thorvg/src/renderer/wg_engine/tvgWgBindGroups.cpp

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/*
* 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 "tvgWgBindGroups.h"
WGPUBindGroup WgBindGroupLayouts::createBindGroupTexSampled(WGPUSampler sampler, WGPUTextureView texView)
{
const WGPUBindGroupEntry bindGroupEntrys[] = {
{ .binding = 0, .sampler = sampler },
{ .binding = 1, .textureView = texView }
};
const WGPUBindGroupDescriptor bindGroupDesc { .layout = layoutTexSampled, .entryCount = 2, .entries = bindGroupEntrys };
return wgpuDeviceCreateBindGroup(device, &bindGroupDesc);
}
WGPUBindGroup WgBindGroupLayouts::createBindGroupTexSampledBuff1Un(WGPUSampler sampler, WGPUTextureView texView, WGPUBuffer buff)
{
const WGPUBindGroupEntry bindGroupEntrys[] = {
{ .binding = 0, .sampler = sampler },
{ .binding = 1, .textureView = texView },
{ .binding = 2, .buffer = buff, .size = wgpuBufferGetSize(buff) }
};
const WGPUBindGroupDescriptor bindGroupDesc { .layout = layoutTexSampledBuff1Un, .entryCount = 3, .entries = bindGroupEntrys };
return wgpuDeviceCreateBindGroup(device, &bindGroupDesc);
}
WGPUBindGroup WgBindGroupLayouts::createBindGroupTexSampledBuff2Un(WGPUSampler sampler, WGPUTextureView texView, WGPUBuffer buff0, WGPUBuffer buff1)
{
const WGPUBindGroupEntry bindGroupEntrys[] = {
{ .binding = 0, .sampler = sampler },
{ .binding = 1, .textureView = texView },
{ .binding = 2, .buffer = buff0, .size = wgpuBufferGetSize(buff0) },
{ .binding = 3, .buffer = buff1, .size = wgpuBufferGetSize(buff1) }
};
const WGPUBindGroupDescriptor bindGroupDesc { .layout = layoutTexSampledBuff2Un, .entryCount = 4, .entries = bindGroupEntrys };
return wgpuDeviceCreateBindGroup(device, &bindGroupDesc);
}
WGPUBindGroup WgBindGroupLayouts::createBindGroupStrorage1WO(WGPUTextureView texView)
{
const WGPUBindGroupEntry bindGroupEntrys[] = {
{ .binding = 0, .textureView = texView }
};
const WGPUBindGroupDescriptor bindGroupDesc { .layout = layoutTexStrorage1WO, .entryCount = 1, .entries = bindGroupEntrys };
return wgpuDeviceCreateBindGroup(device, &bindGroupDesc);
}
WGPUBindGroup WgBindGroupLayouts::createBindGroupStrorage1RO(WGPUTextureView texView)
{
const WGPUBindGroupEntry bindGroupEntrys[] = {
{ .binding = 0, .textureView = texView }
};
const WGPUBindGroupDescriptor bindGroupDesc { .layout = layoutTexStrorage1RO, .entryCount = 1, .entries = bindGroupEntrys };
return wgpuDeviceCreateBindGroup(device, &bindGroupDesc);
}
WGPUBindGroup WgBindGroupLayouts::createBindGroupStrorage2RO(WGPUTextureView texView0, WGPUTextureView texView1)
{
const WGPUBindGroupEntry bindGroupEntrys[] = {
{ .binding = 0, .textureView = texView0 },
{ .binding = 1, .textureView = texView1 }
};
const WGPUBindGroupDescriptor bindGroupDesc { .layout = layoutTexStrorage2RO, .entryCount = 2, .entries = bindGroupEntrys };
return wgpuDeviceCreateBindGroup(device, &bindGroupDesc);
}
WGPUBindGroup WgBindGroupLayouts::createBindGroupStrorage3RO(WGPUTextureView texView0, WGPUTextureView texView1, WGPUTextureView texView2)
{
const WGPUBindGroupEntry bindGroupEntrys[] = {
{ .binding = 0, .textureView = texView0 },
{ .binding = 1, .textureView = texView1 },
{ .binding = 2, .textureView = texView2 }
};
const WGPUBindGroupDescriptor bindGroupDesc { .layout = layoutTexStrorage3RO, .entryCount = 3, .entries = bindGroupEntrys };
return wgpuDeviceCreateBindGroup(device, &bindGroupDesc);
}
WGPUBindGroup WgBindGroupLayouts::createBindGroupBuffer1Un(WGPUBuffer buff)
{
const WGPUBindGroupEntry bindGroupEntrys[] = {
{ .binding = 0, .buffer = buff, .size = wgpuBufferGetSize(buff) }
};
const WGPUBindGroupDescriptor bindGroupDesc { .layout = layoutBuffer1Un, .entryCount = 1, .entries = bindGroupEntrys };
return wgpuDeviceCreateBindGroup(device, &bindGroupDesc);
}
WGPUBindGroup WgBindGroupLayouts::createBindGroupBuffer2Un(WGPUBuffer buff0, WGPUBuffer buff1)
{
const WGPUBindGroupEntry bindGroupEntrys[] = {
{ .binding = 0, .buffer = buff0, .size = wgpuBufferGetSize(buff0) },
{ .binding = 1, .buffer = buff1, .size = wgpuBufferGetSize(buff1) }
};
const WGPUBindGroupDescriptor bindGroupDesc { .layout = layoutBuffer2Un, .entryCount = 2, .entries = bindGroupEntrys };
return wgpuDeviceCreateBindGroup(device, &bindGroupDesc);
}
WGPUBindGroup WgBindGroupLayouts::createBindGroupBuffer3Un(WGPUBuffer buff0, WGPUBuffer buff1, WGPUBuffer buff2)
{
const WGPUBindGroupEntry bindGroupEntrys[] = {
{ .binding = 0, .buffer = buff0, .size = wgpuBufferGetSize(buff0) },
{ .binding = 1, .buffer = buff1, .size = wgpuBufferGetSize(buff1) },
{ .binding = 2, .buffer = buff2, .size = wgpuBufferGetSize(buff2) }
};
const WGPUBindGroupDescriptor bindGroupDesc { .layout = layoutBuffer3Un, .entryCount = 3, .entries = bindGroupEntrys };
return wgpuDeviceCreateBindGroup(device, &bindGroupDesc);
}
void WgBindGroupLayouts::releaseBindGroup(WGPUBindGroup& bindGroup)
{
if (bindGroup) wgpuBindGroupRelease(bindGroup);
bindGroup = nullptr;
}
void WgBindGroupLayouts::initialize(WgContext& context)
{
// store device handle
device = context.device;
assert(device);
// common bind group settings
const WGPUShaderStageFlags visibility_vert = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment | WGPUShaderStage_Compute;
const WGPUShaderStageFlags visibility_frag = WGPUShaderStage_Fragment | WGPUShaderStage_Compute;
const WGPUSamplerBindingLayout sampler = { .type = WGPUSamplerBindingType_Filtering };
const WGPUTextureBindingLayout texture = { .sampleType = WGPUTextureSampleType_Float, .viewDimension = WGPUTextureViewDimension_2D };
const WGPUStorageTextureBindingLayout storageTextureWO { .access = WGPUStorageTextureAccess_WriteOnly, .format = WGPUTextureFormat_RGBA8Unorm, .viewDimension = WGPUTextureViewDimension_2D };
const WGPUStorageTextureBindingLayout storageTextureRO { .access = WGPUStorageTextureAccess_ReadOnly, .format = WGPUTextureFormat_RGBA8Unorm, .viewDimension = WGPUTextureViewDimension_2D };
const WGPUBufferBindingLayout bufferUniform { .type = WGPUBufferBindingType_Uniform };
{ // bind group layout tex sampled
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
{ .binding = 0, .visibility = visibility_frag, .sampler = sampler },
{ .binding = 1, .visibility = visibility_frag, .texture = texture }
};
const WGPUBindGroupLayoutDescriptor bindGroupLayoutDesc { .entryCount = 2, .entries = bindGroupLayoutEntries };
layoutTexSampled = wgpuDeviceCreateBindGroupLayout(device, &bindGroupLayoutDesc);
assert(layoutTexSampled);
}
{ // bind group layout tex sampled with buffer uniform
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
{ .binding = 0, .visibility = visibility_frag, .sampler = sampler },
{ .binding = 1, .visibility = visibility_frag, .texture = texture },
{ .binding = 2, .visibility = visibility_vert, .buffer = bufferUniform }
};
const WGPUBindGroupLayoutDescriptor bindGroupLayoutDesc { .entryCount = 3, .entries = bindGroupLayoutEntries };
layoutTexSampledBuff1Un = wgpuDeviceCreateBindGroupLayout(device, &bindGroupLayoutDesc);
assert(layoutTexSampledBuff1Un);
}
{ // bind group layout tex sampled with buffer uniforms
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
{ .binding = 0, .visibility = visibility_frag, .sampler = sampler },
{ .binding = 1, .visibility = visibility_frag, .texture = texture },
{ .binding = 2, .visibility = visibility_vert, .buffer = bufferUniform },
{ .binding = 3, .visibility = visibility_vert, .buffer = bufferUniform }
};
const WGPUBindGroupLayoutDescriptor bindGroupLayoutDesc { .entryCount = 4, .entries = bindGroupLayoutEntries };
layoutTexSampledBuff2Un = wgpuDeviceCreateBindGroupLayout(device, &bindGroupLayoutDesc);
assert(layoutTexSampledBuff1Un);
}
{ // bind group layout tex storage 1 WO
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
{ .binding = 0, .visibility = visibility_frag, .storageTexture = storageTextureWO }
};
const WGPUBindGroupLayoutDescriptor bindGroupLayoutDesc { .entryCount = 1, .entries = bindGroupLayoutEntries };
layoutTexStrorage1WO = wgpuDeviceCreateBindGroupLayout(device, &bindGroupLayoutDesc);
assert(layoutTexStrorage1WO);
}
{ // bind group layout tex storage 1 RO
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
{ .binding = 0, .visibility = visibility_frag, .storageTexture = storageTextureRO }
};
const WGPUBindGroupLayoutDescriptor bindGroupLayoutDesc { .entryCount = 1, .entries = bindGroupLayoutEntries };
layoutTexStrorage1RO = wgpuDeviceCreateBindGroupLayout(device, &bindGroupLayoutDesc);
assert(layoutTexStrorage1RO);
}
{ // bind group layout tex storage 2 RO
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
{ .binding = 0, .visibility = visibility_frag, .storageTexture = storageTextureRO },
{ .binding = 1, .visibility = visibility_frag, .storageTexture = storageTextureRO }
};
const WGPUBindGroupLayoutDescriptor bindGroupLayoutDesc { .entryCount = 2, .entries = bindGroupLayoutEntries };
layoutTexStrorage2RO = wgpuDeviceCreateBindGroupLayout(device, &bindGroupLayoutDesc);
assert(layoutTexStrorage2RO);
}
{ // bind group layout tex storage 3 RO
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
{ .binding = 0, .visibility = visibility_frag, .storageTexture = storageTextureRO },
{ .binding = 1, .visibility = visibility_frag, .storageTexture = storageTextureRO },
{ .binding = 2, .visibility = visibility_frag, .storageTexture = storageTextureRO }
};
const WGPUBindGroupLayoutDescriptor bindGroupLayoutDesc { .entryCount = 3, .entries = bindGroupLayoutEntries };
layoutTexStrorage3RO = wgpuDeviceCreateBindGroupLayout(device, &bindGroupLayoutDesc);
assert(layoutTexStrorage3RO);
}
{ // bind group layout buffer 1 uniform
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
{ .binding = 0, .visibility = visibility_vert, .buffer = bufferUniform }
};
const WGPUBindGroupLayoutDescriptor bindGroupLayoutDesc { .entryCount = 1, .entries = bindGroupLayoutEntries };
layoutBuffer1Un = wgpuDeviceCreateBindGroupLayout(device, &bindGroupLayoutDesc);
assert(layoutBuffer1Un);
}
{ // bind group layout buffer 2 uniform
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
{ .binding = 0, .visibility = visibility_vert, .buffer = bufferUniform },
{ .binding = 1, .visibility = visibility_vert, .buffer = bufferUniform }
};
const WGPUBindGroupLayoutDescriptor bindGroupLayoutDesc { .entryCount = 2, .entries = bindGroupLayoutEntries };
layoutBuffer2Un = wgpuDeviceCreateBindGroupLayout(device, &bindGroupLayoutDesc);
assert(layoutBuffer2Un);
}
{ // bind group layout buffer 3 uniform
const WGPUBindGroupLayoutEntry bindGroupLayoutEntries[] {
{ .binding = 0, .visibility = visibility_vert, .buffer = bufferUniform },
{ .binding = 1, .visibility = visibility_vert, .buffer = bufferUniform },
{ .binding = 2, .visibility = visibility_vert, .buffer = bufferUniform }
};
const WGPUBindGroupLayoutDescriptor bindGroupLayoutDesc { .entryCount = 3, .entries = bindGroupLayoutEntries };
layoutBuffer3Un = wgpuDeviceCreateBindGroupLayout(device, &bindGroupLayoutDesc);
assert(layoutBuffer3Un);
}
}
void WgBindGroupLayouts::release(WgContext& context)
{
wgpuBindGroupLayoutRelease(layoutBuffer3Un);
wgpuBindGroupLayoutRelease(layoutBuffer2Un);
wgpuBindGroupLayoutRelease(layoutBuffer1Un);
wgpuBindGroupLayoutRelease(layoutTexStrorage3RO);
wgpuBindGroupLayoutRelease(layoutTexStrorage2RO);
wgpuBindGroupLayoutRelease(layoutTexStrorage1RO);
wgpuBindGroupLayoutRelease(layoutTexStrorage1WO);
wgpuBindGroupLayoutRelease(layoutTexSampledBuff1Un);
wgpuBindGroupLayoutRelease(layoutTexSampled);
device = nullptr;
}