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* bind groups creation in real time removed - performance boost * blend and composition shaders decomposed - performance boost * shader modules and pipeline layouts generalized - less memory usage * shared single stencil buffer used - less memory usage * bind groups usage simplified * general context API simplified and generalized * all rendering logic moved into new composition class * ready for hardware MSAA (in next steps) * ready for direct mask applience (in next steps)
56 lines
2 KiB
C++
Executable file
56 lines
2 KiB
C++
Executable file
/*
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* Copyright (c) 2023 - 2024 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef _TVG_WG_RENDER_TARGET_H_
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#define _TVG_WG_RENDER_TARGET_H_
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#include "tvgWgPipelines.h"
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#include "tvgRender.h"
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struct WgRenderStorage {
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WGPUTexture texture{};
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WGPUTextureView texView{};
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WGPUBindGroup bindGroupRead{};
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WGPUBindGroup bindGroupWrite{};
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WGPUBindGroup bindGroupTexure{};
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uint32_t width{};
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uint32_t height{};
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void initialize(WgContext& context, uint32_t width, uint32_t height);
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void release(WgContext& context);
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};
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class WgRenderStoragePool {
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private:
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Array<WgRenderStorage*> list;
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Array<WgRenderStorage*> pool;
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uint32_t width{};
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uint32_t height{};
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public:
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WgRenderStorage* allocate(WgContext& context);
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void free(WgContext& context, WgRenderStorage* renderTarget);
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void initialize(WgContext& context, uint32_t width, uint32_t height);
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void release(WgContext& context);
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};
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#endif // _TVG_WG_RENDER_TARGET_H_
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