thorvg/src/renderer/wg_engine/tvgWgRenderTarget.h
Sergii Liebodkin c778f451b1 wg_engine: update mesh generations and render mechanics
[issues 1479: lottie](#1479)

- optimaze stroking algorithm by prevent vector normalizations
- using render meshes heaps to reduce webgpu instances re-creations
- using single instance of pilylines for standard operations such as trim and split
- "on-the-fly" strokes generations with dash pattern
- "on-the-fly" mesh objects generation in a process of path decoding
- merge strokes into single mesh by each shape
2024-04-18 18:54:02 +09:00

80 lines
3.3 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
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef _TVG_WG_RENDER_TARGET_H_
#define _TVG_WG_RENDER_TARGET_H_
#include "tvgWgRenderData.h"
class WgRenderStorage {
private:
// texture buffers
WgBindGroupCanvas mBindGroupCanvas;
WGPURenderPassEncoder mRenderPassEncoder{};
WgPipelines* mPipelines{}; // external handle
public:
WGPUTexture texColor{};
WGPUTexture texStencil{};
WGPUTextureView texViewColor{};
WGPUTextureView texViewStencil{};
WgBindGroupTextureStorage bindGroupTexStorage;
uint32_t width{};
uint32_t height{};
uint32_t workgroupsCountX{};
uint32_t workgroupsCountY{};
public:
void initialize(WgContext& context, uint32_t w, uint32_t h, uint32_t samples = 1);
void release(WgContext& context);
void beginRenderPass(WGPUCommandEncoder commandEncoder, bool clear);
void endRenderPass();
void renderShape(WgContext& context, WgRenderDataShape* renderData, WgPipelineBlendType blendType);
void renderPicture(WgContext& context, WgRenderDataPicture* renderData, WgPipelineBlendType blendType);
void clear(WGPUCommandEncoder commandEncoder);
void blend(WGPUCommandEncoder commandEncoder, WgRenderStorage* targetSrc, WgBindGroupBlendMethod* blendMethod);
void compose(WGPUCommandEncoder commandEncoder, WgRenderStorage* targetMsk, WgBindGroupCompositeMethod* composeMethod, WgBindGroupOpacity* opacity);
void antialias(WGPUCommandEncoder commandEncoder, WgRenderStorage* targetSrc);
private:
void drawShape(WgContext& context, WgRenderDataShape* renderData, WgPipelineBlendType blendType);
void drawStroke(WgContext& context, WgRenderDataShape* renderData, WgPipelineBlendType blendType);
void dispatchWorkgroups(WGPUComputePassEncoder computePassEncoder);
WGPUComputePassEncoder beginComputePass(WGPUCommandEncoder commandEncoder);
void endComputePass(WGPUComputePassEncoder computePassEncoder);
};
class WgRenderStoragePool {
private:
Array<WgRenderStorage*> mList;
Array<WgRenderStorage*> mPool;
public:
WgRenderStorage* allocate(WgContext& context, uint32_t w, uint32_t h);
void free(WgContext& context, WgRenderStorage* renderTarget);
void release(WgContext& context);
};
#endif