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https://github.com/thorvg/thorvg.git
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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
241 lines
7.9 KiB
C++
241 lines
7.9 KiB
C++
/*
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* Copyright (c) 2023 - 2025 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef _TVG_WG_RENDER_DATA_H_
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#define _TVG_WG_RENDER_DATA_H_
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#include "tvgWgPipelines.h"
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#include "tvgWgGeometry.h"
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#include "tvgWgShaderTypes.h"
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struct WgImageData {
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WGPUTexture texture{};
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WGPUTextureView textureView{};
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WGPUBindGroup bindGroup{};
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void update(WgContext& context, const RenderSurface* surface);
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void update(WgContext& context, const Fill* fill);
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void release(WgContext& context);
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};
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enum class WgRenderSettingsType { None = 0, Solid = 1, Linear = 2, Radial = 3 };
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enum class WgRenderRasterType { Solid = 0, Gradient, Image };
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struct WgRenderSettings
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{
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uint32_t bindGroupInd{};
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WgShaderTypePaintSettings settings;
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WgImageData gradientData;
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WgRenderSettingsType fillType{};
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WgRenderRasterType rasterType{};
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bool skip{};
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void update(WgContext& context, const tvg::Matrix& transform, tvg::ColorSpace cs, uint8_t opacity);
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void update(WgContext& context, const Fill* fill);
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void update(WgContext& context, const RenderColor& c);
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void release(WgContext& context);
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};
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struct WgRenderDataPaint
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{
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BBox aabb{{},{}};
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RenderRegion viewport{};
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Array<WgRenderDataPaint*> clips;
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virtual ~WgRenderDataPaint() {};
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virtual void release(WgContext& context);
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virtual Type type() { return Type::Undefined; };
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void updateClips(tvg::Array<tvg::RenderData> &clips);
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};
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struct WgRenderDataShape: public WgRenderDataPaint
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{
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WgRenderSettings renderSettingsShape{};
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WgRenderSettings renderSettingsStroke{};
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WgMeshData meshBBox{};
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WgMeshData meshShape{};
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WgMeshData meshShapeBBox{};
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WgMeshData meshStrokes{};
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WgMeshData meshStrokesBBox{};
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bool strokeFirst{};
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FillRule fillRule{};
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BBox bbox;
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void updateBBox(BBox bb);
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void updateAABB(const Matrix& matrix);
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void updateMeshes(const RenderShape& rshape, RenderUpdateFlag flag, const Matrix& matrix);
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void releaseMeshes();
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void release(WgContext& context) override;
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Type type() override { return Type::Shape; };
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};
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class WgRenderDataShapePool {
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private:
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Array<WgRenderDataShape*> mPool;
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Array<WgRenderDataShape*> mList;
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public:
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WgRenderDataShape* allocate(WgContext& context);
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void free(WgContext& context, WgRenderDataShape* renderData);
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void release(WgContext& context);
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};
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struct WgRenderDataPicture: public WgRenderDataPaint
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{
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WgRenderSettings renderSettings{};
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WgImageData imageData{};
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WgMeshData meshData{};
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void updateSurface(WgContext& context, const RenderSurface* surface);
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void release(WgContext& context) override;
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Type type() override { return Type::Picture; };
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};
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class WgRenderDataPicturePool {
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private:
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Array<WgRenderDataPicture*> mPool;
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Array<WgRenderDataPicture*> mList;
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public:
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WgRenderDataPicture* allocate(WgContext& context);
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void free(WgContext& context, WgRenderDataPicture* dataPicture);
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void release(WgContext& context);
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};
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struct WgRenderDataViewport
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{
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WGPUBindGroup bindGroupViewport{};
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WGPUBuffer bufferViewport{};
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void update(WgContext& context, const RenderRegion& region);
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void release(WgContext& context);
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};
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class WgRenderDataViewportPool {
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private:
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// pool contains all created but unused render data for viewport
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Array<WgRenderDataViewport*> mPool;
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// list contains all created render data for viewport
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// to ensure that all created instances will be released
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Array<WgRenderDataViewport*> mList;
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public:
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WgRenderDataViewport* allocate(WgContext& context);
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void free(WgContext& context, WgRenderDataViewport* renderData);
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void release(WgContext& context);
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};
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// gaussian blur, drop shadow, fill, tint, tritone
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#define WG_GAUSSIAN_MAX_LEVEL 3
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struct WgRenderDataEffectParams
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{
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WGPUBindGroup bindGroupParams{};
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WGPUBuffer bufferParams{};
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uint32_t extend{};
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uint32_t level{};
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Point offset{};
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void update(WgContext& context, WgShaderTypeEffectParams& effectParams);
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void update(WgContext& context, RenderEffectGaussianBlur* gaussian, const Matrix& transform);
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void update(WgContext& context, RenderEffectDropShadow* dropShadow, const Matrix& transform);
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void update(WgContext& context, RenderEffectFill* fill);
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void update(WgContext& context, RenderEffectTint* tint);
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void update(WgContext& context, RenderEffectTritone* tritone);
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void release(WgContext& context);
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};
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// effect params pool
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class WgRenderDataEffectParamsPool {
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private:
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// pool contains all created but unused render data for params
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Array<WgRenderDataEffectParams*> mPool;
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// list contains all created render data for params
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// to ensure that all created instances will be released
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Array<WgRenderDataEffectParams*> mList;
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public:
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WgRenderDataEffectParams* allocate(WgContext& context);
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void free(WgContext& context, WgRenderDataEffectParams* renderData);
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void release(WgContext& context);
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};
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class WgStageBufferGeometry {
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private:
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Array<uint8_t> vbuffer;
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Array<uint8_t> ibuffer;
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public:
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WGPUBuffer vbuffer_gpu{};
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WGPUBuffer ibuffer_gpu{};
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void append(WgMeshData* meshData);
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void append(WgRenderDataShape* renderDataShape);
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void append(WgRenderDataPicture* renderDataPicture);
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void initialize(WgContext& context){};
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void release(WgContext& context);
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void clear();
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void flush(WgContext& context);
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};
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// typed uniform stage buffer with related bind groups handling
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template<typename T>
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class WgStageBufferUniform {
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private:
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Array<T> ubuffer;
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WGPUBuffer ubuffer_gpu{};
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Array<WGPUBindGroup> bbuffer;
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public:
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// append uniform data to cpu staged buffer and return related bind group index
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uint32_t append(const T& value) {
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ubuffer.push(value);
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return ubuffer.count - 1;
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}
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void flush(WgContext& context) {
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// flush data to gpu buffer from cpu memory including reserved data to prevent future gpu buffer reallocations
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bool bufferChanged = context.allocateBufferUniform(ubuffer_gpu, (void*)ubuffer.data, ubuffer.reserved*sizeof(T));
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// if gpu buffer handle was changed we must to remove all created binding groups
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if (bufferChanged) releaseBindGroups(context);
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// allocate bind groups for all new data items
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for (uint32_t i = bbuffer.count; i < ubuffer.count; i++)
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bbuffer.push(context.layouts.createBindGroupBuffer1Un(ubuffer_gpu, i*sizeof(T), sizeof(T)));
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assert(bbuffer.count >= ubuffer.count);
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}
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// please, use index that was returned from append method
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WGPUBindGroup operator[](const uint32_t index) const {
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return bbuffer[index];
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}
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void clear() {
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ubuffer.clear();
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}
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void release(WgContext& context) {
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context.releaseBuffer(ubuffer_gpu);
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releaseBindGroups(context);
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}
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void releaseBindGroups(WgContext& context) {
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ARRAY_FOREACH(p, bbuffer)
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context.layouts.releaseBindGroup(*p);
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bbuffer.clear();
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}
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};
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#endif // _TVG_WG_RENDER_DATA_H_
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