture = storageDstCopy.texture };
const WGPUExtent3D copySize { .width = width, .height = height, .depthOrArrayLayers = 1 };
wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, &copySize);
beginRenderPass(commandEncoder, target, false);
// blend scene
uint32_t blendMethodInd = (uint32_t)compose->blend;
RenderRegion rect = shrinkRenderRegion(compose->aabb);
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, rect.x, rect.y, rect.w, rect.h);
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, scene->bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, storageDstCopy.bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, bindGroupOpacities[compose->opacity], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->scene_blend[blendMethodInd]);
meshData.drawImage(context, renderPassEncoder);
}
void WgCompositor::drawClipPath(WgContext& context, WgRenderDataShape* renderData)
{
assert(renderData);
assert(renderPassEncoder);
assert(renderData->meshGroupShapes.meshes.count == renderData->meshGroupShapesBBox.meshes.count);
if ((renderData->viewport.w <= 0) || (renderData->viewport.h <= 0)) return;
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x, renderData->viewport.y, renderData->viewport.w, renderData->viewport.h);
// setup stencil rules
WGPURenderPipeline stencilPipeline = (renderData->fillRule == FillRule::Winding) ? pipelines->winding : pipelines->evenodd;
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, stencilPipeline);
// draw to stencil (first pass)
for (uint32_t i = 0; i < renderData->meshGroupShapes.meshes.count; i++)
renderData->meshGroupShapes.meshes[i]->drawFan(context, renderPassEncoder);
// setup fill rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, renderData->bindGroupPaint, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->clip_path);
// draw to color (second pass)
renderData->meshDataBBox.drawFan(context, renderPassEncoder);
}
void WgCompositor::clipRegion(WgContext& context, WgRenderStorage* src, WgRenderStorage* mask, RenderRegion& rect)
{
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, rect.x, rect.y, rect.w, rect.h);
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, storageInterm.bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, mask->bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines->scene_clip);
meshData.drawImage(context, renderPassEncoder);
}
void WgCompositor::renderClipPath(WgContext& context, WgRenderDataPaint* renderData, WgRenderStorage* dst)
{
assert(renderData);
if (renderData->clips.count == 0) return;
// store current render pass
WgRenderStorage *target = currentTarget;
endRenderPass();
// render first clip path
beginRenderPass(commandEncoder, dst, true);
drawClipPath(context, (WgRenderDataShape*)(renderData->clips[0]));
endRenderPass();
// render amd merge clip paths
for (uint32_t i = 1 ; i < renderData->clips.count; i++) {
// render clip path
beginRenderPass(commandEncoder, &storageInterm, true);
drawClipPath(context, (WgRenderDataShape*)(renderData->clips[i]));
endRenderPass();
// merge masks
mergeMasks(commandEncoder, &storageInterm, dst);
}
// restore current render pass
beginRenderPass(commandEncoder, target, false);
}
void WgCompositor::mergeMasks(WGPUCommandEncoder encoder, WgRenderStorage* mask0, WgRenderStorage* mask1)
{
assert(mask0);
assert(mask1);
assert(!renderPassEncoder);
// copy dst storage to temporary read only storage
const WGPUImageCopyTexture texSrc { .texture = mask1->texture };
const WGPUImageCopyTexture texDst { .texture = storageDstCopy.texture };
const WGPUExtent3D copySize { .width = width, .height = height, .depthOrArrayLayers = 1 };
wgpuCommandEncoderCopyTextureToTexture(encoder, &texSrc, &texDst, &copySize);
// execute compose shader
const WGPUComputePassDescriptor computePassDescriptor{};
WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(encoder, &computePassDescriptor);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, mask0->bindGroupRead, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, storageDstCopy.bindGroupRead, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, mask1->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines->merge_masks);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, (width + 7) / 8, (height + 7) / 8, 1);
wgpuComputePassEncoderEnd(computePassEncoder);
}