From 61529c2cb6f424cf8705b016f3954a874ac0a5c6 Mon Sep 17 00:00:00 2001 From: Elias Naur Date: Tue, 10 Mar 2020 14:11:36 +0100 Subject: [PATCH] gpu: fix clip intersection with the D3D backend Signed-off-by: Elias Naur --- app/headless/headless_test.go | 59 +++++++++++++++++++++++++++++++++ gpu/gpu.go | 8 ++++- gpu/path.go | 3 +- gpu/shaders.go | 62 +++++++++++++++++++++++++++-------- gpu/shaders/common.inc | 17 ++++++++++ gpu/shaders/intersect.vert | 15 ++++++--- 6 files changed, 145 insertions(+), 19 deletions(-) diff --git a/app/headless/headless_test.go b/app/headless/headless_test.go index e709311d..553d04e9 100644 --- a/app/headless/headless_test.go +++ b/app/headless/headless_test.go @@ -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} diff --git a/gpu/gpu.go b/gpu/gpu.go index 29e37a9b..cb37d941 100644 --- a/gpu/gpu.go +++ b/gpu/gpu.go @@ -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) } diff --git a/gpu/path.go b/gpu/path.go index 5396ed1d..691ea0a8 100644 --- a/gpu/path.go +++ b/gpu/path.go @@ -83,7 +83,8 @@ type stencilUniforms struct { type intersectUniforms struct { vert struct { - uvTransform [4]float32 + uvTransform [4]float32 + subUVTransform [4]float32 } } diff --git a/gpu/shaders.go b/gpu/shaders.go index 66451497..d4509877 100644 --- a/gpu/shaders.go +++ b/gpu/shaders.go @@ -394,24 +394,25 @@ var ( Inputs: []backend.InputLocation{{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0x0, Size: 2}, {Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0x0, Size: 2}}, Uniforms: backend.UniformsReflection{ Blocks: []backend.UniformBlock{{Name: "Block", Binding: 0}}, - Locations: []backend.UniformLocation{{Name: "_40.uvTransform", Type: 0x0, Size: 4, Offset: 0}}, - Size: 16, + Locations: []backend.UniformLocation{{Name: "_101.uvTransform", Type: 0x0, Size: 4, Offset: 0}, {Name: "_101.subUVTransform", Type: 0x0, Size: 4, Offset: 16}}, + Size: 32, }, - GLSL100ES: "\nstruct Block\n{\n vec4 uvTransform;\n};\n\nuniform Block _40;\n\nattribute vec2 pos;\nvarying vec2 vUV;\nattribute vec2 uv;\n\nvoid main()\n{\n vec2 p = pos;\n p.y = -p.y;\n gl_Position = vec4(p, 0.0, 1.0);\n vUV = (uv * _40.uvTransform.xy) + _40.uvTransform.zw;\n}\n\n", - GLSL300ES: "#version 300 es\n\nlayout(std140) uniform Block\n{\n vec4 uvTransform;\n} _40;\n\nlayout(location = 0) in vec2 pos;\nout vec2 vUV;\nlayout(location = 1) in vec2 uv;\n\nvoid main()\n{\n vec2 p = pos;\n p.y = -p.y;\n gl_Position = vec4(p, 0.0, 1.0);\n vUV = (uv * _40.uvTransform.xy) + _40.uvTransform.zw;\n}\n\n", - GLSL130: "#version 130\n\nstruct Block\n{\n vec4 uvTransform;\n};\n\nuniform Block _40;\n\nin vec2 pos;\nout vec2 vUV;\nin vec2 uv;\n\nvoid main()\n{\n vec2 p = pos;\n p.y = -p.y;\n gl_Position = vec4(p, 0.0, 1.0);\n vUV = (uv * _40.uvTransform.xy) + _40.uvTransform.zw;\n}\n\n", - GLSL150: "#version 150\n\nstruct Block\n{\n vec4 uvTransform;\n};\n\nuniform Block _40;\n\nin vec2 pos;\nout vec2 vUV;\nin vec2 uv;\n\nvoid main()\n{\n vec2 p = pos;\n p.y = -p.y;\n gl_Position = vec4(p, 0.0, 1.0);\n vUV = (uv * _40.uvTransform.xy) + _40.uvTransform.zw;\n}\n\n", + GLSL100ES: "\nstruct Block\n{\n vec4 uvTransform;\n vec4 subUVTransform;\n};\n\nuniform Block _101;\n\nattribute vec2 pos;\nattribute vec2 uv;\nvarying vec2 vUV;\n\nvec3[2] fboTransform()\n{\n vec3 t[2];\n t[0] = vec3(1.0, 0.0, 0.0);\n t[1] = vec3(0.0, -1.0, 0.0);\n return t;\n}\n\nvec3 transform3x2(vec3 t[2], vec3 v)\n{\n return vec3(dot(t[0], v), dot(t[1], v), dot(vec3(0.0, 0.0, 1.0), v));\n}\n\nvec3[2] fboTextureTransform()\n{\n vec3 t[2];\n t[0] = vec3(1.0, 0.0, 0.0);\n t[1] = vec3(0.0, 1.0, 0.0);\n return t;\n}\n\nvoid main()\n{\n vec3 fboTrans[2] = fboTransform();\n vec3 param[2] = fboTrans;\n vec3 param_1 = vec3(pos, 1.0);\n vec3 p = transform3x2(param, param_1);\n gl_Position = vec4(p, 1.0);\n vec3 fboTexTrans[2] = fboTextureTransform();\n vec3 param_2[2] = fboTexTrans;\n vec3 param_3 = vec3(uv, 1.0);\n vec3 uv3 = transform3x2(param_2, param_3);\n vUV = (uv3.xy * _101.subUVTransform.xy) + _101.subUVTransform.zw;\n vec3 param_4[2] = fboTexTrans;\n vec3 param_5 = vec3(vUV, 1.0);\n vUV = transform3x2(param_4, param_5).xy;\n vUV = (vUV * _101.uvTransform.xy) + _101.uvTransform.zw;\n}\n\n", + GLSL300ES: "#version 300 es\n\nlayout(std140) uniform Block\n{\n vec4 uvTransform;\n vec4 subUVTransform;\n} _101;\n\nlayout(location = 0) in vec2 pos;\nlayout(location = 1) in vec2 uv;\nout vec2 vUV;\n\nvec3[2] fboTransform()\n{\n vec3 t[2];\n t[0] = vec3(1.0, 0.0, 0.0);\n t[1] = vec3(0.0, -1.0, 0.0);\n return t;\n}\n\nvec3 transform3x2(vec3 t[2], vec3 v)\n{\n return vec3(dot(t[0], v), dot(t[1], v), dot(vec3(0.0, 0.0, 1.0), v));\n}\n\nvec3[2] fboTextureTransform()\n{\n vec3 t[2];\n t[0] = vec3(1.0, 0.0, 0.0);\n t[1] = vec3(0.0, 1.0, 0.0);\n return t;\n}\n\nvoid main()\n{\n vec3 fboTrans[2] = fboTransform();\n vec3 param[2] = fboTrans;\n vec3 param_1 = vec3(pos, 1.0);\n vec3 p = transform3x2(param, param_1);\n gl_Position = vec4(p, 1.0);\n vec3 fboTexTrans[2] = fboTextureTransform();\n vec3 param_2[2] = fboTexTrans;\n vec3 param_3 = vec3(uv, 1.0);\n vec3 uv3 = transform3x2(param_2, param_3);\n vUV = (uv3.xy * _101.subUVTransform.xy) + _101.subUVTransform.zw;\n vec3 param_4[2] = fboTexTrans;\n vec3 param_5 = vec3(vUV, 1.0);\n vUV = transform3x2(param_4, param_5).xy;\n vUV = (vUV * _101.uvTransform.xy) + _101.uvTransform.zw;\n}\n\n", + GLSL130: "#version 130\n\nstruct Block\n{\n vec4 uvTransform;\n vec4 subUVTransform;\n};\n\nuniform Block _101;\n\nin vec2 pos;\nin vec2 uv;\nout vec2 vUV;\n\nvec3[2] fboTransform()\n{\n vec3 t[2];\n t[0] = vec3(1.0, 0.0, 0.0);\n t[1] = vec3(0.0, -1.0, 0.0);\n return t;\n}\n\nvec3 transform3x2(vec3 t[2], vec3 v)\n{\n return vec3(dot(t[0], v), dot(t[1], v), dot(vec3(0.0, 0.0, 1.0), v));\n}\n\nvec3[2] fboTextureTransform()\n{\n vec3 t[2];\n t[0] = vec3(1.0, 0.0, 0.0);\n t[1] = vec3(0.0, 1.0, 0.0);\n return t;\n}\n\nvoid main()\n{\n vec3 fboTrans[2] = fboTransform();\n vec3 param[2] = fboTrans;\n vec3 param_1 = vec3(pos, 1.0);\n vec3 p = transform3x2(param, param_1);\n gl_Position = vec4(p, 1.0);\n vec3 fboTexTrans[2] = fboTextureTransform();\n vec3 param_2[2] = fboTexTrans;\n vec3 param_3 = vec3(uv, 1.0);\n vec3 uv3 = transform3x2(param_2, param_3);\n vUV = (uv3.xy * _101.subUVTransform.xy) + _101.subUVTransform.zw;\n vec3 param_4[2] = fboTexTrans;\n vec3 param_5 = vec3(vUV, 1.0);\n vUV = transform3x2(param_4, param_5).xy;\n vUV = (vUV * _101.uvTransform.xy) + _101.uvTransform.zw;\n}\n\n", + GLSL150: "#version 150\n\nstruct Block\n{\n vec4 uvTransform;\n vec4 subUVTransform;\n};\n\nuniform Block _101;\n\nin vec2 pos;\nin vec2 uv;\nout vec2 vUV;\n\nvec3[2] fboTransform()\n{\n vec3 t[2];\n t[0] = vec3(1.0, 0.0, 0.0);\n t[1] = vec3(0.0, -1.0, 0.0);\n return t;\n}\n\nvec3 transform3x2(vec3 t[2], vec3 v)\n{\n return vec3(dot(t[0], v), dot(t[1], v), dot(vec3(0.0, 0.0, 1.0), v));\n}\n\nvec3[2] fboTextureTransform()\n{\n vec3 t[2];\n t[0] = vec3(1.0, 0.0, 0.0);\n t[1] = vec3(0.0, 1.0, 0.0);\n return t;\n}\n\nvoid main()\n{\n vec3 fboTrans[2] = fboTransform();\n vec3 param[2] = fboTrans;\n vec3 param_1 = vec3(pos, 1.0);\n vec3 p = transform3x2(param, param_1);\n gl_Position = vec4(p, 1.0);\n vec3 fboTexTrans[2] = fboTextureTransform();\n vec3 param_2[2] = fboTexTrans;\n vec3 param_3 = vec3(uv, 1.0);\n vec3 uv3 = transform3x2(param_2, param_3);\n vUV = (uv3.xy * _101.subUVTransform.xy) + _101.subUVTransform.zw;\n vec3 param_4[2] = fboTexTrans;\n vec3 param_5 = vec3(vUV, 1.0);\n vUV = transform3x2(param_4, param_5).xy;\n vUV = (vUV * _101.uvTransform.xy) + _101.uvTransform.zw;\n}\n\n", /* cbuffer Block : register(b0) { - float4 _40_uvTransform : packoffset(c0); + float4 _101_uvTransform : packoffset(c0); + float4 _101_subUVTransform : packoffset(c1); }; static float4 gl_Position; static float2 pos; - static float2 vUV; static float2 uv; + static float2 vUV; struct SPIRV_Cross_Input { @@ -425,12 +426,47 @@ var ( float4 gl_Position : SV_Position; }; + void fboTransform(out float3 SPIRV_Cross_return_value[2]) + { + float3 t[2]; + t[0] = float3(1.0f, 0.0f, 0.0f); + t[1] = float3(0.0f, 1.0f, 0.0f); + SPIRV_Cross_return_value = t; + } + + float3 transform3x2(float3 t[2], float3 v) + { + return float3(dot(t[0], v), dot(t[1], v), dot(float3(0.0f, 0.0f, 1.0f), v)); + } + + void fboTextureTransform(out float3 SPIRV_Cross_return_value[2]) + { + float3 t[2]; + t[0] = float3(1.0f, 0.0f, 0.0f); + t[1] = float3(0.0f, -1.0f, 1.0f); + SPIRV_Cross_return_value = t; + } + void vert_main() { - float2 p = pos; - p.y = -p.y; - gl_Position = float4(p, 0.0f, 1.0f); - vUV = (uv * _40_uvTransform.xy) + _40_uvTransform.zw; + float3 _59[2]; + fboTransform(_59); + float3 fboTrans[2] = _59; + float3 param[2] = fboTrans; + float3 param_1 = float3(pos, 1.0f); + float3 p = transform3x2(param, param_1); + gl_Position = float4(p, 1.0f); + float3 _84[2]; + fboTextureTransform(_84); + float3 fboTexTrans[2] = _84; + float3 param_2[2] = fboTexTrans; + float3 param_3 = float3(uv, 1.0f); + float3 uv3 = transform3x2(param_2, param_3); + vUV = (uv3.xy * _101_subUVTransform.xy) + _101_subUVTransform.zw; + float3 param_4[2] = fboTexTrans; + float3 param_5 = float3(vUV, 1.0f); + vUV = transform3x2(param_4, param_5).xy; + vUV = (vUV * _101_uvTransform.xy) + _101_uvTransform.zw; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) @@ -445,7 +481,7 @@ var ( } */ - HLSL: []byte{0x44, 0x58, 0x42, 0x43, 0x9d, 0xb4, 0xe5, 0x39, 0x85, 0xb0, 0xbe, 0xe4, 0xf4, 0xfb, 0x5f, 0x51, 0x32, 0x0, 0x34, 0x3, 0x1, 0x0, 0x0, 0x0, 0xa0, 0x3, 0x0, 0x0, 0x6, 0x0, 0x0, 0x0, 0x38, 0x0, 0x0, 0x0, 0xec, 0x0, 0x0, 0x0, 0xb8, 0x1, 0x0, 0x0, 0x34, 0x2, 0x0, 0x0, 0xf8, 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mix(mix(left.y, vCtrl.y, t), mix(vCtrl.y, right.y, t), t);\n vec2 d_half = mix(p1, v, vec2(t));\n float dy = d_half.y / d_half.x;\n float width = extent.y - extent.x;\n dy = abs(dy * width);\n vec4 sides = vec4((dy * 0.5) + y, (dy * (-0.5)) + y, (0.5 - y) / dy, ((-0.5) - y) / dy);\n sides = clamp(sides + vec4(0.5), vec4(0.0), vec4(1.0));\n float area = 0.5 * ((((sides.z - (sides.z * sides.y)) + 1.0) - sides.x) + (sides.x * sides.w));\n area *= width;\n if (width == 0.0)\n {\n area = 0.0;\n }\n gl_FragData[0].x = area;\n}\n\n", diff --git a/gpu/shaders/common.inc b/gpu/shaders/common.inc index 726ced5d..53ece62b 100644 --- a/gpu/shaders/common.inc +++ b/gpu/shaders/common.inc @@ -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) { diff --git a/gpu/shaders/intersect.vert b/gpu/shaders/intersect.vert index 3cbf6aac..881a0b94 100644 --- a/gpu/shaders/intersect.vert +++ b/gpu/shaders/intersect.vert @@ -4,18 +4,25 @@ precision highp float; +#include + 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; }