thorvg/src/renderer/wg_engine/tvgWgRenderData.h
Sergii Liebodkin bada5691bc wg_engine: tessellator optimization
1. new tesseletor and stroker are used: less vertexes generated
In general, the previous implementation was based on the path-outline-mesh approach.
It has now been changed to a path-mesh approach, so we skip the path-outline transformation.
For shape fills, a BW-tesselator now used, and all submeshes (moveTo) are stored in a single buffer.
For strokes, all intermediate operations such as trimming and dash use path-path logic instead of outline-outline logic.
In addition, the new stroker generates fewer polygons for joints, especially for Rounds
2. render all sub-shapes by single draw call

https://github.com/thorvg/thorvg/issues/3557
https://github.com/thorvg/thorvg/issues/3288
https://github.com/thorvg/thorvg/issues/3273
2025-07-23 15:38:36 +09:00

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7.9 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
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* The above copyright notice and this permission notice shall be included in all
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* 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 "tvgWgPipelines.h"
#include "tvgWgGeometry.h"
#include "tvgWgShaderTypes.h"
struct WgImageData {
WGPUTexture texture{};
WGPUTextureView textureView{};
WGPUBindGroup bindGroup{};
void update(WgContext& context, const RenderSurface* surface);
void update(WgContext& context, const Fill* fill);
void release(WgContext& context);
};
enum class WgRenderSettingsType { None = 0, Solid = 1, Linear = 2, Radial = 3 };
enum class WgRenderRasterType { Solid = 0, Gradient, Image };
struct WgRenderSettings
{
uint32_t bindGroupInd{};
WgShaderTypePaintSettings settings;
WgImageData gradientData;
WgRenderSettingsType fillType{};
WgRenderRasterType rasterType{};
bool skip{};
void update(WgContext& context, const tvg::Matrix& transform, tvg::ColorSpace cs, uint8_t opacity);
void update(WgContext& context, const Fill* fill);
void update(WgContext& context, const RenderColor& c);
void release(WgContext& context);
};
struct WgRenderDataPaint
{
BBox aabb{{},{}};
RenderRegion viewport{};
Array<WgRenderDataPaint*> clips;
virtual ~WgRenderDataPaint() {};
virtual void release(WgContext& context);
virtual Type type() { return Type::Undefined; };
void updateClips(tvg::Array<tvg::RenderData> &clips);
};
struct WgRenderDataShape: public WgRenderDataPaint
{
WgRenderSettings renderSettingsShape{};
WgRenderSettings renderSettingsStroke{};
WgMeshData meshBBox{};
WgMeshData meshShape{};
WgMeshData meshShapeBBox{};
WgMeshData meshStrokes{};
WgMeshData meshStrokesBBox{};
bool strokeFirst{};
FillRule fillRule{};
BBox bbox;
void updateBBox(BBox bb);
void updateAABB(const Matrix& matrix);
void updateMeshes(const RenderShape& rshape, RenderUpdateFlag flag, const Matrix& matrix);
void releaseMeshes();
void release(WgContext& context) override;
Type type() override { return Type::Shape; };
};
class WgRenderDataShapePool {
private:
Array<WgRenderDataShape*> mPool;
Array<WgRenderDataShape*> mList;
public:
WgRenderDataShape* allocate(WgContext& context);
void free(WgContext& context, WgRenderDataShape* renderData);
void release(WgContext& context);
};
struct WgRenderDataPicture: public WgRenderDataPaint
{
WgRenderSettings renderSettings{};
WgImageData imageData{};
WgMeshData meshData{};
void updateSurface(WgContext& context, const RenderSurface* surface);
void release(WgContext& context) override;
Type type() override { return Type::Picture; };
};
class WgRenderDataPicturePool {
private:
Array<WgRenderDataPicture*> mPool;
Array<WgRenderDataPicture*> mList;
public:
WgRenderDataPicture* allocate(WgContext& context);
void free(WgContext& context, WgRenderDataPicture* dataPicture);
void release(WgContext& context);
};
struct WgRenderDataViewport
{
WGPUBindGroup bindGroupViewport{};
WGPUBuffer bufferViewport{};
void update(WgContext& context, const RenderRegion& region);
void release(WgContext& context);
};
class WgRenderDataViewportPool {
private:
// pool contains all created but unused render data for viewport
Array<WgRenderDataViewport*> mPool;
// list contains all created render data for viewport
// to ensure that all created instances will be released
Array<WgRenderDataViewport*> mList;
public:
WgRenderDataViewport* allocate(WgContext& context);
void free(WgContext& context, WgRenderDataViewport* renderData);
void release(WgContext& context);
};
// gaussian blur, drop shadow, fill, tint, tritone
#define WG_GAUSSIAN_MAX_LEVEL 3
struct WgRenderDataEffectParams
{
WGPUBindGroup bindGroupParams{};
WGPUBuffer bufferParams{};
uint32_t extend{};
uint32_t level{};
Point offset{};
void update(WgContext& context, WgShaderTypeEffectParams& effectParams);
void update(WgContext& context, RenderEffectGaussianBlur* gaussian, const Matrix& transform);
void update(WgContext& context, RenderEffectDropShadow* dropShadow, const Matrix& transform);
void update(WgContext& context, RenderEffectFill* fill);
void update(WgContext& context, RenderEffectTint* tint);
void update(WgContext& context, RenderEffectTritone* tritone);
void release(WgContext& context);
};
// effect params pool
class WgRenderDataEffectParamsPool {
private:
// pool contains all created but unused render data for params
Array<WgRenderDataEffectParams*> mPool;
// list contains all created render data for params
// to ensure that all created instances will be released
Array<WgRenderDataEffectParams*> mList;
public:
WgRenderDataEffectParams* allocate(WgContext& context);
void free(WgContext& context, WgRenderDataEffectParams* renderData);
void release(WgContext& context);
};
class WgStageBufferGeometry {
private:
Array<uint8_t> vbuffer;
Array<uint8_t> ibuffer;
public:
WGPUBuffer vbuffer_gpu{};
WGPUBuffer ibuffer_gpu{};
void append(WgMeshData* meshData);
void append(WgRenderDataShape* renderDataShape);
void append(WgRenderDataPicture* renderDataPicture);
void initialize(WgContext& context){};
void release(WgContext& context);
void clear();
void flush(WgContext& context);
};
// typed uniform stage buffer with related bind groups handling
template<typename T>
class WgStageBufferUniform {
private:
Array<T> ubuffer;
WGPUBuffer ubuffer_gpu{};
Array<WGPUBindGroup> bbuffer;
public:
// append uniform data to cpu staged buffer and return related bind group index
uint32_t append(const T& value) {
ubuffer.push(value);
return ubuffer.count - 1;
}
void flush(WgContext& context) {
// flush data to gpu buffer from cpu memory including reserved data to prevent future gpu buffer reallocations
bool bufferChanged = context.allocateBufferUniform(ubuffer_gpu, (void*)ubuffer.data, ubuffer.reserved*sizeof(T));
// if gpu buffer handle was changed we must to remove all created binding groups
if (bufferChanged) releaseBindGroups(context);
// allocate bind groups for all new data items
for (uint32_t i = bbuffer.count; i < ubuffer.count; i++)
bbuffer.push(context.layouts.createBindGroupBuffer1Un(ubuffer_gpu, i*sizeof(T), sizeof(T)));
assert(bbuffer.count >= ubuffer.count);
}
// please, use index that was returned from append method
WGPUBindGroup operator[](const uint32_t index) const {
return bbuffer[index];
}
void clear() {
ubuffer.clear();
}
void release(WgContext& context) {
context.releaseBuffer(ubuffer_gpu);
releaseBindGroups(context);
}
void releaseBindGroups(WgContext& context) {
ARRAY_FOREACH(p, bbuffer)
context.layouts.releaseBindGroup(*p);
bbuffer.clear();
}
};
#endif // _TVG_WG_RENDER_DATA_H_