thorvg/src/renderer/wg_engine/tvgWgPipelines.cpp
Sergii Liebodkin b0280150db wg_engine: Blending optimization
[issues 1479: lottie](#1479)

To optimize bled operations hardware pipeline blend stage are used for some blend methods:
	BlendMethod::SrcOver
    BlendMethod::Normal
    BlendMethod::Add
    BlendMethod::Multiply
    BlendMethod::Darken
    BlendMethod::Lighten

Other types compute shaders used
2024-04-04 11:03:59 +09:00

394 lines
14 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 "tvgWgPipelines.h"
#include "tvgWgShaderSrc.h"
#define ARRAY_ELEMENTS_COUNT(arr) sizeof(arr)/sizeof(arr[0])
//************************************************************************
// graphics pipelines
//************************************************************************
void WgPipelineFillShape::initialize(WGPUDevice device)
{
// vertex attributes settings
WGPUVertexAttribute vertexAttributesPos = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 0 };
WGPUVertexBufferLayout vertexBufferLayouts[] = {
makeVertexBufferLayout(&vertexAttributesPos, 1, sizeof(float) * 2)
};
// bind groups
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupCanvas::getLayout(device),
WgBindGroupPaint::getLayout(device)
};
// stencil function
WGPUCompareFunction stencilFuncion = WGPUCompareFunction_Always;
WGPUStencilOperation stencilOperation = WGPUStencilOperation_Invert;
// sheder source and labels
auto shaderSource = cShaderSource_PipelineFill;
auto shaderLabel = "The shader fill";
auto pipelineLabel = "The render pipeline fill shape";
// allocate all pipeline handles
allocate(device, WgPipelineBlendType::Src,
vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
stencilFuncion, stencilOperation,
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineFillStroke::initialize(WGPUDevice device)
{
// vertex and buffers settings
WGPUVertexAttribute vertexAttributesPos = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 0 };
WGPUVertexBufferLayout vertexBufferLayouts[] = {
makeVertexBufferLayout(&vertexAttributesPos, 1, sizeof(float) * 2)
};
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupCanvas::getLayout(device),
WgBindGroupPaint::getLayout(device)
};
// stencil function
WGPUCompareFunction stencilFuncion = WGPUCompareFunction_Always;
WGPUStencilOperation stencilOperation = WGPUStencilOperation_Replace;
// sheder source and labels
auto shaderSource = cShaderSource_PipelineFill;
auto shaderLabel = "The shader fill";
auto pipelineLabel = "The render pipeline fill stroke";
// allocate all pipeline handles
allocate(device, WgPipelineBlendType::Src,
vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
stencilFuncion, stencilOperation,
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineSolid::initialize(WGPUDevice device, WgPipelineBlendType blendType)
{
// vertex and buffers settings
WGPUVertexAttribute vertexAttributesPos = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 0 };
WGPUVertexBufferLayout vertexBufferLayouts[] = {
makeVertexBufferLayout(&vertexAttributesPos, 1, sizeof(float) * 2)
};
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupCanvas::getLayout(device),
WgBindGroupPaint::getLayout(device),
WgBindGroupSolidColor::getLayout(device)
};
// stencil function
WGPUCompareFunction stencilFuncion = WGPUCompareFunction_NotEqual;
WGPUStencilOperation stencilOperation = WGPUStencilOperation_Zero;
// sheder source and labels
auto shaderSource = cShaderSource_PipelineSolid;
auto shaderLabel = "The shader solid color";
auto pipelineLabel = "The render pipeline solid color";
// allocate all pipeline handles
allocate(device, blendType,
vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
stencilFuncion, stencilOperation,
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineLinear::initialize(WGPUDevice device, WgPipelineBlendType blendType)
{
// vertex and buffers settings
WGPUVertexAttribute vertexAttributesPos = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 0 };
WGPUVertexBufferLayout vertexBufferLayouts[] = {
makeVertexBufferLayout(&vertexAttributesPos, 1, sizeof(float) * 2)
};
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupCanvas::getLayout(device),
WgBindGroupPaint::getLayout(device),
WgBindGroupLinearGradient::getLayout(device)
};
// stencil function
WGPUCompareFunction stencilFuncion = WGPUCompareFunction_NotEqual;
WGPUStencilOperation stencilOperation = WGPUStencilOperation_Zero;
// sheder source and labels
auto shaderSource = cShaderSource_PipelineLinear;
auto shaderLabel = "The shader linear gradient";
auto pipelineLabel = "The render pipeline linear gradient";
// allocate all pipeline handles
allocate(device, blendType,
vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
stencilFuncion, stencilOperation,
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineRadial::initialize(WGPUDevice device, WgPipelineBlendType blendType)
{
// vertex and buffers settings
WGPUVertexAttribute vertexAttributesPos = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 0 };
WGPUVertexBufferLayout vertexBufferLayouts[] = {
makeVertexBufferLayout(&vertexAttributesPos, 1, sizeof(float) * 2)
};
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupCanvas::getLayout(device),
WgBindGroupPaint::getLayout(device),
WgBindGroupRadialGradient::getLayout(device)
};
// stencil function
WGPUCompareFunction stencilFuncion = WGPUCompareFunction_NotEqual;
WGPUStencilOperation stencilOperation = WGPUStencilOperation_Zero;
// sheder source and labels
auto shaderSource = cShaderSource_PipelineRadial;
auto shaderLabel = "The shader radial gradient";
auto pipelineLabel = "The render pipeline radial gradient";
// allocate all pipeline handles
allocate(device, blendType,
vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
stencilFuncion, stencilOperation,
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineImage::initialize(WGPUDevice device, WgPipelineBlendType blendType)
{
// vertex and buffers settings
WGPUVertexAttribute vertexAttributesPos = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 0 };
WGPUVertexAttribute vertexAttributesTex = { WGPUVertexFormat_Float32x2, sizeof(float) * 0, 1 };
WGPUVertexBufferLayout vertexBufferLayouts[] = {
makeVertexBufferLayout(&vertexAttributesPos, 1, sizeof(float) * 2),
makeVertexBufferLayout(&vertexAttributesTex, 1, sizeof(float) * 2)
};
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupCanvas::getLayout(device),
WgBindGroupPaint::getLayout(device),
WgBindGroupPicture::getLayout(device)
};
// stencil function
WGPUCompareFunction stencilFuncion = WGPUCompareFunction_Always;
WGPUStencilOperation stencilOperation = WGPUStencilOperation_Zero;
// sheder source and labels
auto shaderSource = cShaderSource_PipelineImage;
auto shaderLabel = "The shader image";
auto pipelineLabel = "The render pipeline image";
// allocate all pipeline handles
allocate(device, blendType,
vertexBufferLayouts, ARRAY_ELEMENTS_COUNT(vertexBufferLayouts),
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
stencilFuncion, stencilOperation,
shaderSource, shaderLabel, pipelineLabel);
}
//************************************************************************
// compute pipelines
//************************************************************************
void WgPipelineClear::initialize(WGPUDevice device)
{
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupTextureStorage::getLayout(device)
};
// sheder source and labels
auto shaderSource = cShaderSource_PipelineComputeClear;
auto shaderLabel = "The compute shader clear";
auto pipelineLabel = "The compute pipeline clear";
// allocate all pipeline handles
allocate(device,
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineBlend::initialize(WGPUDevice device)
{
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupTextureStorage::getLayout(device),
WgBindGroupTextureStorage::getLayout(device),
WgBindGroupBlendMethod::getLayout(device)
};
// sheder source and labels
auto shaderSource = cShaderSource_PipelineComputeBlend;
auto shaderLabel = "The compute shader blend";
auto pipelineLabel = "The compute pipeline blend";
// allocate all pipeline handles
allocate(device,
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineCompose::initialize(WGPUDevice device)
{
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupTextureStorage::getLayout(device),
WgBindGroupTextureStorage::getLayout(device),
WgBindGroupCompositeMethod::getLayout(device),
WgBindGroupOpacity::getLayout(device)
};
// sheder source and labels
auto shaderSource = cShaderSource_PipelineComputeCompose;
auto shaderLabel = "The compute shader compose";
auto pipelineLabel = "The compute pipeline compose";
// allocate all pipeline handles
allocate(device,
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
shaderSource, shaderLabel, pipelineLabel);
}
void WgPipelineAntiAliasing::initialize(WGPUDevice device)
{
// bind groups and layouts
WGPUBindGroupLayout bindGroupLayouts[] = {
WgBindGroupTextureStorage::getLayout(device),
WgBindGroupTextureStorage::getLayout(device)
};
// sheder source and labels
auto shaderSource = cShaderSource_PipelineComputeAntiAlias;
auto shaderLabel = "The compute shader anti-aliasing";
auto pipelineLabel = "The compute pipeline anti-aliasing";
// allocate all pipeline handles
allocate(device,
bindGroupLayouts, ARRAY_ELEMENTS_COUNT(bindGroupLayouts),
shaderSource, shaderLabel, pipelineLabel);
}
//************************************************************************
// pipelines
//************************************************************************
void WgPipelines::initialize(WgContext& context)
{
// fill pipelines
fillShape.initialize(context.device);
fillStroke.initialize(context.device);
for (uint8_t type = (uint8_t)WgPipelineBlendType::Src; type <= (uint8_t)WgPipelineBlendType::Max; type++) {
solid[type].initialize(context.device, (WgPipelineBlendType)type);
linear[type].initialize(context.device, (WgPipelineBlendType)type);
radial[type].initialize(context.device, (WgPipelineBlendType)type);
image[type].initialize(context.device, (WgPipelineBlendType)type);
}
// compute pipelines
computeClear.initialize(context.device);
computeBlend.initialize(context.device);
computeCompose.initialize(context.device);
computeAntiAliasing.initialize(context.device);
// store pipelines to context
context.pipelines = this;
}
void WgPipelines::release()
{
WgBindGroupTextureSampled::releaseLayout();
WgBindGroupTextureStorage::releaseLayout();
WgBindGroupTexture::releaseLayout();
WgBindGroupOpacity::releaseLayout();
WgBindGroupPicture::releaseLayout();
WgBindGroupRadialGradient::releaseLayout();
WgBindGroupLinearGradient::releaseLayout();
WgBindGroupSolidColor::releaseLayout();
WgBindGroupPaint::releaseLayout();
WgBindGroupCanvas::releaseLayout();
// compute pipelines
computeAntiAliasing.release();
computeCompose.release();
computeBlend.release();
computeClear.release();
// fill pipelines
for (uint8_t type = (uint8_t)WgPipelineBlendType::Src; type <= (uint8_t)WgPipelineBlendType::Max; type++) {
image[type].release();
radial[type].release();
linear[type].release();
solid[type].release();
}
fillStroke.release();
fillShape.release();
}
bool WgPipelines::isBlendMethodSupportsHW(BlendMethod blendMethod)
{
switch (blendMethod) {
case BlendMethod::SrcOver:
case BlendMethod::Normal:
case BlendMethod::Add:
case BlendMethod::Multiply:
case BlendMethod::Darken:
case BlendMethod::Lighten:
return true;
default: return false;
};
}
WgPipelineBlendType WgPipelines::blendMethodToBlendType(BlendMethod blendMethod)
{
switch (blendMethod) {
case BlendMethod::SrcOver: return WgPipelineBlendType::Src;
case BlendMethod::Normal: return WgPipelineBlendType::Normal;
case BlendMethod::Add: return WgPipelineBlendType::Add;
case BlendMethod::Multiply: return WgPipelineBlendType::Mult;
case BlendMethod::Darken: return WgPipelineBlendType::Min;
case BlendMethod::Lighten: return WgPipelineBlendType::Max;
default: return WgPipelineBlendType::Src;
};
}