all: rename the gioui.org/ui module to gioui.org

The "ui" is redundant and stutters.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2019-09-30 12:27:55 +02:00
parent ce74bc0cba
commit 22cd88df9f
102 changed files with 93 additions and 93 deletions
+109
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// SPDX-License-Identifier: Unlicense OR MIT
package gpu
import (
"fmt"
"gioui.org/internal/ops"
)
type resourceCache struct {
res map[interface{}]resource
newRes map[interface{}]resource
}
// opCache is like a resourceCache using the concrete Key
// key type to avoid allocations.
type opCache struct {
res map[ops.Key]resource
newRes map[ops.Key]resource
}
func newResourceCache() *resourceCache {
return &resourceCache{
res: make(map[interface{}]resource),
newRes: make(map[interface{}]resource),
}
}
func (r *resourceCache) get(key interface{}) (resource, bool) {
v, exists := r.res[key]
if exists {
r.newRes[key] = v
}
return v, exists
}
func (r *resourceCache) put(key interface{}, val resource) {
if _, exists := r.newRes[key]; exists {
panic(fmt.Errorf("key exists, %p", key))
}
r.res[key] = val
r.newRes[key] = val
}
func (r *resourceCache) frame(ctx *context) {
for k, v := range r.res {
if _, exists := r.newRes[k]; !exists {
delete(r.res, k)
v.release(ctx)
}
}
for k, v := range r.newRes {
delete(r.newRes, k)
r.res[k] = v
}
}
func (r *resourceCache) release(ctx *context) {
for _, v := range r.newRes {
v.release(ctx)
}
r.newRes = nil
r.res = nil
}
func newOpCache() *opCache {
return &opCache{
res: make(map[ops.Key]resource),
newRes: make(map[ops.Key]resource),
}
}
func (r *opCache) get(key ops.Key) (resource, bool) {
v, exists := r.res[key]
if exists {
r.newRes[key] = v
}
return v, exists
}
func (r *opCache) put(key ops.Key, val resource) {
if _, exists := r.newRes[key]; exists {
panic(fmt.Errorf("key exists, %#v", key))
}
r.res[key] = val
r.newRes[key] = val
}
func (r *opCache) frame(ctx *context) {
for k, v := range r.res {
if _, exists := r.newRes[k]; !exists {
delete(r.res, k)
v.release(ctx)
}
}
for k, v := range r.newRes {
delete(r.newRes, k)
r.res[k] = v
}
}
func (r *opCache) release(ctx *context) {
for _, v := range r.newRes {
v.release(ctx)
}
r.newRes = nil
r.res = nil
}
+125
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// SPDX-License-Identifier: Unlicense OR MIT
package gpu
import (
"errors"
"strings"
"gioui.org/app/internal/gl"
)
type context struct {
caps caps
*gl.Functions
}
type caps struct {
EXT_disjoint_timer_query bool
// floatTriple holds the settings for floating point
// textures.
floatTriple textureTriple
// Single channel alpha textures.
alphaTriple textureTriple
srgbaTriple textureTriple
}
// textureTriple holds the type settings for
// a TexImage2D call.
type textureTriple struct {
internalFormat int
format gl.Enum
typ gl.Enum
}
func newContext(glctx gl.Context) (*context, error) {
ctx := &context{
Functions: glctx.Functions(),
}
exts := strings.Split(ctx.GetString(gl.EXTENSIONS), " ")
glVer := ctx.GetString(gl.VERSION)
ver, err := gl.ParseGLVersion(glVer)
if err != nil {
return nil, err
}
floatTriple, err := floatTripleFor(ctx, ver, exts)
if err != nil {
return nil, err
}
srgbaTriple, err := srgbaTripleFor(ver, exts)
if err != nil {
return nil, err
}
hasTimers := hasExtension(exts, "GL_EXT_disjoint_timer_query_webgl2") || hasExtension(exts, "GL_EXT_disjoint_timer_query")
ctx.caps = caps{
EXT_disjoint_timer_query: hasTimers,
floatTriple: floatTriple,
alphaTriple: alphaTripleFor(ver),
srgbaTriple: srgbaTriple,
}
return ctx, nil
}
// floatTripleFor determines the best texture triple for floating point FBOs.
func floatTripleFor(ctx *context, ver [2]int, exts []string) (textureTriple, error) {
var triples []textureTriple
if ver[0] >= 3 {
triples = append(triples, textureTriple{gl.R16F, gl.Enum(gl.RED), gl.Enum(gl.HALF_FLOAT)})
}
if hasExtension(exts, "GL_OES_texture_half_float") || hasExtension(exts, "EXT_color_buffer_half_float") {
triples = append(triples, textureTriple{gl.RGBA, gl.Enum(gl.RGBA), gl.Enum(gl.HALF_FLOAT_OES)})
}
if hasExtension(exts, "GL_OES_texture_float") || hasExtension(exts, "GL_EXT_color_buffer_float") {
triples = append(triples, textureTriple{gl.RGBA, gl.Enum(gl.RGBA), gl.Enum(gl.FLOAT)})
}
tex := ctx.CreateTexture()
defer ctx.DeleteTexture(tex)
ctx.BindTexture(gl.TEXTURE_2D, tex)
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
fbo := ctx.CreateFramebuffer()
defer ctx.DeleteFramebuffer(fbo)
defFBO := gl.Framebuffer(ctx.GetBinding(gl.FRAMEBUFFER_BINDING))
ctx.BindFramebuffer(gl.FRAMEBUFFER, fbo)
defer ctx.BindFramebuffer(gl.FRAMEBUFFER, defFBO)
for _, tt := range triples {
const size = 256
ctx.TexImage2D(gl.TEXTURE_2D, 0, tt.internalFormat, size, size, tt.format, tt.typ, nil)
ctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)
if st := ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); st == gl.FRAMEBUFFER_COMPLETE {
return tt, nil
}
}
return textureTriple{}, errors.New("floating point fbos not supported")
}
func srgbaTripleFor(ver [2]int, exts []string) (textureTriple, error) {
switch {
case ver[0] >= 3:
return textureTriple{gl.SRGB8_ALPHA8, gl.Enum(gl.RGBA), gl.Enum(gl.UNSIGNED_BYTE)}, nil
case hasExtension(exts, "GL_EXT_sRGB"):
return textureTriple{gl.SRGB_ALPHA_EXT, gl.Enum(gl.SRGB_ALPHA_EXT), gl.Enum(gl.UNSIGNED_BYTE)}, nil
default:
return textureTriple{}, errors.New("no sRGB texture formats found")
}
}
func alphaTripleFor(ver [2]int) textureTriple {
intf, f := gl.R8, gl.Enum(gl.RED)
if ver[0] < 3 {
// R8, RED not supported on OpenGL ES 2.0.
intf, f = gl.LUMINANCE, gl.Enum(gl.LUMINANCE)
}
return textureTriple{intf, f, gl.UNSIGNED_BYTE}
}
func hasExtension(exts []string, ext string) bool {
for _, e := range exts {
if ext == e {
return true
}
}
return false
}
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+85
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// SPDX-License-Identifier: Unlicense OR MIT
package gpu
import (
"image"
)
// packer packs a set of many smaller rectangles into
// much fewer larger atlases.
type packer struct {
maxDim int
spaces []image.Rectangle
sizes []image.Point
pos image.Point
}
type placement struct {
Idx int
Pos image.Point
}
// add adds the given rectangle to the atlases and
// return the allocated position.
func (p *packer) add(s image.Point) (placement, bool) {
if place, ok := p.tryAdd(s); ok {
return place, true
}
p.newPage()
return p.tryAdd(s)
}
func (p *packer) clear() {
p.sizes = p.sizes[:0]
p.spaces = p.spaces[:0]
}
func (p *packer) newPage() {
p.pos = image.Point{}
p.sizes = append(p.sizes, image.Point{})
p.spaces = p.spaces[:0]
p.spaces = append(p.spaces, image.Rectangle{
Max: image.Point{X: p.maxDim, Y: p.maxDim},
})
}
func (p *packer) tryAdd(s image.Point) (placement, bool) {
// Go backwards to prioritize smaller spaces first.
for i := len(p.spaces) - 1; i >= 0; i-- {
space := p.spaces[i]
rightSpace := space.Dx() - s.X
bottomSpace := space.Dy() - s.Y
if rightSpace >= 0 && bottomSpace >= 0 {
// Remove space.
p.spaces[i] = p.spaces[len(p.spaces)-1]
p.spaces = p.spaces[:len(p.spaces)-1]
// Put s in the top left corner and add the (at most)
// two smaller spaces.
pos := space.Min
if bottomSpace > 0 {
p.spaces = append(p.spaces, image.Rectangle{
Min: image.Point{X: pos.X, Y: pos.Y + s.Y},
Max: image.Point{X: space.Max.X, Y: space.Max.Y},
})
}
if rightSpace > 0 {
p.spaces = append(p.spaces, image.Rectangle{
Min: image.Point{X: pos.X + s.X, Y: pos.Y},
Max: image.Point{X: space.Max.X, Y: pos.Y + s.Y},
})
}
idx := len(p.sizes) - 1
size := &p.sizes[idx]
if x := pos.X + s.X; x > size.X {
size.X = x
}
if y := pos.Y + s.Y; y > size.Y {
size.Y = y
}
return placement{Idx: idx, Pos: pos}, true
}
}
return placement{}, false
}
+573
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// SPDX-License-Identifier: Unlicense OR MIT
package gpu
// GPU accelerated path drawing using the algorithms from
// Pathfinder (https://github.com/pcwalton/pathfinder).
import (
"image"
"unsafe"
"gioui.org/app/internal/gl"
"gioui.org/f32"
"gioui.org/internal/path"
)
type pather struct {
ctx *context
viewport image.Point
stenciler *stenciler
coverer *coverer
}
type coverer struct {
ctx *context
prog [2]gl.Program
vars [2]struct {
z gl.Uniform
uScale, uOffset gl.Uniform
uUVScale, uUVOffset gl.Uniform
uCoverUVScale, uCoverUVOffset gl.Uniform
uColor gl.Uniform
}
}
type stenciler struct {
ctx *context
defFBO gl.Framebuffer
indexBufQuads int
prog gl.Program
iprog gl.Program
fbos fboSet
intersections fboSet
uScale, uOffset gl.Uniform
uPathOffset gl.Uniform
uIntersectUVOffset gl.Uniform
uIntersectUVScale gl.Uniform
indexBuf gl.Buffer
}
type fboSet struct {
fbos []stencilFBO
}
type stencilFBO struct {
size image.Point
fbo gl.Framebuffer
tex gl.Texture
}
type pathData struct {
ncurves int
data gl.Buffer
}
var (
pathAttribs = []string{"corner", "maxy", "from", "ctrl", "to"}
attribPathCorner gl.Attrib = 0
attribPathMaxY gl.Attrib = 1
attribPathFrom gl.Attrib = 2
attribPathCtrl gl.Attrib = 3
attribPathTo gl.Attrib = 4
intersectAttribs = []string{"pos", "uv"}
)
func newPather(ctx *context) *pather {
return &pather{
ctx: ctx,
stenciler: newStenciler(ctx),
coverer: newCoverer(ctx),
}
}
func newCoverer(ctx *context) *coverer {
prog, err := createColorPrograms(ctx, coverVSrc, coverFSrc)
if err != nil {
panic(err)
}
c := &coverer{
ctx: ctx,
prog: prog,
}
for i, prog := range prog {
ctx.UseProgram(prog)
switch materialType(i) {
case materialTexture:
uTex := gl.GetUniformLocation(ctx.Functions, prog, "tex")
ctx.Uniform1i(uTex, 0)
c.vars[i].uUVScale = gl.GetUniformLocation(ctx.Functions, prog, "uvScale")
c.vars[i].uUVOffset = gl.GetUniformLocation(ctx.Functions, prog, "uvOffset")
case materialColor:
c.vars[i].uColor = gl.GetUniformLocation(ctx.Functions, prog, "color")
}
uCover := gl.GetUniformLocation(ctx.Functions, prog, "cover")
ctx.Uniform1i(uCover, 1)
c.vars[i].z = gl.GetUniformLocation(ctx.Functions, prog, "z")
c.vars[i].uScale = gl.GetUniformLocation(ctx.Functions, prog, "scale")
c.vars[i].uOffset = gl.GetUniformLocation(ctx.Functions, prog, "offset")
c.vars[i].uCoverUVScale = gl.GetUniformLocation(ctx.Functions, prog, "uvCoverScale")
c.vars[i].uCoverUVOffset = gl.GetUniformLocation(ctx.Functions, prog, "uvCoverOffset")
}
return c
}
func newStenciler(ctx *context) *stenciler {
defFBO := gl.Framebuffer(ctx.GetBinding(gl.FRAMEBUFFER_BINDING))
prog, err := gl.CreateProgram(ctx.Functions, stencilVSrc, stencilFSrc, pathAttribs)
if err != nil {
panic(err)
}
ctx.UseProgram(prog)
iprog, err := gl.CreateProgram(ctx.Functions, intersectVSrc, intersectFSrc, intersectAttribs)
if err != nil {
panic(err)
}
coverLoc := gl.GetUniformLocation(ctx.Functions, iprog, "cover")
ctx.UseProgram(iprog)
ctx.Uniform1i(coverLoc, 0)
return &stenciler{
ctx: ctx,
defFBO: defFBO,
prog: prog,
iprog: iprog,
uScale: gl.GetUniformLocation(ctx.Functions, prog, "scale"),
uOffset: gl.GetUniformLocation(ctx.Functions, prog, "offset"),
uPathOffset: gl.GetUniformLocation(ctx.Functions, prog, "pathOffset"),
uIntersectUVScale: gl.GetUniformLocation(ctx.Functions, iprog, "uvScale"),
uIntersectUVOffset: gl.GetUniformLocation(ctx.Functions, iprog, "uvOffset"),
indexBuf: ctx.CreateBuffer(),
}
}
func (s *fboSet) resize(ctx *context, sizes []image.Point) {
// Add fbos.
for i := len(s.fbos); i < len(sizes); i++ {
tex := ctx.CreateTexture()
ctx.BindTexture(gl.TEXTURE_2D, tex)
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
fbo := ctx.CreateFramebuffer()
s.fbos = append(s.fbos, stencilFBO{
fbo: fbo,
tex: tex,
})
}
// Resize fbos.
for i, sz := range sizes {
f := &s.fbos[i]
// Resizing or recreating FBOs can introduce rendering stalls.
// Avoid if the space waste is not too high.
resize := sz.X > f.size.X || sz.Y > f.size.Y
waste := float32(sz.X*sz.Y) / float32(f.size.X*f.size.Y)
resize = resize || waste > 1.2
if resize {
f.size = sz
ctx.BindTexture(gl.TEXTURE_2D, f.tex)
tt := ctx.caps.floatTriple
ctx.TexImage2D(gl.TEXTURE_2D, 0, tt.internalFormat, sz.X, sz.Y, tt.format, tt.typ, nil)
ctx.BindFramebuffer(gl.FRAMEBUFFER, f.fbo)
ctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, f.tex, 0)
}
}
// Delete extra fbos.
s.delete(ctx, len(sizes))
}
func (s *fboSet) invalidate(ctx *context) {
for _, f := range s.fbos {
ctx.BindFramebuffer(gl.FRAMEBUFFER, f.fbo)
ctx.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0)
}
}
func (s *fboSet) delete(ctx *context, idx int) {
for i := idx; i < len(s.fbos); i++ {
f := s.fbos[i]
ctx.DeleteFramebuffer(f.fbo)
ctx.DeleteTexture(f.tex)
}
s.fbos = s.fbos[:idx]
}
func (s *stenciler) release() {
s.fbos.delete(s.ctx, 0)
s.ctx.DeleteProgram(s.prog)
s.ctx.DeleteBuffer(s.indexBuf)
}
func (p *pather) release() {
p.stenciler.release()
p.coverer.release()
}
func (c *coverer) release() {
for _, p := range c.prog {
c.ctx.DeleteProgram(p)
}
}
func buildPath(ctx *context, p []byte) *pathData {
buf := ctx.CreateBuffer()
ctx.BindBuffer(gl.ARRAY_BUFFER, buf)
ctx.BufferData(gl.ARRAY_BUFFER, p, gl.STATIC_DRAW)
return &pathData{
ncurves: len(p) / path.VertStride,
data: buf,
}
}
func (p *pathData) release(ctx *context) {
ctx.DeleteBuffer(p.data)
}
func (p *pather) begin(sizes []image.Point) {
p.stenciler.begin(sizes)
}
func (p *pather) end() {
p.stenciler.end()
}
func (p *pather) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.Point, data *pathData) {
p.stenciler.stencilPath(bounds, offset, uv, data)
}
func (s *stenciler) beginIntersect(sizes []image.Point) {
s.ctx.ActiveTexture(gl.TEXTURE1)
s.ctx.BindTexture(gl.TEXTURE_2D, gl.Texture{})
s.ctx.ActiveTexture(gl.TEXTURE0)
s.ctx.BlendFunc(gl.DST_COLOR, gl.ZERO)
// 8 bit coverage is enough, but OpenGL ES only supports single channel
// floating point formats. Replace with GL_RGB+GL_UNSIGNED_BYTE if
// no floating point support is available.
s.intersections.resize(s.ctx, sizes)
s.ctx.ClearColor(1.0, 0.0, 0.0, 0.0)
s.ctx.UseProgram(s.iprog)
}
func (s *stenciler) endIntersect() {
s.ctx.BindFramebuffer(gl.FRAMEBUFFER, s.defFBO)
}
func (s *stenciler) invalidateFBO() {
s.intersections.invalidate(s.ctx)
s.fbos.invalidate(s.ctx)
s.ctx.BindFramebuffer(gl.FRAMEBUFFER, s.defFBO)
}
func (s *stenciler) cover(idx int) stencilFBO {
return s.fbos.fbos[idx]
}
func (s *stenciler) begin(sizes []image.Point) {
s.ctx.ActiveTexture(gl.TEXTURE1)
s.ctx.BindTexture(gl.TEXTURE_2D, gl.Texture{})
s.ctx.ActiveTexture(gl.TEXTURE0)
s.ctx.BlendFunc(gl.ONE, gl.ONE)
s.fbos.resize(s.ctx, sizes)
s.ctx.ClearColor(0.0, 0.0, 0.0, 0.0)
s.ctx.UseProgram(s.prog)
s.ctx.EnableVertexAttribArray(attribPathCorner)
s.ctx.EnableVertexAttribArray(attribPathMaxY)
s.ctx.EnableVertexAttribArray(attribPathFrom)
s.ctx.EnableVertexAttribArray(attribPathCtrl)
s.ctx.EnableVertexAttribArray(attribPathTo)
s.ctx.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, s.indexBuf)
}
func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.Point, data *pathData) {
s.ctx.BindBuffer(gl.ARRAY_BUFFER, data.data)
s.ctx.Viewport(uv.X, uv.Y, bounds.Dx(), bounds.Dy())
// Transform UI coordinates to OpenGL coordinates.
texSize := f32.Point{X: float32(bounds.Dx()), Y: float32(bounds.Dy())}
scale := f32.Point{X: 2 / texSize.X, Y: 2 / texSize.Y}
orig := f32.Point{X: -1 - float32(bounds.Min.X)*2/texSize.X, Y: -1 - float32(bounds.Min.Y)*2/texSize.Y}
s.ctx.Uniform2f(s.uScale, scale.X, scale.Y)
s.ctx.Uniform2f(s.uOffset, orig.X, orig.Y)
s.ctx.Uniform2f(s.uPathOffset, offset.X, offset.Y)
// Draw in batches that fit in uint16 indices.
start := 0
nquads := data.ncurves / 4
for start < nquads {
batch := nquads - start
if max := int(^uint16(0)) / 6; batch > max {
batch = max
}
// Enlarge VBO if necessary.
if batch > s.indexBufQuads {
indices := make([]uint16, batch*6)
for i := 0; i < batch; i++ {
i := uint16(i)
indices[i*6+0] = i*4 + 0
indices[i*6+1] = i*4 + 1
indices[i*6+2] = i*4 + 2
indices[i*6+3] = i*4 + 2
indices[i*6+4] = i*4 + 1
indices[i*6+5] = i*4 + 3
}
s.ctx.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.BytesView(indices), gl.STATIC_DRAW)
s.indexBufQuads = batch
}
off := path.VertStride * start * 4
s.ctx.VertexAttribPointer(attribPathCorner, 2, gl.SHORT, false, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).CornerX)))
s.ctx.VertexAttribPointer(attribPathMaxY, 1, gl.FLOAT, false, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).MaxY)))
s.ctx.VertexAttribPointer(attribPathFrom, 2, gl.FLOAT, false, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).FromX)))
s.ctx.VertexAttribPointer(attribPathCtrl, 2, gl.FLOAT, false, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).CtrlX)))
s.ctx.VertexAttribPointer(attribPathTo, 2, gl.FLOAT, false, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).ToX)))
s.ctx.DrawElements(gl.TRIANGLES, batch*6, gl.UNSIGNED_SHORT, 0)
start += batch
}
}
func (s *stenciler) end() {
s.ctx.DisableVertexAttribArray(attribPathCorner)
s.ctx.DisableVertexAttribArray(attribPathMaxY)
s.ctx.DisableVertexAttribArray(attribPathFrom)
s.ctx.DisableVertexAttribArray(attribPathCtrl)
s.ctx.DisableVertexAttribArray(attribPathTo)
s.ctx.BindFramebuffer(gl.FRAMEBUFFER, s.defFBO)
}
func (p *pather) cover(z float32, mat materialType, col [4]float32, scale, off, uvScale, uvOff, coverScale, coverOff f32.Point) {
p.coverer.cover(z, mat, col, scale, off, uvScale, uvOff, coverScale, coverOff)
}
func (c *coverer) cover(z float32, mat materialType, col [4]float32, scale, off, uvScale, uvOff, coverScale, coverOff f32.Point) {
c.ctx.UseProgram(c.prog[mat])
switch mat {
case materialColor:
c.ctx.Uniform4f(c.vars[mat].uColor, col[0], col[1], col[2], col[3])
case materialTexture:
c.ctx.Uniform2f(c.vars[mat].uUVScale, uvScale.X, uvScale.Y)
c.ctx.Uniform2f(c.vars[mat].uUVOffset, uvOff.X, uvOff.Y)
}
c.ctx.Uniform1f(c.vars[mat].z, z)
c.ctx.Uniform2f(c.vars[mat].uScale, scale.X, scale.Y)
c.ctx.Uniform2f(c.vars[mat].uOffset, off.X, off.Y)
c.ctx.Uniform2f(c.vars[mat].uCoverUVScale, coverScale.X, coverScale.Y)
c.ctx.Uniform2f(c.vars[mat].uCoverUVOffset, coverOff.X, coverOff.Y)
c.ctx.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
}
const stencilVSrc = `
#version 100
precision highp float;
uniform vec2 scale;
uniform vec2 offset;
uniform vec2 pathOffset;
attribute vec2 corner;
attribute float maxy;
attribute vec2 from;
attribute vec2 ctrl;
attribute vec2 to;
varying vec2 vFrom;
varying vec2 vCtrl;
varying vec2 vTo;
void main() {
// Add a one pixel overlap so curve quads cover their
// entire curves. Could use conservative rasterization
// if available.
vec2 from = from + pathOffset;
vec2 ctrl = ctrl + pathOffset;
vec2 to = to + pathOffset;
float maxy = maxy + pathOffset.y;
vec2 pos;
if (corner.x > 0.0) {
// East.
pos.x = max(max(from.x, ctrl.x), to.x)+1.0;
} else {
// West.
pos.x = min(min(from.x, ctrl.x), to.x)-1.0;
}
if (corner.y > 0.0) {
// North.
pos.y = maxy + 1.0;
} else {
// South.
pos.y = min(min(from.y, ctrl.y), to.y) - 1.0;
}
vFrom = from-pos;
vCtrl = ctrl-pos;
vTo = to-pos;
pos *= scale;
pos += offset;
gl_Position = vec4(pos, 1, 1);
}
`
const stencilFSrc = `
#version 100
precision mediump float;
varying vec2 vFrom;
varying vec2 vCtrl;
varying vec2 vTo;
uniform sampler2D areaLUT;
void main() {
float dx = vTo.x - vFrom.x;
// Sort from and to in increasing order so the root below
// is always the positive square root, if any.
// We need the direction of the curve below, so this can't be
// done from the vertex shader.
bool increasing = vTo.x >= vFrom.x;
vec2 left = increasing ? vFrom : vTo;
vec2 right = increasing ? vTo : vFrom;
// The signed horizontal extent of the fragment.
vec2 extent = clamp(vec2(vFrom.x, vTo.x), -0.5, 0.5);
// Find the t where the curve crosses the middle of the
// extent, x₀.
// Given the Bézier curve with x coordinates P₀, P₁, P₂
// where P₀ is at the origin, its x coordinate in t
// is given by:
//
// x(t) = 2(1-t)tP₁ + t²P₂
//
// Rearranging:
//
// x(t) = (P₂ - 2P₁)t² + 2P₁t
//
// Setting x(t) = x₀ and using Muller's quadratic formula ("Citardauq")
// for robustnesss,
//
// t = 2x₀/(2P₁±√(4P₁²+4(P₂-2P₁)x₀))
//
// which simplifies to
//
// t = x₀/(P₁±√(P₁²+(P₂-2P₁)x₀))
//
// Setting v = P₂-P₁,
//
// t = x₀/(P₁±√(P₁²+(v-P₁)x₀))
//
// t lie in [0; 1]; P₂ ≥ P₁ and P₁ ≥ 0 since we split curves where
// the control point lies before the start point or after the end point.
// It can then be shown that only the positive square root is valid.
float midx = mix(extent.x, extent.y, 0.5);
float x0 = midx - left.x;
vec2 p1 = vCtrl - left;
vec2 v = right - vCtrl;
float t = x0/(p1.x+sqrt(p1.x*p1.x+(v.x-p1.x)*x0));
// Find y(t) on the curve.
float y = mix(mix(left.y, vCtrl.y, t), mix(vCtrl.y, right.y, t), t);
// And the slope.
vec2 d_half = mix(p1, v, t);
float dy = d_half.y/d_half.x;
// Together, y and dy form a line approximation.
// Compute the fragment area above the line.
// The area is symmetric around dy = 0. Scale slope with extent width.
float width = extent.y - extent.x;
dy = abs(dy*width);
vec4 sides = vec4(dy*+0.5 + y, dy*-0.5 + y, (+0.5-y)/dy, (-0.5-y)/dy);
sides = clamp(sides+0.5, 0.0, 1.0);
float area = 0.5*(sides.z - sides.z*sides.y + 1.0 - sides.x+sides.x*sides.w);
area *= width;
// Work around issue #13.
if (width == 0.0)
area = 0.0;
gl_FragColor.r = area;
}
`
const coverVSrc = `
#version 100
precision highp float;
uniform float z;
uniform vec2 scale;
uniform vec2 offset;
uniform vec2 uvScale;
uniform vec2 uvOffset;
uniform vec2 uvCoverScale;
uniform vec2 uvCoverOffset;
attribute vec2 pos;
varying vec2 vCoverUV;
attribute vec2 uv;
varying vec2 vUV;
void main() {
gl_Position = vec4(pos*scale + offset, z, 1);
vUV = uv*uvScale + uvOffset;
vCoverUV = uv*uvCoverScale+uvCoverOffset;
}
`
const coverFSrc = `
#version 100
precision mediump float;
// Use high precision to be pixel accurate for
// large cover atlases.
varying highp vec2 vCoverUV;
uniform sampler2D cover;
varying vec2 vUV;
HEADER
void main() {
gl_FragColor = GET_COLOR;
float cover = abs(texture2D(cover, vCoverUV).r);
gl_FragColor *= cover;
}
`
const intersectVSrc = `
#version 100
precision highp float;
attribute vec2 pos;
attribute vec2 uv;
uniform vec2 uvScale;
uniform vec2 uvOffset;
varying vec2 vUV;
void main() {
vec2 p = pos;
p.y = -p.y;
gl_Position = vec4(p, 0, 1);
vUV = uv*uvScale + uvOffset;
}
`
const intersectFSrc = `
#version 100
precision mediump float;
// Use high precision to be pixel accurate for
// large cover atlases.
varying highp vec2 vUV;
uniform sampler2D cover;
void main() {
float cover = abs(texture2D(cover, vUV).r);
gl_FragColor.r = cover;
}
`
+93
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@@ -0,0 +1,93 @@
// SPDX-License-Identifier: Unlicense OR MIT
package gpu
import (
"time"
"gioui.org/app/internal/gl"
)
type timers struct {
ctx *context
timers []*timer
}
type timer struct {
Elapsed time.Duration
ctx *context
obj gl.Query
state timerState
}
type timerState uint8
const (
timerIdle timerState = iota
timerRunning
timerWaiting
)
func newTimers(ctx *context) *timers {
return &timers{
ctx: ctx,
}
}
func (t *timers) newTimer() *timer {
if t == nil {
return nil
}
tt := &timer{
ctx: t.ctx,
obj: t.ctx.CreateQuery(),
}
t.timers = append(t.timers, tt)
return tt
}
func (t *timer) begin() {
if t == nil || t.state != timerIdle {
return
}
t.ctx.BeginQuery(gl.TIME_ELAPSED_EXT, t.obj)
t.state = timerRunning
}
func (t *timer) end() {
if t == nil || t.state != timerRunning {
return
}
t.ctx.EndQuery(gl.TIME_ELAPSED_EXT)
t.state = timerWaiting
}
func (t *timers) ready() bool {
if t == nil {
return false
}
for _, tt := range t.timers {
if tt.state != timerWaiting {
return false
}
if t.ctx.GetQueryObjectuiv(tt.obj, gl.QUERY_RESULT_AVAILABLE) == 0 {
return false
}
}
for _, tt := range t.timers {
tt.state = timerIdle
nanos := t.ctx.GetQueryObjectuiv(tt.obj, gl.QUERY_RESULT)
tt.Elapsed = time.Duration(nanos)
}
return t.ctx.GetInteger(gl.GPU_DISJOINT_EXT) == 0
}
func (t *timers) release() {
if t == nil {
return
}
for _, tt := range t.timers {
t.ctx.DeleteQuery(tt.obj)
}
t.timers = nil
}