thorvg/src/renderer/wg_engine/tvgWgRenderData.cpp
Hermet Park ac08a9d6e7 wg_engine: introduced global vertexbuffer mempool & ++thread safety
Manage the global buffer memory for vertex and indexed vertex buffers,
increase the memory size incrementally twice by default and reduce
the default buffer size, which is not suitable for typical scenarios.

This could reduce the a bit stack memory usage and improve
the portability across systems where has the stack memory
limitation and potentially gaining performance enhancement
by avoiding brutal stack memory usage at the many function calls.

added the internal functions:

- WgVertexBuffer* mpoolReqVertexBuffer(float scale = 1.0f);
- WgIndexedVertexBuffer* mpoolReqIndexedVertexBuffer(float scale = 1.0f);
- void mpoolRetVertexBuffer(WgVertexBuffer* buffer);
- void mpoolRetIndexedVertexBuffer(WgIndexedVertexBuffer* buffer);

issue: https://github.com/thorvg/thorvg/issues/3159
2025-02-17 18:56:31 +09:00

652 lines
22 KiB
C++
Executable file

/*
* 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.
*/
#include <algorithm>
#include "tvgMath.h"
#include "tvgWgRenderData.h"
#include "tvgWgShaderTypes.h"
//***********************************************************************
// WgMeshData
//***********************************************************************
void WgMeshData::draw(WgContext& context, WGPURenderPassEncoder renderPassEncoder)
{
wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 0, bufferPosition, 0, vertexCount * sizeof(float) * 2);
wgpuRenderPassEncoderSetIndexBuffer(renderPassEncoder, bufferIndex, WGPUIndexFormat_Uint32, 0, indexCount * sizeof(uint32_t));
wgpuRenderPassEncoderDrawIndexed(renderPassEncoder, indexCount, 1, 0, 0, 0);
}
void WgMeshData::drawFan(WgContext& context, WGPURenderPassEncoder renderPassEncoder)
{
wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 0, bufferPosition, 0, vertexCount * sizeof(float) * 2);
wgpuRenderPassEncoderSetIndexBuffer(renderPassEncoder, context.bufferIndexFan, WGPUIndexFormat_Uint32, 0, indexCount * sizeof(uint32_t));
wgpuRenderPassEncoderDrawIndexed(renderPassEncoder, indexCount, 1, 0, 0, 0);
}
void WgMeshData::drawImage(WgContext& context, WGPURenderPassEncoder renderPassEncoder)
{
wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 0, bufferPosition, 0, vertexCount * sizeof(float) * 2);
wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 1, bufferTexCoord, 0, vertexCount * sizeof(float) * 2);
wgpuRenderPassEncoderSetIndexBuffer(renderPassEncoder, bufferIndex, WGPUIndexFormat_Uint32, 0, indexCount * sizeof(uint32_t));
wgpuRenderPassEncoderDrawIndexed(renderPassEncoder, indexCount, 1, 0, 0, 0);
};
void WgMeshData::update(WgContext& context, const WgVertexBuffer& vertexBuffer)
{
assert(vertexBuffer.count > 2);
vertexCount = vertexBuffer.count;
indexCount = (vertexBuffer.count - 2) * 3;
context.allocateBufferVertex(bufferPosition, (float*)vertexBuffer.data, vertexCount * sizeof(float) * 2);
context.allocateBufferIndexFan(vertexCount);
}
void WgMeshData::update(WgContext& context, const WgIndexedVertexBuffer& vertexBufferInd)
{
assert(vertexBufferInd.vcount > 2);
vertexCount = vertexBufferInd.vcount;
indexCount = vertexBufferInd.icount;
if (vertexCount > 0) context.allocateBufferVertex(bufferPosition, (float*)vertexBufferInd.vbuff, vertexCount * sizeof(float) * 2);
if (indexCount > 0) context.allocateBufferIndex(bufferIndex, vertexBufferInd.ibuff, indexCount * sizeof(uint32_t));
};
void WgMeshData::bbox(WgContext& context, const Point pmin, const Point pmax)
{
vertexCount = 4;
indexCount = 6;
const float data[] = {pmin.x, pmin.y, pmax.x, pmin.y, pmax.x, pmax.y, pmin.x, pmax.y};
context.allocateBufferVertex(bufferPosition, data, sizeof(data));
context.allocateBufferIndexFan(vertexCount);
}
void WgMeshData::imageBox(WgContext& context, float w, float h)
{
vertexCount = 4;
indexCount = 6;
const float vdata[] = {0.0f, 0.0f, w, 0.0f, w, h, 0.0f, h};
const float tdata[] = {0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
const uint32_t idata[] = {0, 1, 2, 0, 2, 3};
context.allocateBufferVertex(bufferPosition, vdata, sizeof(vdata));
context.allocateBufferVertex(bufferTexCoord, tdata, sizeof(tdata));
context.allocateBufferIndex(bufferIndex, idata, sizeof(idata));
}
void WgMeshData::blitBox(WgContext& context)
{
vertexCount = 4;
indexCount = 6;
const float vdata[] = {-1.0f, +1.0f, +1.0f, +1.0f, +1.0f, -1.0f, -1.0f, -1.0f};
const float tdata[] = {+0.0f, +0.0f, +1.0f, +0.0f, +1.0f, +1.0f, +0.0f, +1.0f};
const uint32_t idata[] = { 0, 1, 2, 0, 2, 3 };
context.allocateBufferVertex(bufferPosition, vdata, sizeof(vdata));
context.allocateBufferVertex(bufferTexCoord, tdata, sizeof(tdata));
context.allocateBufferIndex(bufferIndex, idata, sizeof(idata));
}
void WgMeshData::release(WgContext& context)
{
context.releaseBuffer(bufferIndex);
context.releaseBuffer(bufferTexCoord);
context.releaseBuffer(bufferPosition);
};
//***********************************************************************
// WgMeshDataPool
//***********************************************************************
WgMeshData* WgMeshDataPool::allocate(WgContext& context)
{
WgMeshData* meshData{};
if (mPool.count > 0) {
meshData = mPool.last();
mPool.pop();
} else {
meshData = new WgMeshData();
mList.push(meshData);
}
return meshData;
}
void WgMeshDataPool::free(WgContext& context, WgMeshData* meshData)
{
mPool.push(meshData);
}
void WgMeshDataPool::release(WgContext& context)
{
ARRAY_FOREACH(p, mList) {
(*p)->release(context);
delete(*p);
}
mPool.clear();
mList.clear();
}
WgMeshDataPool gMeshDataPoolInstance;
WgMeshDataPool* WgMeshDataPool::gMeshDataPool = &gMeshDataPoolInstance;
//***********************************************************************
// WgMeshDataGroup
//***********************************************************************
void WgMeshDataGroup::append(WgContext& context, const WgVertexBuffer& vertexBuffer)
{
assert(vertexBuffer.count >= 3);
meshes.push(WgMeshDataPool::gMeshDataPool->allocate(context));
meshes.last()->update(context, vertexBuffer);
}
void WgMeshDataGroup::append(WgContext& context, const WgIndexedVertexBuffer& vertexBufferInd)
{
assert(vertexBufferInd.vcount >= 3);
meshes.push(WgMeshDataPool::gMeshDataPool->allocate(context));
meshes.last()->update(context, vertexBufferInd);
}
void WgMeshDataGroup::append(WgContext& context, const Point pmin, const Point pmax)
{
meshes.push(WgMeshDataPool::gMeshDataPool->allocate(context));
meshes.last()->bbox(context, pmin, pmax);
}
void WgMeshDataGroup::release(WgContext& context)
{
ARRAY_FOREACH(p, meshes)
WgMeshDataPool::gMeshDataPool->free(context, *p);
meshes.clear();
};
//***********************************************************************
// WgImageData
//***********************************************************************
void WgImageData::update(WgContext& context, const RenderSurface* surface)
{
// get appropriate texture format from color space
WGPUTextureFormat texFormat = WGPUTextureFormat_BGRA8Unorm;
if (surface->cs == ColorSpace::ABGR8888S)
texFormat = WGPUTextureFormat_RGBA8Unorm;
if (surface->cs == ColorSpace::Grayscale8)
texFormat = WGPUTextureFormat_R8Unorm;
// allocate new texture handle
bool texHandleChanged = context.allocateTexture(texture, surface->w, surface->h, texFormat, surface->data);
// update texture view of texture handle was changed
if (texHandleChanged) {
context.releaseTextureView(textureView);
textureView = context.createTextureView(texture);
}
};
void WgImageData::release(WgContext& context)
{
context.releaseTextureView(textureView);
context.releaseTexture(texture);
};
//***********************************************************************
// WgRenderSettings
//***********************************************************************
void WgRenderSettings::update(WgContext& context, const Fill* fill, const RenderColor& c, const RenderUpdateFlag flags)
{
// setup fill properties
if ((flags & (RenderUpdateFlag::Gradient)) && fill) {
rasterType = WgRenderRasterType::Gradient;
// get gradient transfrom matrix
Matrix invFillTransform;
WgShaderTypeMat4x4f gradientTrans; // identity by default
if (inverse(&fill->transform(), &invFillTransform))
gradientTrans.update(invFillTransform);
// get gradient rasterisation settings
WgShaderTypeGradient gradient;
if (fill->type() == Type::LinearGradient) {
gradient.update((LinearGradient*)fill);
fillType = WgRenderSettingsType::Linear;
} else if (fill->type() == Type::RadialGradient) {
gradient.update((RadialGradient*)fill);
fillType = WgRenderSettingsType::Radial;
}
// update gpu assets
bool bufferGradientSettingsChanged = context.allocateBufferUniform(bufferGroupGradient, &gradient.settings, sizeof(gradient.settings));
bool bufferGradientTransformChanged = context.allocateBufferUniform(bufferGroupTransfromGrad, &gradientTrans.mat, sizeof(gradientTrans.mat));
bool textureGradientChanged = context.allocateTexture(texGradient, WG_TEXTURE_GRADIENT_SIZE, 1, WGPUTextureFormat_RGBA8Unorm, gradient.texData);
if (bufferGradientSettingsChanged || textureGradientChanged || bufferGradientTransformChanged) {
// update texture view
context.releaseTextureView(texViewGradient);
texViewGradient = context.createTextureView(texGradient);
// get sampler by spread type
WGPUSampler sampler = context.samplerLinearClamp;
if (fill->spread() == FillSpread::Reflect) sampler = context.samplerLinearMirror;
if (fill->spread() == FillSpread::Repeat) sampler = context.samplerLinearRepeat;
// update bind group
context.layouts.releaseBindGroup(bindGroupGradient);
bindGroupGradient = context.layouts.createBindGroupTexSampledBuff2Un(
sampler, texViewGradient, bufferGroupGradient, bufferGroupTransfromGrad);
}
skip = false;
} else if ((flags & RenderUpdateFlag::Color) && !fill) {
rasterType = WgRenderRasterType::Solid;
WgShaderTypeVec4f solidColor(c);
if (context.allocateBufferUniform(bufferGroupSolid, &solidColor, sizeof(solidColor))) {
context.layouts.releaseBindGroup(bindGroupSolid);
bindGroupSolid = context.layouts.createBindGroupBuffer1Un(bufferGroupSolid);
}
fillType = WgRenderSettingsType::Solid;
skip = (c.a == 0);
}
};
void WgRenderSettings::release(WgContext& context)
{
context.layouts.releaseBindGroup(bindGroupSolid);
context.layouts.releaseBindGroup(bindGroupGradient);
context.releaseBuffer(bufferGroupSolid);
context.releaseBuffer(bufferGroupGradient);
context.releaseBuffer(bufferGroupTransfromGrad);
context.releaseTexture(texGradient);
context.releaseTextureView(texViewGradient);
};
//***********************************************************************
// WgRenderDataPaint
//***********************************************************************
void WgRenderDataPaint::release(WgContext& context)
{
context.layouts.releaseBindGroup(bindGroupPaint);
context.releaseBuffer(bufferModelMat);
context.releaseBuffer(bufferBlendSettings);
clips.clear();
};
void WgRenderDataPaint::update(WgContext& context, const tvg::Matrix& transform, tvg::ColorSpace cs, uint8_t opacity)
{
WgShaderTypeMat4x4f modelMat(transform);
WgShaderTypeVec4f blendSettings(cs, opacity);
bool bufferModelMatChanged = context.allocateBufferUniform(bufferModelMat, &modelMat, sizeof(modelMat));
bool bufferBlendSettingsChanged = context.allocateBufferUniform(bufferBlendSettings, &blendSettings, sizeof(blendSettings));
if (bufferModelMatChanged || bufferBlendSettingsChanged) {
context.layouts.releaseBindGroup(bindGroupPaint);
bindGroupPaint = context.layouts.createBindGroupBuffer2Un(bufferModelMat, bufferBlendSettings);
}
}
void WgRenderDataPaint::updateClips(tvg::Array<tvg::RenderData> &clips) {
this->clips.clear();
ARRAY_FOREACH(p, clips) {
this->clips.push((WgRenderDataPaint*)(*p));
}
}
//***********************************************************************
// WgRenderDataShape
//***********************************************************************
void WgRenderDataShape::appendShape(WgContext& context, const WgVertexBuffer& vertexBuffer)
{
if (vertexBuffer.count < 3) return;
Point pmin{}, pmax{};
vertexBuffer.getMinMax(pmin, pmax);
meshGroupShapes.append(context, vertexBuffer);
meshGroupShapesBBox.append(context, pmin, pmax);
updateBBox(pmin, pmax);
}
void WgRenderDataShape::appendStroke(WgContext& context, const WgIndexedVertexBuffer& vertexBufferInd)
{
if (vertexBufferInd.vcount < 3) return;
Point pmin{}, pmax{};
vertexBufferInd.getMinMax(pmin, pmax);
meshGroupStrokes.append(context, vertexBufferInd);
meshGroupStrokesBBox.append(context, pmin, pmax);
updateBBox(pmin, pmax);
}
void WgRenderDataShape::updateBBox(Point pmin, Point pmax)
{
pMin.x = std::min(pMin.x, pmin.x);
pMin.y = std::min(pMin.y, pmin.y);
pMax.x = std::max(pMax.x, pmax.x);
pMax.y = std::max(pMax.y, pmax.y);
}
void WgRenderDataShape::updateAABB(const Matrix& tr) {
auto p0 = Point{pMin.x, pMin.y} * tr;
auto p1 = Point{pMax.x, pMin.y} * tr;
auto p2 = Point{pMin.x, pMax.y} * tr;
auto p3 = Point{pMax.x, pMax.y} * tr;
aabb.min = {std::min({p0.x, p1.x, p2.x, p3.x}), std::min({p0.y, p1.y, p2.y, p3.y})};
aabb.max = {std::max({p0.x, p1.x, p2.x, p3.x}), std::max({p0.y, p1.y, p2.y, p3.y})};
}
void WgRenderDataShape::updateMeshes(WgContext& context, const RenderShape &rshape, const Matrix& tr, WgGeometryBufferPool* pool)
{
releaseMeshes(context);
strokeFirst = rshape.stroke ? rshape.stroke->strokeFirst : false;
// get object scale
float scale = std::max(std::min(length(Point{tr.e11 + tr.e12,tr.e21 + tr.e22}), 8.0f), 1.0f);
// path decoded vertex buffer
auto pbuff = pool->reqVertexBuffer(scale);
if (rshape.strokeTrim()) {
auto trimbuff = pool->reqVertexBuffer(scale);
pbuff->decodePath(rshape, true, [&](const WgVertexBuffer& path_buff) {
appendShape(context, path_buff);
});
trimbuff->decodePath(rshape, true, [&](const WgVertexBuffer& path_buff) {
appendShape(context, path_buff);
proceedStrokes(context, rshape.stroke, path_buff, pool);
}, true);
pool->retVertexBuffer(trimbuff);
} else {
pbuff->decodePath(rshape, true, [&](const WgVertexBuffer& path_buff) {
appendShape(context, path_buff);
if (rshape.stroke) proceedStrokes(context, rshape.stroke, path_buff, pool);
});
}
// update shapes bbox (with empty path handling)
if ((this->meshGroupShapesBBox.meshes.count > 0 ) ||
(this->meshGroupStrokesBBox.meshes.count > 0)) {
updateAABB(tr);
meshDataBBox.bbox(context, pMin, pMax);
} else aabb = {{0, 0}, {0, 0}};
pool->retVertexBuffer(pbuff);
}
void WgRenderDataShape::proceedStrokes(WgContext& context, const RenderStroke* rstroke, const WgVertexBuffer& buff, WgGeometryBufferPool* pool)
{
assert(rstroke);
auto strokesGenerator = pool->reqIndexedVertexBuffer(buff.scale);
if (rstroke->dashPattern) strokesGenerator->appendStrokesDashed(buff, rstroke);
else strokesGenerator->appendStrokes(buff, rstroke);
appendStroke(context, *strokesGenerator);
pool->retIndexedVertexBuffer(strokesGenerator);
}
void WgRenderDataShape::releaseMeshes(WgContext& context)
{
meshGroupStrokesBBox.release(context);
meshGroupStrokes.release(context);
meshGroupShapesBBox.release(context);
meshGroupShapes.release(context);
pMin = {FLT_MAX, FLT_MAX};
pMax = {0.0f, 0.0f};
aabb = {{0, 0}, {0, 0}};
clips.clear();
}
void WgRenderDataShape::release(WgContext& context)
{
releaseMeshes(context);
meshDataBBox.release(context);
renderSettingsStroke.release(context);
renderSettingsShape.release(context);
WgRenderDataPaint::release(context);
};
//***********************************************************************
// WgRenderDataShapePool
//***********************************************************************
WgRenderDataShape* WgRenderDataShapePool::allocate(WgContext& context)
{
WgRenderDataShape* renderData{};
if (mPool.count > 0) {
renderData = mPool.last();
mPool.pop();
} else {
renderData = new WgRenderDataShape();
mList.push(renderData);
}
return renderData;
}
void WgRenderDataShapePool::free(WgContext& context, WgRenderDataShape* renderData)
{
renderData->meshGroupShapes.release(context);
renderData->meshGroupShapesBBox.release(context);
renderData->meshGroupStrokes.release(context);
renderData->meshGroupStrokesBBox.release(context);
renderData->clips.clear();
mPool.push(renderData);
}
void WgRenderDataShapePool::release(WgContext& context)
{
ARRAY_FOREACH(p, mList) {
(*p)->release(context);
delete(*p);
}
mPool.clear();
mList.clear();
}
//***********************************************************************
// WgRenderDataPicture
//***********************************************************************
void WgRenderDataPicture::updateSurface(WgContext& context, const RenderSurface* surface)
{
// upoate mesh data
meshData.imageBox(context, surface->w, surface->h);
// update texture data
imageData.update(context, surface);
// update texture bind group
context.layouts.releaseBindGroup(bindGroupPicture);
bindGroupPicture = context.layouts.createBindGroupTexSampled(
context.samplerLinearRepeat, imageData.textureView
);
}
void WgRenderDataPicture::release(WgContext& context)
{
context.layouts.releaseBindGroup(bindGroupPicture);
imageData.release(context);
meshData.release(context);
WgRenderDataPaint::release(context);
}
//***********************************************************************
// WgRenderDataPicturePool
//***********************************************************************
WgRenderDataPicture* WgRenderDataPicturePool::allocate(WgContext& context)
{
WgRenderDataPicture* renderData{};
if (mPool.count > 0) {
renderData = mPool.last();
mPool.pop();
} else {
renderData = new WgRenderDataPicture();
mList.push(renderData);
}
return renderData;
}
void WgRenderDataPicturePool::free(WgContext& context, WgRenderDataPicture* renderData)
{
renderData->clips.clear();
mPool.push(renderData);
}
void WgRenderDataPicturePool::release(WgContext& context)
{
ARRAY_FOREACH(p, mList) {
(*p)->release(context);
delete(*p);
}
mPool.clear();
mList.clear();
}
//***********************************************************************
// WgRenderDataGaussian
//***********************************************************************
void WgRenderDataViewport::update(WgContext& context, const RenderRegion& region) {
WgShaderTypeVec4f viewport;
viewport.update(region);
bool bufferViewportChanged = context.allocateBufferUniform(bufferViewport, &viewport, sizeof(viewport));
if (bufferViewportChanged) {
context.layouts.releaseBindGroup(bindGroupViewport);
bindGroupViewport = context.layouts.createBindGroupBuffer1Un(bufferViewport);
}
}
void WgRenderDataViewport::release(WgContext& context) {
context.releaseBuffer(bufferViewport);
context.layouts.releaseBindGroup(bindGroupViewport);
}
//***********************************************************************
// WgRenderDataViewportPool
//***********************************************************************
WgRenderDataViewport* WgRenderDataViewportPool::allocate(WgContext& context)
{
WgRenderDataViewport* renderData{};
if (mPool.count > 0) {
renderData = mPool.last();
mPool.pop();
} else {
renderData = new WgRenderDataViewport();
mList.push(renderData);
}
return renderData;
}
void WgRenderDataViewportPool::free(WgContext& context, WgRenderDataViewport* renderData)
{
if (renderData) mPool.push(renderData);
}
void WgRenderDataViewportPool::release(WgContext& context)
{
ARRAY_FOREACH(p, mList) {
(*p)->release(context);
delete(*p);
}
mPool.clear();
mList.clear();
}
//***********************************************************************
// WgRenderDataGaussian
//***********************************************************************
void WgRenderDataGaussian::update(WgContext& context, RenderEffectGaussianBlur* gaussian, const Matrix& transform)
{
assert(gaussian);
// compute gaussian blur data
WgShaderTypeGaussianBlur gaussianSettings;
gaussianSettings.update(gaussian, transform);
// update bind group and buffers
bool bufferSettingsChanged = context.allocateBufferUniform(bufferSettings, &gaussianSettings.settings, sizeof(gaussianSettings.settings));
if (bufferSettingsChanged) {
// update bind group
context.layouts.releaseBindGroup(bindGroupGaussian);
bindGroupGaussian = context.layouts.createBindGroupBuffer1Un(bufferSettings);
}
level = int(WG_GAUSSIAN_MAX_LEVEL * ((gaussian->quality - 1) * 0.01f)) + 1;
extend = gaussianSettings.extend;
}
void WgRenderDataGaussian::release(WgContext& context)
{
context.releaseBuffer(bufferSettings);
context.layouts.releaseBindGroup(bindGroupGaussian);
}
//***********************************************************************
// WgRenderDataGaussianPool
//***********************************************************************
WgRenderDataGaussian* WgRenderDataGaussianPool::allocate(WgContext& context)
{
WgRenderDataGaussian* renderData{};
if (mPool.count > 0) {
renderData = mPool.last();
mPool.pop();
} else {
renderData = new WgRenderDataGaussian();
mList.push(renderData);
}
return renderData;
}
void WgRenderDataGaussianPool::free(WgContext& context, WgRenderDataGaussian* renderData)
{
if (renderData) mPool.push(renderData);
}
void WgRenderDataGaussianPool::release(WgContext& context)
{
ARRAY_FOREACH(p, mList) {
(*p)->release(context);
delete(*p);
}
mPool.clear();
mList.clear();
}