gpu: cache path data for compute

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-01-02 20:13:06 +01:00
parent 23f710910f
commit bb9252f9d4
3 changed files with 22 additions and 12 deletions
+13 -3
View File
@@ -409,7 +409,9 @@ func (g *compute) encodeClipStack(clip, bounds f32.Rectangle, p *pathOp) int {
}
if p != nil && p.path {
pathData, _ := g.drawOps.pathCache.get(p.pathKey)
g.encodePath(p.off, pathData.cpuData)
g.enc.transform(f32.Affine2D{}.Offset(p.off))
g.enc.append(pathData.computePath)
g.enc.transform(f32.Affine2D{}.Offset(p.off.Mul(-1)))
} else {
g.enc.rect(bounds, false)
}
@@ -419,7 +421,8 @@ func (g *compute) encodeClipStack(clip, bounds f32.Rectangle, p *pathOp) int {
// encodePath takes a Path encoded with quadSplitter and encode it for elements.comp.
// This is certainly wasteful, but minimizes implementation differences to the old
// renderer.
func (g *compute) encodePath(off f32.Point, p []byte) {
func encodePath(p []byte) encoder {
var enc encoder
for len(p) > 0 {
// p contains quadratic curves encoded in vertex structs.
vertex := p[:vertStride]
@@ -436,12 +439,13 @@ func (g *compute) encodePath(off f32.Point, p []byte) {
math.Float32frombits(bo.Uint32(vertex[24:])),
math.Float32frombits(bo.Uint32(vertex[28:])),
)
g.enc.quad(from.Add(off), ctrl.Add(off), to.Add(off), false)
enc.quad(from, ctrl, to, false)
// The vertex is duplicated 4 times, one for each corner of quads drawn
// by the old renderer.
p = p[vertStride*4:]
}
return enc
}
func (g *compute) render(tileDims image.Point) error {
@@ -696,6 +700,12 @@ func (e *encoder) numElements() int {
return len(e.scene) / sceneElemSize
}
func (e *encoder) append(e2 encoder) {
e.scene = append(e.scene, e2.scene...)
e.npath += e2.npath
e.npathseg += e2.npathseg
}
func (e *encoder) transform(m f32.Affine2D) {
sx, hx, ox, hy, sy, oy := m.Elems()
cmd := make([]byte, sceneElemSize)