thorvg/src/renderer/wg_engine/tvgWgRenderData.cpp
Sergii Liebodkin 83e834e16f wg_engine: force texture data writing on GPU side
Texture must be fully uploaded into GPU memory before we can use or destroy it.
This change force texture data updates
2024-06-26 14:16:48 +09:00

435 lines
15 KiB
C++

/*
* 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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* 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.
*/
#ifndef _TVG_WG_RENDER_DATA_H_
#define _TVG_WG_RENDER_DATA_H_
#include "tvgWgRenderData.h"
//***********************************************************************
// WgMeshData
//***********************************************************************
void WgMeshData::draw(WgContext& context, WGPURenderPassEncoder renderPassEncoder)
{
wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 0, bufferPosition, 0, vertexCount * sizeof(float) * 2);
wgpuRenderPassEncoderSetIndexBuffer(renderPassEncoder, bufferIndex, WGPUIndexFormat_Uint32, 0, indexCount * sizeof(uint32_t));
wgpuRenderPassEncoderDrawIndexed(renderPassEncoder, indexCount, 1, 0, 0, 0);
}
void WgMeshData::drawFan(WgContext& context, WGPURenderPassEncoder renderPassEncoder)
{
wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 0, bufferPosition, 0, vertexCount * sizeof(float) * 2);
wgpuRenderPassEncoderSetIndexBuffer(renderPassEncoder, context.indexBufferFan, WGPUIndexFormat_Uint32, 0, indexCount * sizeof(uint32_t));
wgpuRenderPassEncoderDrawIndexed(renderPassEncoder, indexCount, 1, 0, 0, 0);
}
void WgMeshData::drawImage(WgContext& context, WGPURenderPassEncoder renderPassEncoder)
{
wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 0, bufferPosition, 0, vertexCount * sizeof(float) * 2);
wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 1, bufferTexCoord, 0, vertexCount * sizeof(float) * 2);
wgpuRenderPassEncoderSetIndexBuffer(renderPassEncoder, bufferIndex, WGPUIndexFormat_Uint32, 0, indexCount * sizeof(uint32_t));
wgpuRenderPassEncoderDrawIndexed(renderPassEncoder, indexCount, 1, 0, 0, 0);
};
void WgMeshData::update(WgContext& context, const WgPolyline* polyline)
{
assert(polyline);
assert(polyline->pts.count > 2);
vertexCount = polyline->pts.count;
indexCount = (polyline->pts.count - 2) * 3;
context.allocateVertexBuffer(bufferPosition, &polyline->pts[0], vertexCount * sizeof(float) * 2);
context.allocateIndexBufferFan(vertexCount);
}
void WgMeshData::update(WgContext& context, const WgGeometryData* geometryData)
{
assert(geometryData);
vertexCount = geometryData->positions.pts.count;
indexCount = geometryData->indexes.count;
// buffer position data create and write
if (geometryData->positions.pts.count > 0)
context.allocateVertexBuffer(bufferPosition, &geometryData->positions.pts[0], vertexCount * sizeof(float) * 2);
// buffer tex coords data create and write
if (geometryData->texCoords.count > 0)
context.allocateVertexBuffer(bufferTexCoord, &geometryData->texCoords[0], vertexCount * sizeof(float) * 2);
// buffer index data create and write
if (geometryData->indexes.count > 0)
context.allocateIndexBuffer(bufferIndex, &geometryData->indexes[0], indexCount * sizeof(uint32_t));
};
void WgMeshData::update(WgContext& context, const WgPoint pmin, const WgPoint pmax)
{
vertexCount = 4;
indexCount = 6;
const float data[] = {
pmin.x, pmin.y, pmax.x, pmin.y,
pmax.x, pmax.y, pmin.x, pmax.y
};
context.allocateVertexBuffer(bufferPosition, data, sizeof(data));
context.allocateIndexBufferFan(vertexCount);
}
void WgMeshData::release(WgContext& context)
{
context.releaseBuffer(bufferIndex);
context.releaseBuffer(bufferTexCoord);
context.releaseBuffer(bufferPosition);
};
//***********************************************************************
// WgMeshDataPool
//***********************************************************************
WgMeshData* WgMeshDataPool::allocate(WgContext& context)
{
WgMeshData* meshData{};
if (mPool.count > 0) {
meshData = mPool.last();
mPool.pop();
} else {
meshData = new WgMeshData();
mList.push(meshData);
}
return meshData;
}
void WgMeshDataPool::free(WgContext& context, WgMeshData* meshData)
{
mPool.push(meshData);
}
void WgMeshDataPool::release(WgContext& context)
{
for (uint32_t i = 0; i < mList.count; i++) {
mList[i]->release(context);
delete mList[i];
}
mPool.clear();
mList.clear();
}
WgMeshDataPool* WgMeshDataGroup::gMeshDataPool = nullptr;
//***********************************************************************
// WgMeshDataGroup
//***********************************************************************
void WgMeshDataGroup::append(WgContext& context, const WgPolyline* polyline)
{
assert(polyline);
assert(polyline->pts.count >= 3);
meshes.push(gMeshDataPool->allocate(context));
meshes.last()->update(context, polyline);
}
void WgMeshDataGroup::append(WgContext& context, const WgGeometryData* geometryData)
{
assert(geometryData);
assert(geometryData->positions.pts.count >= 3);
meshes.push(gMeshDataPool->allocate(context));
meshes.last()->update(context, geometryData);
}
void WgMeshDataGroup::append(WgContext& context, const WgPoint pmin, const WgPoint pmax)
{
meshes.push(gMeshDataPool->allocate(context));
meshes.last()->update(context, pmin, pmax);
}
void WgMeshDataGroup::release(WgContext& context)
{
for (uint32_t i = 0; i < meshes.count; i++)
gMeshDataPool->free(context, meshes[i]);
meshes.clear();
};
//***********************************************************************
// WgImageData
//***********************************************************************
void WgImageData::update(WgContext& context, Surface* surface)
{
release(context);
assert(surface);
texture = context.createTexture2d(
WGPUTextureUsage_TextureBinding | WGPUTextureUsage_CopyDst,
WGPUTextureFormat_RGBA8Unorm,
surface->w, surface->h, "The shape texture");
assert(texture);
textureView = context.createTextureView2d(texture, "The shape texture view");
assert(textureView);
// update texture data
WGPUImageCopyTexture imageCopyTexture{};
imageCopyTexture.nextInChain = nullptr;
imageCopyTexture.texture = texture;
imageCopyTexture.mipLevel = 0;
imageCopyTexture.origin = { 0, 0, 0 };
imageCopyTexture.aspect = WGPUTextureAspect_All;
WGPUTextureDataLayout textureDataLayout{};
textureDataLayout.nextInChain = nullptr;
textureDataLayout.offset = 0;
textureDataLayout.bytesPerRow = 4 * surface->w;
textureDataLayout.rowsPerImage = surface->h;
WGPUExtent3D writeSize{};
writeSize.width = surface->w;
writeSize.height = surface->h;
writeSize.depthOrArrayLayers = 1;
wgpuQueueWriteTexture(context.queue, &imageCopyTexture, surface->data, 4 * surface->w * surface->h, &textureDataLayout, &writeSize);
wgpuQueueSubmit(context.queue, 0, nullptr);
};
void WgImageData::release(WgContext& context)
{
context.releaseTextureView(textureView);
context.releaseTexture(texture);
};
//***********************************************************************
// WgRenderSettings
//***********************************************************************
void WgRenderSettings::update(WgContext& context, const Fill* fill, const uint8_t* color, const RenderUpdateFlag flags)
{
// setup fill properties
if ((flags & (RenderUpdateFlag::Gradient)) && fill) {
// setup linear fill properties
if (fill->identifier() == TVG_CLASS_ID_LINEAR) {
WgShaderTypeLinearGradient linearGradient((LinearGradient*)fill);
bindGroupLinear.initialize(context.device, context.queue, linearGradient);
fillType = WgRenderSettingsType::Linear;
} else if (fill->identifier() == TVG_CLASS_ID_RADIAL) {
WgShaderTypeRadialGradient radialGradient((RadialGradient*)fill);
bindGroupRadial.initialize(context.device, context.queue, radialGradient);
fillType = WgRenderSettingsType::Radial;
}
skip = false;
} else if ((flags & (RenderUpdateFlag::Color)) && !fill) {
WgShaderTypeSolidColor solidColor(color);
bindGroupSolid.initialize(context.device, context.queue, solidColor);
fillType = WgRenderSettingsType::Solid;
skip = (color[3] == 0);
}
};
void WgRenderSettings::release(WgContext& context)
{
bindGroupSolid.release();
bindGroupLinear.release();
bindGroupRadial.release();
};
//***********************************************************************
// WgRenderDataPaint
//***********************************************************************
void WgRenderDataPaint::release(WgContext& context)
{
bindGroupPaint.release();
};
//***********************************************************************
// WgRenderDataShape
//***********************************************************************
void WgRenderDataShape::updateBBox(WgPoint pmin, WgPoint pmax)
{
pMin.x = std::min(pMin.x, pmin.x);
pMin.y = std::min(pMin.y, pmin.y);
pMax.x = std::max(pMax.x, pmax.x);
pMax.y = std::max(pMax.y, pmax.y);
}
void WgRenderDataShape::updateMeshes(WgContext &context, const RenderShape &rshape, const RenderTransform* rt)
{
releaseMeshes(context);
strokeFirst = rshape.stroke ? rshape.stroke->strokeFirst : false;
static WgPolyline polyline;
polyline.clear();
// decode path
size_t pntIndex = 0;
for (uint32_t cmdIndex = 0; cmdIndex < rshape.path.cmds.count; cmdIndex++) {
PathCommand cmd = rshape.path.cmds[cmdIndex];
if (cmd == PathCommand::MoveTo) {
// proceed current polyline
updateMeshes(context, &polyline, rshape.stroke);
polyline.clear();
polyline.appendPoint(rshape.path.pts[pntIndex]);
pntIndex++;
} else if (cmd == PathCommand::LineTo) {
polyline.appendPoint(rshape.path.pts[pntIndex]);
pntIndex++;
} else if (cmd == PathCommand::Close) {
polyline.close();
} else if (cmd == PathCommand::CubicTo) {
assert(polyline.pts.count > 0);
WgPoint pt0 = polyline.pts.last().trans(rt->m);
WgPoint pt1 = WgPoint(rshape.path.pts[pntIndex + 0]).trans(rt->m);
WgPoint pt2 = WgPoint(rshape.path.pts[pntIndex + 1]).trans(rt->m);
WgPoint pt3 = WgPoint(rshape.path.pts[pntIndex + 2]).trans(rt->m);
uint32_t nsegs = (uint32_t)(pt0.dist(pt1) + pt1.dist(pt2) + pt2.dist(pt3));
polyline.appendCubic(
rshape.path.pts[pntIndex + 0],
rshape.path.pts[pntIndex + 1],
rshape.path.pts[pntIndex + 2],
nsegs / 2);
pntIndex += 3;
}
}
// proceed last polyline
updateMeshes(context, &polyline, rshape.stroke);
meshDataBBox.update(context, pMin, pMax);
}
void WgRenderDataShape::updateMeshes(WgContext& context, const WgPolyline* polyline, const RenderStroke* rstroke)
{
assert(polyline);
// generate fill geometry
if (polyline->pts.count >= 3) {
WgPoint pmin{}, pmax{};
polyline->getBBox(pmin, pmax);
meshGroupShapes.append(context, polyline);
meshGroupShapesBBox.append(context, pmin, pmax);
updateBBox(pmin, pmax);
}
// generate strokes geometry
if ((polyline->pts.count >= 1) && rstroke && (rstroke->width > 0.0f)) {
static WgGeometryData geometryData; geometryData.clear();
static WgPolyline trimmed;
// trim -> split -> stroke
float trimBegin = rstroke->trim.begin < rstroke->trim.end ? rstroke->trim.begin : rstroke->trim.end;
float trimEnd = rstroke->trim.begin < rstroke->trim.end ? rstroke->trim.end : rstroke->trim.begin;
if (trimBegin == trimEnd) return;
if ((rstroke->dashPattern) && ((trimBegin != 0.0f) || (trimEnd != 1.0f))) {
polyline->trim(&trimmed, trimBegin, trimEnd);
geometryData.appendStrokeDashed(&trimmed, rstroke);
} else // trim -> stroke
if ((trimBegin != 0.0f) || (trimEnd != 1.0f)) {
polyline->trim(&trimmed, trimBegin, trimEnd);
geometryData.appendStroke(&trimmed, rstroke);
} else // split -> stroke
if (rstroke->dashPattern) {
geometryData.appendStrokeDashed(polyline, rstroke);
} else { // stroke
geometryData.appendStroke(polyline, rstroke);
}
// append render meshes and bboxes
if(geometryData.positions.pts.count >= 3) {
WgPoint pmin{}, pmax{};
geometryData.positions.getBBox(pmin, pmax);
meshGroupStrokes.append(context, &geometryData);
meshGroupStrokesBBox.append(context, pmin, pmax);
}
}
}
void WgRenderDataShape::releaseMeshes(WgContext &context)
{
meshGroupStrokesBBox.release(context);
meshGroupStrokes.release(context);
meshGroupShapesBBox.release(context);
meshGroupShapes.release(context);
pMin = {FLT_MAX, FLT_MAX};
pMax = {0.0f, 0.0f};
}
void WgRenderDataShape::release(WgContext& context)
{
releaseMeshes(context);
meshDataBBox.release(context);
renderSettingsStroke.release(context);
renderSettingsShape.release(context);
WgRenderDataPaint::release(context);
};
//***********************************************************************
// WgRenderDataShapePool
//***********************************************************************
WgRenderDataShape* WgRenderDataShapePool::allocate(WgContext& context)
{
WgRenderDataShape* dataShape{};
if (mPool.count > 0) {
dataShape = mPool.last();
mPool.pop();
} else {
dataShape = new WgRenderDataShape();
mList.push(dataShape);
}
return dataShape;
}
void WgRenderDataShapePool::free(WgContext& context, WgRenderDataShape* dataShape)
{
dataShape->meshGroupShapes.release(context);
dataShape->meshGroupShapesBBox.release(context);
dataShape->meshGroupStrokes.release(context);
dataShape->meshGroupStrokesBBox.release(context);
mPool.push(dataShape);
}
void WgRenderDataShapePool::release(WgContext& context)
{
for (uint32_t i = 0; i < mList.count; i++) {
mList[i]->release(context);
delete mList[i];
}
mPool.clear();
mList.clear();
}
//***********************************************************************
// WgRenderDataPicture
//***********************************************************************
void WgRenderDataPicture::release(WgContext& context)
{
meshData.release(context);
imageData.release(context);
bindGroupPicture.release();
WgRenderDataPaint::release(context);
}
#endif //_TVG_WG_RENDER_DATA_H_