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Donner 0.5.1
Embeddable browser-grade SVG2 engine
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Caches a compiled wgpu::RenderPipeline for the Slug gradient-fill shader plus its bind-group layout. More...
#include "donner/svg/renderer/geode/GeodePipeline.h"
Public Member Functions | |
| GeodeGradientPipeline (const wgpu::Device &device, wgpu::TextureFormat colorFormat, bool useAlphaCoverageShader=false, uint32_t sampleCount=4) | |
| Construct a gradient pipeline for the given device and color target format. | |
| GeodeGradientPipeline (const GeodeGradientPipeline &)=delete | |
| GeodeGradientPipeline & | operator= (const GeodeGradientPipeline &)=delete |
| GeodeGradientPipeline (GeodeGradientPipeline &&) noexcept=default | |
| Move constructor. | |
| GeodeGradientPipeline & | operator= (GeodeGradientPipeline &&) noexcept=default |
| Move assignment operator. | |
| const wgpu::RenderPipeline & | pipeline () const |
| The compiled render pipeline. | |
| const wgpu::BindGroupLayout & | bindGroupLayout () const |
| The bind group layout used by the pipeline. | |
| wgpu::TextureFormat | colorFormat () const |
| Color format the pipeline was built for. | |
Caches a compiled wgpu::RenderPipeline for the Slug gradient-fill shader plus its bind-group layout.
Parallel to GeodePipeline but with a larger uniform buffer that carries linear-gradient parameters (pathFromGradient transform, start/end, spread mode, per-stop colors and offsets). The vertex layout, Band / curve storage bindings, and blend state are identical.
Kept as a sibling class instead of a branch inside GeodePipeline to keep the solid-fill pipeline's 128-byte uniform layout untouched, and so radial / sweep gradient pipelines can slot in alongside this one later without churning the solid-fill path.
| donner::geode::GeodeGradientPipeline::GeodeGradientPipeline | ( | const wgpu::Device & | device, |
| wgpu::TextureFormat | colorFormat, | ||
| bool | useAlphaCoverageShader = false, | ||
| uint32_t | sampleCount = 4 ) |
Construct a gradient pipeline for the given device and color target format.
| useAlphaCoverageShader | When true, selects the alpha-coverage shader variant. |
| sampleCount | MSAA sample count (1 for alpha-coverage, 4 otherwise). |