thorvg/src/renderer/wg_engine/tvgWgRenderTarget.h
Sergii Liebodkin 24509b0e41
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wg_engine: geometry stage buffers implementation
Implemented task-based rendering and geometry stage buffers:
1. Get information about current frame objects
2. Accumulate geometry data into a stage buffer during frame rendering
3. Flush it to the GPU in single call
4. Run rendering process in post render stage

https://github.com/thorvg/thorvg/issues/3489
https://github.com/thorvg/thorvg/issues/3455
2025-05-30 02:21:31 +09:00

58 lines
2.1 KiB
C++

/*
* Copyright (c) 2023 - 2025 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.
*/
#ifndef _TVG_WG_RENDER_TARGET_H_
#define _TVG_WG_RENDER_TARGET_H_
#include "tvgWgPipelines.h"
#include "tvgRender.h"
struct WgRenderTarget {
WGPUTexture texture{};
WGPUTexture textureMS{};
WGPUTextureView texView{};
WGPUTextureView texViewMS{};
WGPUBindGroup bindGroupRead{};
WGPUBindGroup bindGroupWrite{};
WGPUBindGroup bindGroupTexure{};
uint32_t width{};
uint32_t height{};
void initialize(WgContext& context, uint32_t width, uint32_t height);
void release(WgContext& context);
};
class WgRenderTargetPool {
private:
Array<WgRenderTarget*> list;
Array<WgRenderTarget*> pool;
uint32_t width{};
uint32_t height{};
public:
WgRenderTarget* allocate(WgContext& context);
void free(WgContext& context, WgRenderTarget* renderTarget);
void initialize(WgContext& context, uint32_t width, uint32_t height);
void release(WgContext& context);
};
#endif // _TVG_WG_RENDER_TARGET_H_