thorvg/src/renderer/wg_engine/tvgWgCompositor.cpp
Sergii Liebodkin ed93570756 wg_engine: remove unnecessary mesh pools
remove unnecessary mesh pools
2025-06-13 11:37:34 +09:00

1019 lines
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53 KiB
C++

/*
* Copyright (c) 2024 - 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 "tvgWgCompositor.h"
#include "tvgWgShaderTypes.h"
#include <iostream>
void WgCompositor::initialize(WgContext& context, uint32_t width, uint32_t height)
{
// pipelines (external handle, do not release)
pipelines.initialize(context);
stageBufferGeometry.initialize(context);
// initialize opacity pool
initPools(context);
// allocate global view matrix handles
WgShaderTypeMat4x4f viewMat(width, height);
context.allocateBufferUniform(bufferViewMat, &viewMat, sizeof(viewMat));
bindGroupViewMat = context.layouts.createBindGroupBuffer1Un(bufferViewMat);
// create render targets handles
resize(context, width, height);
// composition and blend geometries
meshDataBlit.blitBox();
}
void WgCompositor::initPools(WgContext& context)
{
for (uint32_t i = 0; i < 256; i++) {
float opacity = i / 255.0f;
context.allocateBufferUniform(bufferOpacities[i], &opacity, sizeof(float));
bindGroupOpacities[i] = context.layouts.createBindGroupBuffer1Un(bufferOpacities[i]);
}
}
void WgCompositor::release(WgContext& context)
{
// release render targets habdles
resize(context, 0, 0);
// release opacity pool
releasePools(context);
// release global view matrix handles
context.layouts.releaseBindGroup(bindGroupViewMat);
context.releaseBuffer(bufferViewMat);
// release stage buffer
stageBufferPaint.release(context);
stageBufferGeometry.release(context);
// release pipelines
pipelines.release(context);
}
void WgCompositor::releasePools(WgContext& context)
{
// release opacity pool
for (uint32_t i = 0; i < 256; i++) {
context.layouts.releaseBindGroup(bindGroupOpacities[i]);
context.releaseBuffer(bufferOpacities[i]);
}
}
void WgCompositor::resize(WgContext& context, uint32_t width, uint32_t height) {
// release existig handles
if ((this->width != width) || (this->height != height)) {
context.layouts.releaseBindGroup(bindGroupStorageTemp);
// release intermediate render target
targetTemp1.release(context);
targetTemp0.release(context);
// release global stencil buffer handles
context.releaseTextureView(texViewDepthStencilMS);
context.releaseTexture(texDepthStencilMS);
context.releaseTextureView(texViewDepthStencil);
context.releaseTexture(texDepthStencil);
// store render target dimensions
this->height = height;
this->width = width;
}
// create render targets handles
if ((width != 0) && (height != 0)) {
// store render target dimensions
this->width = width;
this->height = height;
// reallocate global view matrix handles
WgShaderTypeMat4x4f viewMat(width, height);
context.allocateBufferUniform(bufferViewMat, &viewMat, sizeof(viewMat));
// allocate global stencil buffer handles
texDepthStencil = context.createTexAttachement(width, height, WGPUTextureFormat_Depth24PlusStencil8, 1);
texViewDepthStencil = context.createTextureView(texDepthStencil);
texDepthStencilMS = context.createTexAttachement(width, height, WGPUTextureFormat_Depth24PlusStencil8, 4);
texViewDepthStencilMS = context.createTextureView(texDepthStencilMS);
// initialize intermediate render targets
targetTemp0.initialize(context, width, height);
targetTemp1.initialize(context, width, height);
bindGroupStorageTemp = context.layouts.createBindGroupStrorage2RO(targetTemp0.texView, targetTemp1.texView);
}
}
RenderRegion WgCompositor::shrinkRenderRegion(RenderRegion& rect)
{
return RenderRegion::intersect(rect, {{0, 0}, {(int32_t)width, (int32_t)height}});
}
void WgCompositor::copyTexture(const WgRenderTarget* dst, const WgRenderTarget* src)
{
const RenderRegion region = {{0, 0}, {(int32_t)src->width, (int32_t)src->height}};
copyTexture(dst, src, region);
}
void WgCompositor::copyTexture(const WgRenderTarget* dst, const WgRenderTarget* src, const RenderRegion& region)
{
assert(dst);
assert(src);
assert(commandEncoder);
const WGPUImageCopyTexture texSrc { .texture = src->texture, .origin = { .x = region.x(), .y = region.y() } };
const WGPUImageCopyTexture texDst { .texture = dst->texture, .origin = { .x = region.x(), .y = region.y() } };
const WGPUExtent3D copySize { .width = region.w(), .height = region.h(), .depthOrArrayLayers = 1 };
wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, &copySize);
}
void WgCompositor::beginRenderPass(WGPUCommandEncoder commandEncoder, WgRenderTarget* target, bool clear, WGPUColor clearColor)
{
assert(target);
assert(commandEncoder);
// do not start same render bass
if (target == currentTarget) return;
// we must to end render pass first
endRenderPass();
this->currentTarget = target;
// start new render pass
this->commandEncoder = commandEncoder;
const WGPURenderPassDepthStencilAttachment depthStencilAttachment{
.view = texViewDepthStencilMS,
.depthLoadOp = WGPULoadOp_Clear,
.depthStoreOp = WGPUStoreOp_Discard,
.depthClearValue = 1.0f,
.stencilLoadOp = WGPULoadOp_Clear,
.stencilStoreOp = WGPUStoreOp_Discard,
.stencilClearValue = 0
};
const WGPURenderPassColorAttachment colorAttachment{
.view = target->texViewMS,
.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED,
.resolveTarget = target->texView,
.loadOp = clear ? WGPULoadOp_Clear : WGPULoadOp_Load,
.storeOp = WGPUStoreOp_Store,
.clearValue = clearColor
};
WGPURenderPassDescriptor renderPassDesc{ .colorAttachmentCount = 1, .colorAttachments = &colorAttachment, .depthStencilAttachment = &depthStencilAttachment };
renderPassEncoder = wgpuCommandEncoderBeginRenderPass(commandEncoder, &renderPassDesc);
assert(renderPassEncoder);
}
void WgCompositor::endRenderPass()
{
if (currentTarget) {
assert(renderPassEncoder);
wgpuRenderPassEncoderEnd(renderPassEncoder);
wgpuRenderPassEncoderRelease(renderPassEncoder);
renderPassEncoder = nullptr;
currentTarget = nullptr;
}
}
void WgCompositor::reset(WgContext& context)
{
stageBufferGeometry.clear();
stageBufferPaint.clear();
}
void WgCompositor::flush(WgContext& context)
{
stageBufferGeometry.append(&meshDataBlit);
stageBufferGeometry.flush(context);
stageBufferPaint.flush(context);
}
void WgCompositor::requestShape(WgRenderDataShape* renderData)
{
stageBufferGeometry.append(renderData);
renderData->renderSettingsShape.bindGroupInd = stageBufferPaint.append(renderData->renderSettingsShape.settings);
renderData->renderSettingsStroke.bindGroupInd = stageBufferPaint.append(renderData->renderSettingsStroke.settings);
ARRAY_FOREACH(p, renderData->clips)
requestShape((WgRenderDataShape* )(*p));
}
void WgCompositor::requestImage(WgRenderDataPicture* renderData)
{
stageBufferGeometry.append(renderData);
renderData->renderSettings.bindGroupInd = stageBufferPaint.append(renderData->renderSettings.settings);
ARRAY_FOREACH(p, renderData->clips)
requestShape((WgRenderDataShape* )(*p));
}
void WgCompositor::renderShape(WgContext& context, WgRenderDataShape* renderData, BlendMethod blendMethod)
{
assert(renderData);
assert(renderPassEncoder);
// apply clip path if neccessary
if (renderData->clips.count != 0) {
renderClipPath(context, renderData);
if (renderData->strokeFirst) {
clipStrokes(context, renderData);
clipShape(context, renderData);
} else {
clipShape(context, renderData);
clipStrokes(context, renderData);
}
clearClipPath(context, renderData);
// use custom blending
} else if (blendMethod != BlendMethod::Normal) {
if (renderData->strokeFirst) {
blendStrokes(context, renderData, blendMethod);
blendShape(context, renderData, blendMethod);
} else {
blendShape(context, renderData, blendMethod);
blendStrokes(context, renderData, blendMethod);
}
// use direct hardware blending
} else {
if (renderData->strokeFirst) {
drawStrokes(context, renderData);
drawShape(context, renderData);
} else {
drawShape(context, renderData);
drawStrokes(context, renderData);
}
}
}
void WgCompositor::renderImage(WgContext& context, WgRenderDataPicture* renderData, BlendMethod blendMethod)
{
assert(renderData);
assert(renderPassEncoder);
// apply clip path if neccessary
if (renderData->clips.count != 0) {
renderClipPath(context, renderData);
clipImage(context, renderData);
clearClipPath(context, renderData);
// use custom blending
} else if (blendMethod != BlendMethod::Normal)
blendImage(context, renderData, blendMethod);
// use direct hardware blending
else drawImage(context, renderData);
}
void WgCompositor::renderScene(WgContext& context, WgRenderTarget* scene, WgCompose* compose)
{
assert(scene);
assert(compose);
assert(renderPassEncoder);
// use custom blending
if (compose->blend != BlendMethod::Normal)
blendScene(context, scene, compose);
// use direct hardware blending
else drawScene(context, scene, compose);
}
void WgCompositor::composeScene(WgContext& context, WgRenderTarget* src, WgRenderTarget* mask, WgCompose* cmp)
{
assert(cmp);
assert(src);
assert(mask);
assert(renderPassEncoder);
RenderRegion rect = shrinkRenderRegion(cmp->aabb);
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, rect.x(), rect.y(), rect.w(), rect.h());
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, src->bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, mask->bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.scene_compose[(uint32_t)cmp->method]);
drawMeshImage(context, &meshDataBlit);
}
void WgCompositor::blit(WgContext& context, WGPUCommandEncoder encoder, WgRenderTarget* src, WGPUTextureView dstView)
{
assert(!renderPassEncoder);
const WGPURenderPassDepthStencilAttachment depthStencilAttachment{
.view = texViewDepthStencil,
.depthLoadOp = WGPULoadOp_Load,
.depthStoreOp = WGPUStoreOp_Discard,
.stencilLoadOp = WGPULoadOp_Load,
.stencilStoreOp = WGPUStoreOp_Discard
};
const WGPURenderPassColorAttachment colorAttachment {
.view = dstView,
.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED,
.loadOp = WGPULoadOp_Load,
.storeOp = WGPUStoreOp_Store,
};
const WGPURenderPassDescriptor renderPassDesc{ .colorAttachmentCount = 1, .colorAttachments = &colorAttachment, .depthStencilAttachment = &depthStencilAttachment };
renderPassEncoder = wgpuCommandEncoderBeginRenderPass(encoder, &renderPassDesc);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, src->bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.blit);
drawMeshImage(context, &meshDataBlit);
wgpuRenderPassEncoderEnd(renderPassEncoder);
wgpuRenderPassEncoderRelease(renderPassEncoder);
renderPassEncoder = nullptr;
}
void WgCompositor::drawMesh(WgContext& context, WgMeshData* meshData)
{
assert(meshData);
assert(renderPassEncoder);
uint64_t icount = meshData->ibuffer.count;
uint64_t vsize = meshData->vbuffer.count * sizeof(Point);
uint64_t isize = icount * sizeof(uint32_t);
wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 0, stageBufferGeometry.vbuffer_gpu, meshData->voffset, vsize);
wgpuRenderPassEncoderSetIndexBuffer(renderPassEncoder, stageBufferGeometry.ibuffer_gpu, WGPUIndexFormat_Uint32, meshData->ioffset, isize);
wgpuRenderPassEncoderDrawIndexed(renderPassEncoder, icount, 1, 0, 0, 0);
};
void WgCompositor::drawMeshFan(WgContext& context, WgMeshData* meshData)
{
assert(meshData);
assert(renderPassEncoder);
uint64_t icount = (meshData->vbuffer.count - 2) * 3;
uint64_t vsize = meshData->vbuffer.count * sizeof(Point);
uint64_t isize = icount * sizeof(uint32_t);
wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 0, stageBufferGeometry.vbuffer_gpu, meshData->voffset, vsize);
wgpuRenderPassEncoderSetIndexBuffer(renderPassEncoder, context.bufferIndexFan, WGPUIndexFormat_Uint32, 0, isize);
wgpuRenderPassEncoderDrawIndexed(renderPassEncoder, icount, 1, 0, 0, 0);
};
void WgCompositor::drawMeshImage(WgContext& context, WgMeshData* meshData)
{
assert(meshData);
assert(renderPassEncoder);
uint64_t icount = meshData->ibuffer.count;
uint64_t vsize = meshData->vbuffer.count * sizeof(Point);
uint64_t isize = icount * sizeof(uint32_t);
wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 0, stageBufferGeometry.vbuffer_gpu, meshData->voffset, vsize);
wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 1, stageBufferGeometry.vbuffer_gpu, meshData->toffset, vsize);
wgpuRenderPassEncoderSetIndexBuffer(renderPassEncoder, stageBufferGeometry.ibuffer_gpu, WGPUIndexFormat_Uint32, meshData->ioffset, isize);
wgpuRenderPassEncoderDrawIndexed(renderPassEncoder, icount, 1, 0, 0, 0);
};
void WgCompositor::drawShape(WgContext& context, WgRenderDataShape* renderData)
{
assert(renderData);
assert(renderPassEncoder);
assert(renderData->meshGroupShapes.meshes.count == renderData->meshGroupShapesBBox.meshes.count);
if (renderData->renderSettingsShape.skip || renderData->meshGroupShapes.meshes.count == 0 || renderData->viewport.invalid()) return;
WgRenderSettings& settings = renderData->renderSettingsShape;
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x(), renderData->viewport.y(), renderData->viewport.w(), renderData->viewport.h());
// setup stencil rules
WGPURenderPipeline stencilPipeline = (renderData->fillRule == FillRule::NonZero) ? pipelines.nonzero : pipelines.evenodd;
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, stencilPipeline);
// draw to stencil (first pass)
ARRAY_FOREACH(p, renderData->meshGroupShapes.meshes)
drawMeshFan(context, (*p));
// setup fill rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
if (settings.fillType == WgRenderSettingsType::Solid) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.solid);
} else if (settings.fillType == WgRenderSettingsType::Linear) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.gradientData.bindGroup, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.linear);
} else if (settings.fillType == WgRenderSettingsType::Radial) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.gradientData.bindGroup, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.radial);
}
// draw to color (second pass)
drawMeshFan(context, &renderData->meshDataBBox);
}
void WgCompositor::blendShape(WgContext& context, WgRenderDataShape* renderData, BlendMethod blendMethod)
{
assert(renderData);
assert(renderPassEncoder);
assert(renderData->meshGroupShapes.meshes.count == renderData->meshGroupShapesBBox.meshes.count);
if (renderData->renderSettingsShape.skip || renderData->meshGroupShapes.meshes.count == 0 || renderData->viewport.invalid()) return;
WgRenderSettings& settings = renderData->renderSettingsShape;
// copy current render target data to dst target
WgRenderTarget *target = currentTarget;
endRenderPass();
copyTexture(&targetTemp0, target);
beginRenderPass(commandEncoder, target, false);
// render shape with blend settings
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x(), renderData->viewport.y(), renderData->viewport.w(), renderData->viewport.h());
// setup stencil rules
WGPURenderPipeline stencilPipeline = (renderData->fillRule == FillRule::NonZero) ? pipelines.nonzero : pipelines.evenodd;
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, stencilPipeline);
// draw to stencil (first pass)
ARRAY_FOREACH(p, renderData->meshGroupShapes.meshes)
drawMeshFan(context, (*p));
// setup fill rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 3, targetTemp0.bindGroupTexure, 0, nullptr);
uint32_t blendMethodInd = (uint32_t)blendMethod;
if (settings.fillType == WgRenderSettingsType::Solid) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.solid_blend[blendMethodInd]);
} else if (settings.fillType == WgRenderSettingsType::Linear) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.gradientData.bindGroup, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.linear_blend[blendMethodInd]);
} else if (settings.fillType == WgRenderSettingsType::Radial) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.gradientData.bindGroup, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.radial_blend[blendMethodInd]);
}
// draw to color (second pass)
drawMeshFan(context, &renderData->meshDataBBox);
}
void WgCompositor::clipShape(WgContext& context, WgRenderDataShape* renderData)
{
assert(renderData);
assert(renderPassEncoder);
assert(renderData->meshGroupShapes.meshes.count == renderData->meshGroupShapesBBox.meshes.count);
if (renderData->renderSettingsShape.skip || renderData->meshGroupShapes.meshes.count == 0 || renderData->viewport.invalid()) return;
WgRenderSettings& settings = renderData->renderSettingsShape;
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x(), renderData->viewport.y(), renderData->viewport.w(), renderData->viewport.h());
// setup stencil rules
WGPURenderPipeline stencilPipeline = (renderData->fillRule == FillRule::NonZero) ? pipelines.nonzero : pipelines.evenodd;
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, stencilPipeline);
// draw to stencil (first pass)
ARRAY_FOREACH(p, renderData->meshGroupShapes.meshes)
drawMeshFan(context, (*p));
// merge depth and stencil buffer
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, bindGroupOpacities[128], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.merge_depth_stencil);
drawMeshFan(context, &renderData->meshDataBBox);
// setup fill rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
if (settings.fillType == WgRenderSettingsType::Solid) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.solid);
} else if (settings.fillType == WgRenderSettingsType::Linear) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.gradientData.bindGroup, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.linear);
} else if (settings.fillType == WgRenderSettingsType::Radial) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.gradientData.bindGroup, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.radial);
}
// draw to color (second pass)
drawMeshFan(context, &renderData->meshDataBBox);
}
void WgCompositor::drawStrokes(WgContext& context, WgRenderDataShape* renderData)
{
assert(renderData);
assert(renderPassEncoder);
assert(renderData->meshGroupStrokes.meshes.count == renderData->meshGroupStrokesBBox.meshes.count);
if (renderData->renderSettingsStroke.skip || renderData->meshGroupStrokes.meshes.count == 0 || renderData->viewport.invalid()) return;
WgRenderSettings& settings = renderData->renderSettingsStroke;
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x(), renderData->viewport.y(), renderData->viewport.w(), renderData->viewport.h());
// draw strokes to stencil (first pass)
for (uint32_t i = 0; i < renderData->meshGroupStrokes.meshes.count; i++) {
// setup stencil rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 255);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.direct);
// draw to stencil (first pass)
drawMesh(context, renderData->meshGroupStrokes.meshes[i]);
// setup fill rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
if (settings.fillType == WgRenderSettingsType::Solid) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.solid);
} else if (settings.fillType == WgRenderSettingsType::Linear) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.gradientData.bindGroup, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.linear);
} else if (settings.fillType == WgRenderSettingsType::Radial) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.gradientData.bindGroup, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.radial);
}
// draw to color (second pass)
drawMeshFan(context, renderData->meshGroupStrokesBBox.meshes[i]);
}
}
void WgCompositor::blendStrokes(WgContext& context, WgRenderDataShape* renderData, BlendMethod blendMethod)
{
assert(renderData);
assert(renderPassEncoder);
assert(renderData->meshGroupStrokes.meshes.count == renderData->meshGroupStrokesBBox.meshes.count);
if (renderData->renderSettingsStroke.skip || renderData->meshGroupStrokes.meshes.count == 0 || renderData->viewport.invalid()) return;
WgRenderSettings& settings = renderData->renderSettingsStroke;
// copy current render target data to dst target
WgRenderTarget *target = currentTarget;
endRenderPass();
copyTexture(&targetTemp0, target);
beginRenderPass(commandEncoder, target, false);
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x(), renderData->viewport.y(), renderData->viewport.w(), renderData->viewport.h());
// draw strokes to stencil (first pass)
for (uint32_t i = 0; i < renderData->meshGroupStrokes.meshes.count; i++) {
// setup stencil rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 255);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.direct);
// draw to stencil (first pass)
drawMesh(context, renderData->meshGroupStrokes.meshes[i]);
// setup fill rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 3, targetTemp0.bindGroupTexure, 0, nullptr);
uint32_t blendMethodInd = (uint32_t)blendMethod;
if (settings.fillType == WgRenderSettingsType::Solid) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.solid_blend[blendMethodInd]);
} else if (settings.fillType == WgRenderSettingsType::Linear) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.gradientData.bindGroup, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.linear_blend[blendMethodInd]);
} else if (settings.fillType == WgRenderSettingsType::Radial) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.gradientData.bindGroup, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.radial_blend[blendMethodInd]);
}
// draw to color (second pass)
drawMeshFan(context, renderData->meshGroupStrokesBBox.meshes[i]);
}
};
void WgCompositor::clipStrokes(WgContext& context, WgRenderDataShape* renderData)
{
assert(renderData);
assert(renderPassEncoder);
assert(renderData->meshGroupStrokes.meshes.count == renderData->meshGroupStrokesBBox.meshes.count);
if (renderData->renderSettingsStroke.skip) return;
if (renderData->meshGroupStrokes.meshes.count == 0) return;
if (renderData->viewport.invalid()) return;
WgRenderSettings& settings = renderData->renderSettingsStroke;
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x(), renderData->viewport.y(), renderData->viewport.w(), renderData->viewport.h());
// draw strokes to stencil (first pass)
for (uint32_t i = 0; i < renderData->meshGroupStrokes.meshes.count; i++) {
// setup stencil rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 255);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.direct);
// draw to stencil (first pass)
drawMesh(context, renderData->meshGroupStrokes.meshes[i]);
// merge depth and stencil buffer
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, bindGroupOpacities[128], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.merge_depth_stencil);
drawMeshFan(context, &renderData->meshDataBBox);
// setup fill rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
if (settings.fillType == WgRenderSettingsType::Solid) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.solid);
} else if (settings.fillType == WgRenderSettingsType::Linear) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.gradientData.bindGroup, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.linear);
} else if (settings.fillType == WgRenderSettingsType::Radial) {
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, settings.gradientData.bindGroup, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.radial);
}
// draw to color (second pass)
drawMeshFan(context, renderData->meshGroupStrokesBBox.meshes[i]);
}
}
void WgCompositor::drawImage(WgContext& context, WgRenderDataPicture* renderData)
{
assert(renderData);
assert(renderPassEncoder);
if (renderData->viewport.invalid()) return;
WgRenderSettings& settings = renderData->renderSettings;
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x(), renderData->viewport.y(), renderData->viewport.w(), renderData->viewport.h());
// draw stencil
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 255);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.direct);
drawMeshImage(context, &renderData->meshData);
// draw image
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, renderData->imageData.bindGroup, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.image);
drawMeshImage(context, &renderData->meshData);
}
void WgCompositor::blendImage(WgContext& context, WgRenderDataPicture* renderData, BlendMethod blendMethod)
{
assert(renderData);
assert(renderPassEncoder);
if (renderData->viewport.invalid()) return;
WgRenderSettings& settings = renderData->renderSettings;
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x(), renderData->viewport.y(), renderData->viewport.w(), renderData->viewport.h());
// copy current render target data to dst target
WgRenderTarget *target = currentTarget;
endRenderPass();
copyTexture(&targetTemp0, target);
beginRenderPass(commandEncoder, target, false);
// setup stencil rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 255);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.direct);
drawMeshImage(context, &renderData->meshData);
// blend image
uint32_t blendMethodInd = (uint32_t)blendMethod;
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, renderData->imageData.bindGroup, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 3, targetTemp0.bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.image_blend[blendMethodInd]);
drawMeshImage(context, &renderData->meshData);
};
void WgCompositor::clipImage(WgContext& context, WgRenderDataPicture* renderData)
{
assert(renderData);
assert(renderPassEncoder);
if (renderData->viewport.invalid()) return;
WgRenderSettings& settings = renderData->renderSettings;
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, renderData->viewport.x(), renderData->viewport.y(), renderData->viewport.w(), renderData->viewport.h());
// setup stencil rules
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 255);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.direct);
drawMeshImage(context, &renderData->meshData);
// merge depth and stencil buffer
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, bindGroupOpacities[128], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.merge_depth_stencil);
drawMeshImage(context, &renderData->meshData);
// draw image
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, renderData->imageData.bindGroup, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.image);
drawMeshImage(context, &renderData->meshData);
}
void WgCompositor::drawScene(WgContext& context, WgRenderTarget* scene, WgCompose* compose)
{
assert(scene);
assert(compose);
assert(currentTarget);
// draw scene
RenderRegion rect = shrinkRenderRegion(compose->aabb);
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, rect.x(), rect.y(), rect.w(), rect.h());
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, scene->bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, bindGroupOpacities[compose->opacity], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.scene);
drawMeshImage(context, &meshDataBlit);
}
void WgCompositor::blendScene(WgContext& context, WgRenderTarget* scene, WgCompose* compose)
{
assert(scene);
assert(compose);
assert(currentTarget);
// copy current render target data to dst target
WgRenderTarget *target = currentTarget;
endRenderPass();
copyTexture(&targetTemp0, target);
beginRenderPass(commandEncoder, target, false);
// blend scene
uint32_t blendMethodInd = (uint32_t)compose->blend;
RenderRegion rect = shrinkRenderRegion(compose->aabb);
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, rect.x(), rect.y(), rect.w(), rect.h());
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, scene->bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, targetTemp0.bindGroupTexure, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, bindGroupOpacities[compose->opacity], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.scene_blend[blendMethodInd]);
drawMeshImage(context, &meshDataBlit);
}
void WgCompositor::markupClipPath(WgContext& context, WgRenderDataShape* renderData)
{
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
// markup stencil
if (renderData->meshGroupStrokes.meshes.count > 0) {
WgRenderSettings& settings = renderData->renderSettingsStroke;
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 255);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.direct);
ARRAY_FOREACH(p, renderData->meshGroupStrokes.meshes)
drawMesh(context, (*p));
} else {
WGPURenderPipeline stencilPipeline = (renderData->fillRule == FillRule::NonZero) ? pipelines.nonzero : pipelines.evenodd;
WgRenderSettings& settings = renderData->renderSettingsShape;
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, stencilPipeline);
ARRAY_FOREACH(p, renderData->meshGroupShapes.meshes)
drawMeshFan(context, (*p));
}
}
void WgCompositor::renderClipPath(WgContext& context, WgRenderDataPaint* paint)
{
assert(paint);
assert(renderPassEncoder);
assert(paint->clips.count > 0);
// reset scissor recr to full screen
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, 0, 0, width, height);
// get render data
WgRenderDataShape* renderData0 = (WgRenderDataShape*)paint->clips[0];
WgRenderSettings& settings0 = renderData0->renderSettingsShape;
// markup stencil
markupClipPath(context, renderData0);
// copy stencil to depth
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings0.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, bindGroupOpacities[128], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.copy_stencil_to_depth);
drawMeshFan(context, &renderData0->meshDataBBox);
// merge clip pathes with AND logic
for (auto p = paint->clips.begin() + 1; p < paint->clips.end(); ++p) {
// get render data
WgRenderDataShape* renderData = (WgRenderDataShape*)(*p);
WgRenderSettings& settings = renderData->renderSettingsShape;
// markup stencil
markupClipPath(context, renderData);
// copy stencil to depth (clear stencil)
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, bindGroupOpacities[190], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.copy_stencil_to_depth_interm);
drawMeshFan(context, &renderData->meshDataBBox);
// copy depth to stencil
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 1);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, bindGroupOpacities[190], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.copy_depth_to_stencil);
drawMeshFan(context, &renderData->meshDataBBox);
// clear depth current (keep stencil)
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, bindGroupOpacities[255], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.clear_depth);
drawMeshFan(context, &renderData->meshDataBBox);
// clear depth original (keep stencil)
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings0.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, bindGroupOpacities[255], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.clear_depth);
drawMeshFan(context, &renderData0->meshDataBBox);
// copy stencil to depth (clear stencil)
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, bindGroupOpacities[128], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.copy_stencil_to_depth);
drawMeshFan(context, &renderData->meshDataBBox);
}
}
void WgCompositor::clearClipPath(WgContext& context, WgRenderDataPaint* paint)
{
assert(paint);
assert(renderPassEncoder);
assert(paint->clips.count > 0);
// reset scissor recr to full screen
wgpuRenderPassEncoderSetScissorRect(renderPassEncoder, 0, 0, width, height);
// get render data
ARRAY_FOREACH(p, paint->clips) {
WgRenderDataShape* renderData = (WgRenderDataShape*)(*p);
WgRenderSettings& settings = renderData->renderSettingsShape;
// set transformations
wgpuRenderPassEncoderSetStencilReference(renderPassEncoder, 0);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 0, bindGroupViewMat, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 1, stageBufferPaint[settings.bindGroupInd], 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(renderPassEncoder, 2, bindGroupOpacities[255], 0, nullptr);
wgpuRenderPassEncoderSetPipeline(renderPassEncoder, pipelines.clear_depth);
drawMeshFan(context, &renderData->meshDataBBox);
}
}
bool WgCompositor::gaussianBlur(WgContext& context, WgRenderTarget* dst, const RenderEffectGaussianBlur* params, const WgCompose* compose)
{
assert(dst);
assert(params);
assert(params->rd);
assert(compose->rdViewport);
assert(!renderPassEncoder);
auto renderData = (WgRenderDataEffectParams*)params->rd;
auto aabb = compose->aabb;
auto viewport = compose->rdViewport;
WgRenderTarget* sbuff = dst;
WgRenderTarget* dbuff = &targetTemp0;
// begin compute pass
WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass gaussian blur" };
WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
for (uint32_t level = 0; level < renderData->level; level++) {
// horizontal blur
if (params->direction != 2) {
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, sbuff->bindGroupRead, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dbuff->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderData->bindGroupParams, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.gaussian_horz);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, (aabb.sw() - 1) / 128 + 1, aabb.sh(), 1);
std::swap(sbuff, dbuff);
}
// vertical blur
if (params->direction != 1) {
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, sbuff->bindGroupRead, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dbuff->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderData->bindGroupParams, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.gaussian_vert);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, aabb.sw(), (aabb.sh() - 1) / 128 + 1, 1);
std::swap(sbuff, dbuff);
}
}
// end compute pass
wgpuComputePassEncoderEnd(computePassEncoder);
wgpuComputePassEncoderRelease(computePassEncoder);
// if final result stored in intermidiate buffer we must copy result to destination buffer
if (sbuff == &targetTemp0)
copyTexture(sbuff, dbuff, aabb);
return true;
}
bool WgCompositor::dropShadow(WgContext& context, WgRenderTarget* dst, const RenderEffectDropShadow* params, const WgCompose* compose)
{
assert(dst);
assert(params);
assert(params->rd);
assert(compose->rdViewport);
assert(!renderPassEncoder);
auto renderDataParams = (WgRenderDataEffectParams*)params->rd;
auto aabb = compose->aabb;
auto viewport = compose->rdViewport;
{ // apply blur
copyTexture(&targetTemp1, dst, aabb);
WgRenderTarget* sbuff = &targetTemp1;
WgRenderTarget* dbuff = &targetTemp0;
WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass drop shadow blur" };
WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
// horizontal blur
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, sbuff->bindGroupRead, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dbuff->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataParams->bindGroupParams, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.gaussian_horz);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, (aabb.sw() - 1) / 128 + 1, aabb.h(), 1);
std::swap(sbuff, dbuff);
// vertical blur
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, sbuff->bindGroupRead, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dbuff->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataParams->bindGroupParams, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.gaussian_vert);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, aabb.sw(), (aabb.sh() - 1) / 128 + 1, 1);
std::swap(sbuff, dbuff);
wgpuComputePassEncoderEnd(computePassEncoder);
wgpuComputePassEncoderRelease(computePassEncoder);
}
{ // blend origin (temp0), shadow (temp1) to destination
copyTexture(&targetTemp0, dst, aabb);
WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass drop shadow blend" };
WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, bindGroupStorageTemp, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dst->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, renderDataParams->bindGroupParams, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, viewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.dropshadow);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, (aabb.sw() - 1) / 128 + 1, aabb.h(), 1);
wgpuComputePassEncoderEnd(computePassEncoder);
wgpuComputePassEncoderRelease(computePassEncoder);
}
return true;
}
bool WgCompositor::fillEffect(WgContext& context, WgRenderTarget* dst, const RenderEffectFill* params, const WgCompose* compose)
{
assert(dst);
assert(params);
assert(params->rd);
assert(compose->rdViewport);
assert(!renderPassEncoder);
copyTexture(&targetTemp0, dst, compose->aabb);
WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass fill" };
WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, bindGroupStorageTemp, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dst->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, static_cast<WgRenderDataEffectParams*>(params->rd)->bindGroupParams, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, compose->rdViewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.fill_effect);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, (compose->aabb.sw() - 1) / 128 + 1, compose->aabb.sh(), 1);
wgpuComputePassEncoderEnd(computePassEncoder);
wgpuComputePassEncoderRelease(computePassEncoder);
return true;
}
bool WgCompositor::tintEffect(WgContext& context, WgRenderTarget* dst, const RenderEffectTint* params, const WgCompose* compose)
{
assert(dst);
assert(params);
assert(params->rd);
assert(compose->rdViewport);
assert(!renderPassEncoder);
copyTexture(&targetTemp0, dst, compose->aabb);
WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass tint" };
WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, bindGroupStorageTemp, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dst->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, static_cast<WgRenderDataEffectParams*>(params->rd)->bindGroupParams, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, compose->rdViewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.tint_effect);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, (compose->aabb.sw() - 1) / 128 + 1, compose->aabb.sh(), 1);
wgpuComputePassEncoderEnd(computePassEncoder);
wgpuComputePassEncoderRelease(computePassEncoder);
return true;
}
bool WgCompositor::tritoneEffect(WgContext& context, WgRenderTarget* dst, const RenderEffectTritone* params, const WgCompose* compose)
{
assert(dst);
assert(params);
assert(params->rd);
assert(compose->rdViewport);
assert(!renderPassEncoder);
copyTexture(&targetTemp0, dst, compose->aabb);
WGPUComputePassDescriptor computePassDesc{ .label = "Compute pass tritone" };
WGPUComputePassEncoder computePassEncoder = wgpuCommandEncoderBeginComputePass(commandEncoder, &computePassDesc);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 0, bindGroupStorageTemp, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 1, dst->bindGroupWrite, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 2, static_cast<WgRenderDataEffectParams*>(params->rd)->bindGroupParams, 0, nullptr);
wgpuComputePassEncoderSetBindGroup(computePassEncoder, 3, compose->rdViewport->bindGroupViewport, 0, nullptr);
wgpuComputePassEncoderSetPipeline(computePassEncoder, pipelines.tritone_effect);
wgpuComputePassEncoderDispatchWorkgroups(computePassEncoder, (compose->aabb.sw() - 1) / 128 + 1, compose->aabb.sh(), 1);
wgpuComputePassEncoderEnd(computePassEncoder);
wgpuComputePassEncoderRelease(computePassEncoder);
return true;
}