gpu: fix clip intersection with the D3D backend

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-03-10 14:11:36 +01:00
parent acfe91ec3e
commit 61529c2cb6
6 changed files with 145 additions and 19 deletions
+59
View File
@@ -9,6 +9,7 @@ import (
"gioui.org/f32"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
)
@@ -39,6 +40,64 @@ func TestHeadless(t *testing.T) {
}
}
func TestClipping(t *testing.T) {
w, release := newTestWindow(t)
defer release()
sz := w.size
col := color.RGBA{A: 0xff, R: 0xca, G: 0xfe}
col2 := color.RGBA{A: 0xff, R: 0x00, G: 0xfe}
var ops op.Ops
pop := paint.PaintOp{Rect: f32.Rectangle{Max: f32.Point{
X: float32(sz.X),
Y: float32(sz.Y),
}}}
paint.ColorOp{Color: col}.Add(&ops)
clip.Rect{
Rect: f32.Rectangle{
Min: f32.Point{X: 50, Y: 50},
Max: f32.Point{X: 250, Y: 250},
},
SE: 75,
}.Op(&ops).Add(&ops)
pop.Add(&ops)
paint.ColorOp{Color: col2}.Add(&ops)
clip.Rect{
Rect: f32.Rectangle{
Min: f32.Point{X: 100, Y: 100},
Max: f32.Point{X: 350, Y: 350},
},
NW: 75,
}.Op(&ops).Add(&ops)
pop.Add(&ops)
w.Frame(&ops)
img, err := w.Screenshot()
if err != nil {
t.Fatal(err)
}
if *dumpImages {
if err := saveImage("clip.png", img); err != nil {
t.Fatal(err)
}
}
bg := color.RGBA{A: 0xff, R: 0xff, G: 0xff, B: 0xff}
tests := []struct {
x, y int
color color.RGBA
}{
{120, 120, col},
{130, 130, col2},
{210, 210, col2},
{230, 230, bg},
}
for _, test := range tests {
if got := img.RGBAAt(test.x, test.y); got != test.color {
t.Errorf("(%d,%d): got color %v, expected %v", test.x, test.y, got, test.color)
}
}
}
func newTestWindow(t *testing.T) (*Window, func()) {
t.Helper()
sz := image.Point{X: 800, Y: 600}
+7 -1
View File
@@ -538,15 +538,21 @@ func (r *renderer) intersectPath(p *pathOp, clip image.Rectangle) {
if !p.path {
return
}
o := p.place.Pos.Add(clip.Min).Sub(p.clip.Min)
uv := image.Rectangle{
Min: p.place.Pos,
Max: p.place.Pos.Add(p.clip.Size()),
}
o := clip.Min.Sub(p.clip.Min)
sub := image.Rectangle{
Min: o,
Max: o.Add(clip.Size()),
}
fbo := r.pather.stenciler.cover(p.place.Idx)
r.ctx.BindTexture(0, fbo.tex)
coverScale, coverOff := texSpaceTransform(toRectF(uv), fbo.size)
subScale, subOff := texSpaceTransform(toRectF(sub), p.clip.Size())
r.pather.stenciler.iprog.uniforms.vert.uvTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
r.pather.stenciler.iprog.uniforms.vert.subUVTransform = [4]float32{subScale.X, subScale.Y, subOff.X, subOff.Y}
r.pather.stenciler.iprog.prog.UploadUniforms()
r.ctx.DrawArrays(backend.DrawModeTriangleStrip, 0, 4)
}
+2 -1
View File
@@ -83,7 +83,8 @@ type stencilUniforms struct {
type intersectUniforms struct {
vert struct {
uvTransform [4]float32
uvTransform [4]float32
subUVTransform [4]float32
}
}
+49 -13
View File
File diff suppressed because one or more lines are too long
+17
View File
@@ -17,6 +17,23 @@ vec3[2] fboTextureTransform() {
return t;
}
// fboTransform returns a transformation
// that cancels the implied transformation between
// the clip space and the framebuffer.
// Only two rows are returned. The last is implied
// to be [0, 0, 1].
vec3[2] fboTransform() {
vec3[2] t;
#ifdef HLSL
t[0] = vec3(1.0, 0.0, 0.0);
t[1] = vec3(0.0, 1.0, 0.0);
#else
t[0] = vec3(1.0, 0.0, 0.0);
t[1] = vec3(0.0, -1.0, 0.0);
#endif
return t;
}
// toClipSpace converts an OpenGL gl_Position value to a
// native GPU position.
vec4 toClipSpace(vec4 pos) {
+11 -4
View File
@@ -4,18 +4,25 @@
precision highp float;
#include <common.inc>
layout(location = 0) in vec2 pos;
layout(location = 1) in vec2 uv;
layout(binding = 0) uniform Block {
vec4 uvTransform;
vec4 subUVTransform;
};
layout(location = 0) out vec2 vUV;
void main() {
vec2 p = pos;
p.y = -p.y;
gl_Position = vec4(p, 0, 1);
vUV = uv*uvTransform.xy + uvTransform.zw;
vec3[2] fboTrans = fboTransform();
vec3 p = transform3x2(fboTrans, vec3(pos, 1.0));
gl_Position = vec4(p, 1);
vec3[2] fboTexTrans = fboTextureTransform();
vec3 uv3 = transform3x2(fboTexTrans, vec3(uv, 1.0));
vUV = uv3.xy*subUVTransform.xy + subUVTransform.zw;
vUV = transform3x2(fboTexTrans, vec3(vUV, 1.0)).xy;
vUV = vUV*uvTransform.xy + uvTransform.zw;
}