Donner SVG 0.8.0-pre
SVG editor and embeddable C⁠+⁠+⁠20 engine.
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GeodeTextureEncoder.h File Reference

Reusable GPU texture upload + textured-quad draw helpers for Geode. More...

#include <cstdint>
#include <optional>
#include "donner/base/Box.h"
#include "donner/gpu/CommandEncoder.h"
#include "donner/gpu/Handles.h"
#include "donner/svg/renderer/geode/GeodeGpuContext.h"
Include dependency graph for GeodeTextureEncoder.h:

Classes

class  donner::geode::GeodeTextureEncoder
 Reusable helpers for uploading pixel data to a GPU texture and drawing it as a textured quad through GeodeImagePipeline. More...
struct  donner::geode::GeodeTextureEncoder::UniformAllocation
 Borrowed uniform-buffer range for one blit uniform upload. The buffer field is a raw non-owning handle: the provider keeps it alive (see UniformScratch's contract below); holders must not retain the allocation beyond the current frame. More...
class  donner::geode::GeodeTextureEncoder::UniformScratch
 Interface for callers that pool blit uniform uploads into a per-frame scratch arena instead of creating one uniform buffer per blit. More...
struct  donner::geode::GeodeTextureEncoder::QuadParams
 Parameters for a single textured-quad draw call. More...

Namespaces

namespace  donner
 Top-level Donner namespace, which is split into different sub-namespaces such as donner::svg and donner::css.

Detailed Description

Reusable GPU texture upload + textured-quad draw helpers for Geode.


Class Documentation

◆ donner::geode::GeodeTextureEncoder::UniformAllocation

struct donner::geode::GeodeTextureEncoder::UniformAllocation

Borrowed uniform-buffer range for one blit uniform upload. The buffer field is a raw non-owning handle: the provider keeps it alive (see UniformScratch's contract below); holders must not retain the allocation beyond the current frame.

Class Members
BufferRef buffer
uint64_t offset = 0
uint64_t size = 0

◆ donner::geode::GeodeTextureEncoder::QuadParams

struct donner::geode::GeodeTextureEncoder::QuadParams

Parameters for a single textured-quad draw call.

destRect is in target-pixel space; the caller must bake the current model-view transform into targetFromLocal if the rect is authored in a different coordinate system. This keeps drawTexturedQuad agnostic about where the MVP lives in the larger renderer's state stack.

Class Members
bool applyMaskBounds = false When true, output pixels outside maskBounds are discarded. Used to honour the <mask> element's x/y/width/height.
uint32_t blendMode = 0 SVG mix-blend-mode selector. 0 = plain source-over; 1..=16 map to the enumeration in donner::svg::MixBlendMode (Normal..Luminosity). When non-zero, dstSnapshotTexture must hold the parent render target's frozen content for the fragment shader to read as the backdrop.
const TextureView * clipMaskView = nullptr Path-clip mask view. When set, the image shader samples it in target-pixel space and gates the source content before any blend/mask compositing. Borrowed.
Box2d destRect Destination rectangle (in target-pixel space after applying targetFromLocal).
const Texture * dstSnapshotTexture = nullptr Frozen snapshot of the parent render target - see RendererGeode::popIsolatedLayer which copies the prior parent content into a separate texture before opening the blend blit pass. Ignored unless blendMode != 0. Borrowed.
Filter filter = Filter::Linear Sampling filter mode.
Box2d maskBounds Mask bounds in target-pixel space. Ignored unless applyMaskBounds is true.
uint32_t maskMode = 0 Mask coverage selector: 0 disables masking, 1 uses luminance, and 2 uses alpha.
const Texture * maskTexture = nullptr <mask> compositing input. Ignored unless maskMode is nonzero. Borrowed.
double opacity = 1.0 Overall opacity multiplier in [0, 1]. Combined with the sampled alpha inside the fragment shader.
double pixelatedScaleX = 1.0 Device-pixel scale per source texel for CSS pixelated sampling.
double pixelatedScaleY = 1.0
See also
pixelatedScaleX
bool sourceIsPremultiplied = false Set when the source texture already stores premultiplied-alpha pixels. drawImage premultiplies ImageResource pixels before upload, and offscreen render targets blitted during popIsolatedLayer / pattern compositing are already premultiplied. Both paths set this flag to avoid a second premultiplication that darkens the RGB channel. Straight-alpha callers leave the default false so the shader premultiplies on output.
Box2d srcRect = Box2d({0.0, 0.0}, {1.0, 1.0}) Source UV rectangle in [0,1] × [0,1]. Default = entire texture.