thorvg/src/renderer/wg_engine/tvgWgRenderTarget.cpp
Sergii Liebodkin a2ea964be1 wg_engine: fix color buffer corruption with wgpu-opengl wrapper (linux)
In a case of usage stencil buffer only we need to turn off an color target writes. In other case color buffer fill be filled by unxepcted color if fragment shader did not return any value.
It happens in a case on OpenGL realization of webgpu, that used in linux

Befire:

After:
2024-06-04 15:22:32 +09:00

352 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
* 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 "tvgWgRenderTarget.h"
//*****************************************************************************
// render storage
//*****************************************************************************
void WgRenderStorage::initialize(WgContext& context, uint32_t w, uint32_t h, uint32_t samples)
{
release(context);
// store target storage size
width = w * samples;
height = h * samples;
workgroupsCountX = (width + WG_COMPUTE_WORKGROUP_SIZE_X - 1) / WG_COMPUTE_WORKGROUP_SIZE_X; // workgroup size x == 8
workgroupsCountY = (height + WG_COMPUTE_WORKGROUP_SIZE_Y - 1) / WG_COMPUTE_WORKGROUP_SIZE_Y; // workgroup size y == 8
// create color and stencil textures
texColor = context.createTexture2d(
WGPUTextureUsage_CopySrc |
WGPUTextureUsage_CopyDst |
WGPUTextureUsage_TextureBinding |
WGPUTextureUsage_StorageBinding |
WGPUTextureUsage_RenderAttachment,
WGPUTextureFormat_BGRA8Unorm,
width, height, "The target texture color");
texStencil = context.createTexture2d(
WGPUTextureUsage_RenderAttachment,
WGPUTextureFormat_Stencil8,
width, height, "The target texture stencil");
assert(texColor);
assert(texStencil);
texViewColor = context.createTextureView2d(texColor, "The target texture view color");
texViewStencil = context.createTextureView2d(texStencil, "The target texture view stencil");
assert(texViewColor);
assert(texViewStencil);
// initialize bind group for blitting
bindGroupTexStorage.initialize(context.device, context.queue, texViewColor);
// initialize window binding groups
WgShaderTypeMat4x4f viewMat(w, h);
mBindGroupCanvas.initialize(context.device, context.queue, viewMat);
mPipelines = context.pipelines;
}
void WgRenderStorage::release(WgContext& context)
{
mRenderPassEncoder = nullptr;
mBindGroupCanvas.release();
bindGroupTexStorage.release();
context.releaseTextureView(texViewStencil);
context.releaseTextureView(texViewColor);
context.releaseTexture(texStencil);
context.releaseTexture(texColor);
workgroupsCountX = 0;
workgroupsCountY = 0;
height = 0;
width = 0;
}
void WgRenderStorage::renderShape(WgContext& context, WgRenderDataShape* renderData, WgPipelineBlendType blendType)
{
assert(renderData);
assert(mRenderPassEncoder);
// draw strokes
if (renderData->strokeFirst)
drawStroke(context, renderData, blendType);
// draw shape
if(renderData->fillRule == FillRule::Winding)
drawShapeWinding(context, renderData, blendType);
else if(renderData->fillRule == FillRule::EvenOdd)
drawShapeEvenOdd(context, renderData, blendType);
// draw strokes
if (!renderData->strokeFirst)
drawStroke(context, renderData, blendType);
}
void WgRenderStorage::renderPicture(WgContext& context, WgRenderDataPicture* renderData, WgPipelineBlendType blendType)
{
assert(renderData);
assert(mRenderPassEncoder);
uint8_t blend = (uint8_t)blendType;
wgpuRenderPassEncoderSetStencilReference(mRenderPassEncoder, 0);
mPipelines->image[blend].use(mRenderPassEncoder, mBindGroupCanvas, renderData->bindGroupPaint, renderData->bindGroupPicture);
renderData->meshData.drawImage(context, mRenderPassEncoder);
}
void WgRenderStorage::drawShapeWinding(WgContext& context, WgRenderDataShape* renderData, WgPipelineBlendType blendType)
{
assert(renderData);
assert(mRenderPassEncoder);
assert(renderData->meshGroupShapes.meshes.count == renderData->meshGroupShapesBBox.meshes.count);
// draw shape geometry
uint8_t blend = (uint8_t)blendType;
wgpuRenderPassEncoderSetStencilReference(mRenderPassEncoder, 0);
for (uint32_t i = 0; i < renderData->meshGroupShapes.meshes.count; i++) {
// draw to stencil (first pass)
mPipelines->fillShapeWinding.use(mRenderPassEncoder, mBindGroupCanvas, renderData->bindGroupPaint);
renderData->meshGroupShapes.meshes[i]->drawFan(context, mRenderPassEncoder);
// fill shape (second pass)
WgRenderSettings& settings = renderData->renderSettingsShape;
if (settings.fillType == WgRenderSettingsType::Solid)
mPipelines->solid[blend].use(mRenderPassEncoder, mBindGroupCanvas, renderData->bindGroupPaint, settings.bindGroupSolid);
else if (settings.fillType == WgRenderSettingsType::Linear)
mPipelines->linear[blend].use(mRenderPassEncoder, mBindGroupCanvas, renderData->bindGroupPaint, settings.bindGroupLinear);
else if (settings.fillType == WgRenderSettingsType::Radial)
mPipelines->radial[blend].use(mRenderPassEncoder, mBindGroupCanvas, renderData->bindGroupPaint, settings.bindGroupRadial);
renderData->meshGroupShapesBBox.meshes[i]->drawFan(context, mRenderPassEncoder);
}
}
void WgRenderStorage::drawShapeEvenOdd(WgContext& context, WgRenderDataShape* renderData, WgPipelineBlendType blendType)
{
assert(renderData);
assert(mRenderPassEncoder);
assert(renderData->meshGroupShapes.meshes.count == renderData->meshGroupShapesBBox.meshes.count);
// draw shape geometry
wgpuRenderPassEncoderSetStencilReference(mRenderPassEncoder, 0);
// draw to stencil (first pass)
mPipelines->fillShapeEvenOdd.use(mRenderPassEncoder, mBindGroupCanvas, renderData->bindGroupPaint);
for (uint32_t i = 0; i < renderData->meshGroupShapes.meshes.count; i++)
renderData->meshGroupShapes.meshes[i]->drawFan(context, mRenderPassEncoder);
// fill shape geometry (second pass)
uint8_t blend = (uint8_t)blendType;
WgRenderSettings& settings = renderData->renderSettingsShape;
if (settings.fillType == WgRenderSettingsType::Solid)
mPipelines->solid[blend].use(mRenderPassEncoder, mBindGroupCanvas, renderData->bindGroupPaint, settings.bindGroupSolid);
else if (settings.fillType == WgRenderSettingsType::Linear)
mPipelines->linear[blend].use(mRenderPassEncoder, mBindGroupCanvas, renderData->bindGroupPaint, settings.bindGroupLinear);
else if (settings.fillType == WgRenderSettingsType::Radial)
mPipelines->radial[blend].use(mRenderPassEncoder, mBindGroupCanvas, renderData->bindGroupPaint, settings.bindGroupRadial);
renderData->meshDataBBox.drawFan(context, mRenderPassEncoder);
}
void WgRenderStorage::drawStroke(WgContext& context, WgRenderDataShape* renderData, WgPipelineBlendType blendType)
{
assert(renderData);
assert(mRenderPassEncoder);
assert(renderData->meshGroupStrokes.meshes.count == renderData->meshGroupStrokesBBox.meshes.count);
// draw stroke geometry
uint8_t blend = (uint8_t)blendType;
// draw strokes to stencil (first pass)
for (uint32_t i = 0; i < renderData->meshGroupStrokes.meshes.count; i++) {
// draw to stencil (first pass)
wgpuRenderPassEncoderSetStencilReference(mRenderPassEncoder, 255);
mPipelines->fillStroke.use(mRenderPassEncoder, mBindGroupCanvas, renderData->bindGroupPaint);
renderData->meshGroupStrokes.meshes[i]->draw(context, mRenderPassEncoder);
// fill shape (second pass)
wgpuRenderPassEncoderSetStencilReference(mRenderPassEncoder, 0);
WgRenderSettings& settings = renderData->renderSettingsStroke;
if (settings.fillType == WgRenderSettingsType::Solid)
mPipelines->solid[blend].use(mRenderPassEncoder, mBindGroupCanvas, renderData->bindGroupPaint, settings.bindGroupSolid);
else if (settings.fillType == WgRenderSettingsType::Linear)
mPipelines->linear[blend].use(mRenderPassEncoder, mBindGroupCanvas, renderData->bindGroupPaint, settings.bindGroupLinear);
else if (settings.fillType == WgRenderSettingsType::Radial)
mPipelines->radial[blend].use(mRenderPassEncoder, mBindGroupCanvas, renderData->bindGroupPaint, settings.bindGroupRadial);
renderData->meshGroupStrokesBBox.meshes[i]->drawFan(context, mRenderPassEncoder);
}
}
void WgRenderStorage::clear(WGPUCommandEncoder commandEncoder)
{
assert(commandEncoder);
WGPUComputePassEncoder computePassEncoder = beginComputePass(commandEncoder);
mPipelines->computeClear.use(computePassEncoder, bindGroupTexStorage);
dispatchWorkgroups(computePassEncoder);
endComputePass(computePassEncoder);
}
void WgRenderStorage::blend(WGPUCommandEncoder commandEncoder, WgRenderStorage* targetSrc, WgBindGroupBlendMethod* blendMethod)
{
assert(commandEncoder);
assert(targetSrc);
WGPUComputePassEncoder computePassEncoder = beginComputePass(commandEncoder);
mPipelines->computeBlend.use(computePassEncoder, targetSrc->bindGroupTexStorage, bindGroupTexStorage, *blendMethod);
dispatchWorkgroups(computePassEncoder);
endComputePass(computePassEncoder);
};
void WgRenderStorage::compose(WGPUCommandEncoder commandEncoder, WgRenderStorage* targetMsk, WgBindGroupCompositeMethod* composeMethod, WgBindGroupOpacity* opacity)
{
assert(commandEncoder);
assert(targetMsk);
WGPUComputePassEncoder computePassEncoder = beginComputePass(commandEncoder);
mPipelines->computeCompose.use(computePassEncoder, bindGroupTexStorage, targetMsk->bindGroupTexStorage, *composeMethod, *opacity);
dispatchWorkgroups(computePassEncoder);
endComputePass(computePassEncoder);
};
void WgRenderStorage::composeBlend(
WgContext& context,
WGPUCommandEncoder commandEncoder,
WgRenderStorage* texSrc,
WgRenderStorage* texMsk,
WgBindGroupCompositeMethod* composeMethod,
WgBindGroupBlendMethod* blendMethod,
WgBindGroupOpacity* opacity)
{
assert(commandEncoder);
assert(texSrc);
assert(texMsk);
WgBindGroupTexComposeBlend composeBlend;
composeBlend.initialize(context.device, context.queue, texSrc->texViewColor, texMsk->texViewColor, texViewColor);
WGPUComputePassEncoder computePassEncoder = beginComputePass(commandEncoder);
mPipelines->computeComposeBlend.use(computePassEncoder, composeBlend, *composeMethod, *blendMethod, *opacity);
dispatchWorkgroups(computePassEncoder);
endComputePass(computePassEncoder);
composeBlend.release();
}
void WgRenderStorage::antialias(WGPUCommandEncoder commandEncoder, WgRenderStorage* targetSrc)
{
assert(commandEncoder);
assert(targetSrc);
WGPUComputePassEncoder computePassEncoder = beginComputePass(commandEncoder);
mPipelines->computeAntiAliasing.use(computePassEncoder, targetSrc->bindGroupTexStorage, bindGroupTexStorage);
dispatchWorkgroups(computePassEncoder);
endComputePass(computePassEncoder);
}
void WgRenderStorage::dispatchWorkgroups(WGPUComputePassEncoder computePassEncoder)
{
assert(computePassEncoder);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, workgroupsCountX, workgroupsCountY, 1);
}
void WgRenderStorage::beginRenderPass(WGPUCommandEncoder commandEncoder, bool clear)
{
assert(commandEncoder);
// render pass depth stencil attachment
WGPURenderPassDepthStencilAttachment depthStencilAttachment{};
depthStencilAttachment.view = texViewStencil;
depthStencilAttachment.depthLoadOp = WGPULoadOp_Load;
depthStencilAttachment.depthStoreOp = WGPUStoreOp_Discard;
depthStencilAttachment.depthClearValue = 1.0f;
depthStencilAttachment.depthReadOnly = false;
depthStencilAttachment.stencilLoadOp = WGPULoadOp_Clear;
depthStencilAttachment.stencilStoreOp = WGPUStoreOp_Discard;
depthStencilAttachment.stencilClearValue = 0;
depthStencilAttachment.stencilReadOnly = false;
// render pass color attachment
WGPURenderPassColorAttachment colorAttachment{};
colorAttachment.view = texViewColor;
colorAttachment.resolveTarget = nullptr;
colorAttachment.loadOp = clear ? WGPULoadOp_Clear : WGPULoadOp_Load;
colorAttachment.clearValue = { 0, 0, 0, 0 };
colorAttachment.storeOp = WGPUStoreOp_Store;
// render pass descriptor
WGPURenderPassDescriptor renderPassDesc{};
renderPassDesc.nextInChain = nullptr;
renderPassDesc.label = "The render pass";
renderPassDesc.colorAttachmentCount = 1;
renderPassDesc.colorAttachments = &colorAttachment;
renderPassDesc.depthStencilAttachment = &depthStencilAttachment;
//renderPassDesc.depthStencilAttachment = nullptr;
renderPassDesc.occlusionQuerySet = nullptr;
renderPassDesc.timestampWrites = nullptr;
// begin render pass
mRenderPassEncoder = wgpuCommandEncoderBeginRenderPass(commandEncoder, &renderPassDesc);
}
void WgRenderStorage::endRenderPass()
{
assert(mRenderPassEncoder);
wgpuRenderPassEncoderEnd(mRenderPassEncoder);
wgpuRenderPassEncoderRelease(mRenderPassEncoder);
mRenderPassEncoder = nullptr;
}
WGPUComputePassEncoder WgRenderStorage::beginComputePass(WGPUCommandEncoder commandEncoder)
{
assert(commandEncoder);
WGPUComputePassDescriptor computePassDesc{};
computePassDesc.nextInChain = nullptr;
computePassDesc.label = "The compute pass composition";
computePassDesc.timestampWrites = nullptr;
return wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
};
void WgRenderStorage::endComputePass(WGPUComputePassEncoder computePassEncoder)
{
assert(computePassEncoder);
wgpuComputePassEncoderEnd(computePassEncoder);
}
//*****************************************************************************
// render storage pool
//*****************************************************************************
WgRenderStorage* WgRenderStoragePool::allocate(WgContext& context, uint32_t w, uint32_t h)
{
WgRenderStorage* renderStorage{};
if (mPool.count > 0) {
renderStorage = mPool.last();
mPool.pop();
} else {
renderStorage = new WgRenderStorage;
renderStorage->initialize(context, w, h);
mList.push(renderStorage);
}
return renderStorage;
};
void WgRenderStoragePool::free(WgContext& context, WgRenderStorage* renderStorage) {
mPool.push(renderStorage);
};
void WgRenderStoragePool::release(WgContext& context)
{
for (uint32_t i = 0; i < mList.count; i++) {
mList[i]->release(context);
delete mList[i];
}
mList.clear();
mPool.clear();
};