thorvg/src/renderer/wg_engine/tvgWgBindGroups.cpp
Sergii Liebodkin 9742cfe293 wg_engine: pipelines and bind groups refactoring
- shader and system types synchronized
- pipelens and bind groups description separated
- pipelines description simplified
2024-01-02 20:34:11 +09:00

239 lines
8.5 KiB
C++

/*
* Copyright (c) 2023 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 "tvgWgBindGroups.h"
WGPUBindGroupLayout WgBindGroupCanvas::layout = nullptr;
WGPUBindGroupLayout WgBindGroupCanvas::getLayout(WGPUDevice device) {
if (layout) return layout;
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
makeBindGroupLayoutEntryBuffer(0)
};
layout = createBindGroupLayout(device, bindGroupLayoutEntries, 1);
assert(layout);
return layout;
}
void WgBindGroupCanvas::releaseLayout() {
releaseBindGroupLayout(layout);
};
void WgBindGroupCanvas::initialize(WGPUDevice device, WGPUQueue queue, WgShaderTypeMat4x4f& uViewMat) {
release();
uBufferViewMat = createBuffer(device, queue, &uViewMat, sizeof(uViewMat));
const WGPUBindGroupEntry bindGroupEntries[] {
makeBindGroupEntryBuffer(0, uBufferViewMat)
};
mBindGroup = createBindGroup(device, getLayout(device), bindGroupEntries, 1);
assert(mBindGroup);
}
void WgBindGroupCanvas::release() {
releaseBindGroup(mBindGroup);
releaseBuffer(uBufferViewMat);
}
WGPUBindGroupLayout WgBindGroupPaint::layout = nullptr;
WGPUBindGroupLayout WgBindGroupPaint::getLayout(WGPUDevice device) {
if (layout) return layout;
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
makeBindGroupLayoutEntryBuffer(0),
makeBindGroupLayoutEntryBuffer(1)
};
layout = createBindGroupLayout(device, bindGroupLayoutEntries, 2);
assert(layout);
return layout;
}
void WgBindGroupPaint::releaseLayout() {
releaseBindGroupLayout(layout);
};
void WgBindGroupPaint::initialize(WGPUDevice device, WGPUQueue queue, WgShaderTypeMat4x4f& uModelMat, WgShaderTypeBlendSettings& uBlendSettings) {
release();
uBufferModelMat = createBuffer(device, queue, &uModelMat, sizeof(uModelMat));
uBufferBlendSettings = createBuffer(device, queue, &uBlendSettings, sizeof(uBlendSettings));
const WGPUBindGroupEntry bindGroupEntries[] {
makeBindGroupEntryBuffer(0, uBufferModelMat),
makeBindGroupEntryBuffer(1, uBufferBlendSettings)
};
mBindGroup = createBindGroup(device, getLayout(device), bindGroupEntries, 2);
assert(mBindGroup);
}
void WgBindGroupPaint::release() {
releaseBindGroup(mBindGroup);
releaseBuffer(uBufferBlendSettings);
releaseBuffer(uBufferModelMat);
}
WGPUBindGroupLayout WgBindGroupSolidColor::layout = nullptr;
WGPUBindGroupLayout WgBindGroupSolidColor::getLayout(WGPUDevice device) {
if (layout) return layout;
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
makeBindGroupLayoutEntryBuffer(0)
};
layout = createBindGroupLayout(device, bindGroupLayoutEntries, 1);
assert(layout);
return layout;
}
void WgBindGroupSolidColor::releaseLayout() {
releaseBindGroupLayout(layout);
};
void WgBindGroupSolidColor::initialize(WGPUDevice device, WGPUQueue queue, WgShaderTypeSolidColor &uSolidColor) {
release();
uBufferSolidColor = createBuffer(device, queue, &uSolidColor, sizeof(uSolidColor));
const WGPUBindGroupEntry bindGroupEntries[] {
makeBindGroupEntryBuffer(0, uBufferSolidColor)
};
mBindGroup = createBindGroup(device, getLayout(device), bindGroupEntries, 1);
assert(mBindGroup);
}
void WgBindGroupSolidColor::release() {
releaseBindGroup(mBindGroup);
releaseBuffer(uBufferSolidColor);
}
WGPUBindGroupLayout WgBindGroupLinearGradient::layout = nullptr;
WGPUBindGroupLayout WgBindGroupLinearGradient::getLayout(WGPUDevice device) {
if (layout) return layout;
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
makeBindGroupLayoutEntryBuffer(0)
};
layout = createBindGroupLayout(device, bindGroupLayoutEntries, 1);
assert(layout);
return layout;
}
void WgBindGroupLinearGradient::releaseLayout() {
releaseBindGroupLayout(layout);
};
void WgBindGroupLinearGradient::initialize(WGPUDevice device, WGPUQueue queue, WgShaderTypeLinearGradient &uLinearGradient) {
release();
uBufferLinearGradient = createBuffer(device, queue, &uLinearGradient, sizeof(uLinearGradient));
const WGPUBindGroupEntry bindGroupEntries[] {
makeBindGroupEntryBuffer(0, uBufferLinearGradient)
};
mBindGroup = createBindGroup(device, getLayout(device), bindGroupEntries, 1);
assert(mBindGroup);
}
void WgBindGroupLinearGradient::release() {
releaseBindGroup(mBindGroup);
releaseBuffer(uBufferLinearGradient);
}
WGPUBindGroupLayout WgBindGroupRadialGradient::layout = nullptr;
WGPUBindGroupLayout WgBindGroupRadialGradient::getLayout(WGPUDevice device) {
if (layout) return layout;
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
makeBindGroupLayoutEntryBuffer(0)
};
layout = createBindGroupLayout(device, bindGroupLayoutEntries, 1);
assert(layout);
return layout;
}
void WgBindGroupRadialGradient::releaseLayout() {
releaseBindGroupLayout(layout);
};
void WgBindGroupRadialGradient::initialize(WGPUDevice device, WGPUQueue queue, WgShaderTypeRadialGradient &uRadialGradient) {
release();
uBufferRadialGradient = createBuffer(device, queue, &uRadialGradient, sizeof(uRadialGradient));
const WGPUBindGroupEntry bindGroupEntries[] {
makeBindGroupEntryBuffer(0, uBufferRadialGradient)
};
mBindGroup = createBindGroup(device, getLayout(device), bindGroupEntries, 1);
assert(mBindGroup);
}
void WgBindGroupRadialGradient::release() {
releaseBuffer(uBufferRadialGradient);
releaseBindGroup(mBindGroup);
}
WGPUBindGroupLayout WgBindGroupPicture::layout = nullptr;
WGPUBindGroupLayout WgBindGroupPicture::getLayout(WGPUDevice device) {
if (layout) return layout;
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
makeBindGroupLayoutEntrySampler(0),
makeBindGroupLayoutEntryTextureView(1)
};
layout = createBindGroupLayout(device, bindGroupLayoutEntries, 2);
assert(layout);
return layout;
}
void WgBindGroupPicture::releaseLayout() {
releaseBindGroupLayout(layout);
};
void WgBindGroupPicture::initialize(WGPUDevice device, WGPUQueue queue, WGPUSampler uSampler, WGPUTextureView uTextureView) {
release();
const WGPUBindGroupEntry bindGroupEntries[] {
makeBindGroupEntrySampler(0, uSampler),
makeBindGroupEntryTextureView(1, uTextureView)
};
mBindGroup = createBindGroup(device, getLayout(device), bindGroupEntries, 2);
assert(mBindGroup);
}
void WgBindGroupPicture::release() {
releaseBindGroup(mBindGroup);
}
WGPUBindGroupLayout WgBindGroupCompose::layout = nullptr;
WGPUBindGroupLayout WgBindGroupCompose::getLayout(WGPUDevice device) {
if (layout) return layout;
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
makeBindGroupLayoutEntrySampler(0),
makeBindGroupLayoutEntryTextureView(1),
makeBindGroupLayoutEntryTextureView(2)
};
layout = createBindGroupLayout(device, bindGroupLayoutEntries, 3);
assert(layout);
return layout;
}
void WgBindGroupCompose::releaseLayout() {
releaseBindGroupLayout(layout);
};
void WgBindGroupCompose::initialize(WGPUDevice device, WGPUQueue queue, WGPUSampler uSampler, WGPUTextureView uTextureSrc, WGPUTextureView uTextureDst) {
release();
const WGPUBindGroupEntry bindGroupEntries[] {
makeBindGroupEntrySampler(0, uSampler),
makeBindGroupEntryTextureView(1, uTextureSrc),
makeBindGroupEntryTextureView(2, uTextureDst)
};
mBindGroup = createBindGroup(device, getLayout(device), bindGroupEntries, 3);
assert(mBindGroup);
}
void WgBindGroupCompose::release() {
releaseBindGroup(mBindGroup);
}