Commit Graph

68 Commits

Author SHA1 Message Date
Elias Naur 2dce8a0155 internal/unsafe: fix vet warnings about SliceHeader use
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-10 18:33:02 +01:00
Sebastien Binet e71bf13c9a gpu,op/clip: implement dashed stroked paths
Signed-off-by: Sebastien Binet <s@sbinet.org>
2020-12-09 11:23:13 +01:00
Sebastien Binet be89f8b945 all: introduce Outline and Stroke builders
This CL introduces 2 new path builders:
- Outline which takes a PathSpec to be outlined
- Stroke which takes a PathSpec and a stroke style, to stroke a path.

typically, code like this:

  var p clip.Path
  ...
  p.Outline().Add(o)

should be replaced with:

  var p clip.Path
  ...
  clip.Outline{Path: p.End()}.Op().Add(o)

similarly, stroking should be modified from:

  var p clip.Path
  ...
  p.Stroke(width, clip.StrokeStyle{...}).Add(o)

to:

  var p clip.Path
  ...
  clip.Stroke{Path: p.End(), Style: clip.StrokeStyle{Width:...}}.Op().Add(o)

here are tentative 'rf' scripts (see rsc.io/rf for more details):

  ```
  ex {
  	import "gioui.org/op";
  	import "gioui.org/op/clip";

  	var p clip.Path;
  	var o *op.Ops;

  	p.Outline().Add(o) -> clip.Outline{Path:p.End()}.Op().Add(o);
  }

  ex {
  	import "gioui.org/op";
  	import "gioui.org/op/clip";

  	var o *op.Ops;
  	var p clip.Path;
  	var sty clip.StrokeStyle;
  	var width float32;

  	p.Stroke(width, sty).Add(o) ->   \
	    clip.Stroke{                 \
		Path:p.End(),            \
		Style: clip.StrokeStyle{ \
		    Width: width,        \
	    }}.Op().Add(o);
  }
  ```

Signed-off-by: Sebastien Binet <s@sbinet.org>
2020-12-09 09:44:15 +01:00
pierre 7c5bcd3db8 io/pointer: added CursorNameOp
The cursor can now be customized for a given area.

Signed-off-by: pierre <pierre.curto@gmail.com>
2020-12-09 09:38:31 +01:00
Egon Elbre 675e86b8e8 internal/unsafe: fix empty slice
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2020-12-09 09:36:07 +01:00
Inkeliz a76f816ae9 io/clipboard,app: add WriteOp, ReadOp
Previously, the only way to manipulate the clipboard (read or write) is
using the `app.Window`.

The new `clipboard.ReadOp` and `clipboard.WriteOp`makes possible to
read/write from the widget.

Signed-off-by: Inkeliz <inkeliz@inkeliz.com>
2020-12-06 22:15:16 +01:00
Inkeliz 2739547c12 internal/glimpl: [wasm] fix WebGL 1 support v2
Signed-off-by: Inkeliz <inkeliz@inkeliz.com>
2020-12-06 21:57:14 +01:00
Elias Naur ffe5ab51a2 gpu/gl: remove OpenGL functions parameter from NewBackend
As a consequence, most API is gone from gpu/gl, and embedding Gio in
foreign frameworks don't need to provide an OpenGL implementation.

The next change simplifies the GLFW embedding example accordingly.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-04 20:50:22 +01:00
Inkeliz cd3b4561cf io/key: improve InputOp focus and blur
The existing implementation cannot remove the focus of some widget,
doesn't have an option to focus without display the on-screen keyboard
and it automatically focuses the first InputOp, aggressively.

That change aims to make possible: remove focus from any widget. Add
focus without displaying the on-screen-keyboard/soft keyboard. Don't
automatically focus any widget. Don't recover focus when the widget is
visible again.

Fixes gio#180.

Signed-off-by: Inkeliz <inkeliz@inkeliz.com>
2020-12-03 16:46:48 +01:00
Egon Elbre 21dc27b115 internal/ops: remove some bounds checks
Currently BCE is unable to understand that the accesses in the code are
safe. Added an explicit slice to make the length bounds obvious.

Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2020-11-24 14:14:26 +01:00
Egon Elbre 1899104536 op/clip: expose LineTo and QuadTo
Using delta position with Line and Quad can drift over successive calls.
Also, in some cases it's much more convenient to use absolute
coordinates rather than relative.

Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2020-11-21 22:46:03 +01:00
Egon Elbre 21ef492cc9 all: use color.NRGBA in public API
color.RGBA has two problems with regards to using it.

First the color values need to be premultiplied, whereas most APIs
have non-premultiplied values. This is mainly to preserve color components
with low alpha values.

Second there are two ways to premultiply with sRGB. One is to premultiply
after sRGB conversion, the other is before. This makes using the API more
confusing.

Using color.NRGBA in sRGB makes it align with CSS.e

Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2020-11-19 11:30:11 +01:00
Sebastien Binet 7eb32360e5 gpu,op/clip: implement stroked paths with miter joins
Signed-off-by: Sebastien Binet <s@sbinet.org>
2020-11-11 16:14:49 +01:00
Elias Naur 7de8ce51a5 gpu: fix off-by-a-half clipping
I don't know why the 1/2 factor is there, but it leads to images being
rendered with a 0.5 pixel offset.

Remove the other useless checks while here: clipping 1px images shouldn't
be a problem and the destination rectangle is always non-zero (otherwise
it wouldn't be rendered).

Update the reference images that are subtly changed because of this fix.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-11-11 15:14:39 +01:00
Sebastien Binet 700cec440e gpu,op/clip: implement stroked paths with round joins
Signed-off-by: Sebastien Binet <s@sbinet.org>
2020-11-11 14:03:30 +01:00
Sebastien Binet 1106d90f11 gpu,op/clip: implement stroked paths with round caps
Signed-off-by: Sebastien Binet <s@sbinet.org>
2020-11-11 12:25:24 +01:00
Sebastien Binet 33c5fb63db gpu,op/clip: implement stroked paths
Flat and Square caps are implemented.
Bevel joins are implemented.

Round caps, Round joins and Miter joins are left for another PR.

Signed-off-by: Sebastien Binet <s@sbinet.org>
2020-11-10 15:58:10 +01:00
Sebastien Binet 936eb52b7e all: rename clip.Path.End into clip.Path.Outline
Signed-off-by: Sebastien Binet <s@sbinet.org>
2020-11-10 15:58:07 +01:00
Elias Naur 94d242d18c op/paint: remove support for PaintOp.Rect
PaintOp.Rect is the wrong abstraction; it implies a clip operation
better handled by package clip, and not all paints need it (colors).
Furthermore, it's awkward to specify a PaintOp that fills up the
current clip area, regardless of its size.

Redefine PathOp to mean "fill current clip area".

API change. Replace uses of PaintOp.Rect with a TransformOp applied
before the PaintOp.

Leave a TODO for the PathOp infinity area.

Fixes gio#167

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-11-05 16:32:19 +01:00
Elias Naur afb52194d1 app/headless,internal/rendertest: replace PaintOps with Fill/FillShape
We're about to remove PaintOp.Rect. Replacing PaintOps with Fill or
FillShape where possible will ease the transition.

Using Fill in tests exposed a problem with the infinity in paint.Fill.
Adjust it for now; it will be removed later.

Updates gio#167

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-11-05 16:12:39 +01:00
Elias Naur 852958f4b5 gpu,widget,op/paint,gpu: remove support for ImageOp.Rect
This is effectively a revert of commit gioui.org/commit/69dfd2e3a5541.

ImageOp.Rect is the wrong abstraction; it implies a clipping operation that is
better handled by package clip.

API change. Uses of ImageOp.Rect should apply a clip.Rect before the PaintOp,
or use image.RGBA.SubImage (or similar).

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-11-05 13:36:36 +01:00
Egon Elbre f00f3a3359 gpu: add linear gradient
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2020-11-03 15:39:06 +01:00
Elias Naur 0641a34b24 internal/rendertest: lower test tolerances
Egon Elbre pointed out that a difference of 20 means a 10% difference.
Lowering the tolerance to 5 didn't work on my setup; leave it at 10.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-11-03 15:39:06 +01:00
Elias Naur 4bab6fcf32 internal/f32color: add colorspace-correct function for alpha scaling
Package material's ad-hoc mulAlpha didn't take the sRGB color-space
into account, which meant that alpha-scaled colors were subtly wrong.
Introduce f32color.MulAlpha and convert all uses to it.

Thanks to René Post for finding and debugging the issue.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-09-28 09:06:40 +02:00
Sebastien Binet f2cd504a9f op/clip: smoother implementation of Arc for large angles
Signed-off-by: Sebastien Binet <s@sbinet.org>
2020-08-29 17:36:37 +02:00
Sebastien Binet 7054ba622a op/clip: implement arc path
Signed-off-by: Sebastien Binet <s@sbinet.org>
2020-08-27 14:46:02 +02:00
Elias Naur 6ab43aba3e all: implement staticcheck suggestions
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-07-19 10:47:17 +02:00
Elias Naur d572aa23ac op/clip: split Rect into pixel-aligned Rect and rounded RRect
The pixel-aligned Rect is more efficient and easier to use in the common case
of layout clipping.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-07-09 18:33:00 +02:00
Elias Naur 30ad63283b app/headless,internal/rendertest: report errors from headless renders
Updates gio#144

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-07-04 16:36:03 +02:00
Elias Naur 8bd0e85f2e internal/rendertest: dump bad images immediately
Updates gio#144

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-07-04 14:50:43 +02:00
Elias Naur dff037a84e internal/rendertest: release GPU resources after test completion
Updates gio#144

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-07-04 14:29:41 +02:00
Viktor Ogeman 7ff17453dd gpu: fix negative intersections
Fixes a bug due to that f32.Rect.Intersect will not return the
empty rectangle for non intersecting rectangles - but instead
a swapped rectangle. By removing the .Canon() call in gpu.go we
ensure that non overlapping clipping rects and paint rects will
lead to no painting.

The Canon() call is not needed since boundsForTransformedRect()
was previously updated to always return a canonical rectangle.

Test case added.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-25 15:52:55 +02:00
Elias Naur b664d68a7c internal/rendertest: tolerate lack of headless suppport
Fixes the builders.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-06-22 17:28:12 +02:00
Elias Naur 878131189b all: remove redundant op.TransformOp.Offset
Use op.Offset instead, or create and manipulate a f32.Affine2D.

API change. Update your code with a gofmt rule:

	gofmt -r 'op.TransformOp{}.Offset -> op.Offset'

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-06-21 22:41:56 +02:00
Viktor cee045bf92 gpu: build gpu data also when outside window
This commit fixes a bug where a shape first drawn off-screen
and later moved into screen would not display properly. Since we
cache CPU operations (vertex transform / construction) we need to
upload the constructed data to the GPU after it was build, or a later
frame will use non-initialized memory for it's draw call.

Note that this fix removes the optimization of not processing clip
paths outside the screen - but this is assumed to be uncommon except
when it is first drawn off screen to later be moved in (e.g. in a scrolling list)
in which case we do want to upload the data and prepare for that later
call.

This commit also does a few minor clean ups and adds a test case.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:20:36 +02:00
Viktor 42f07ca538 internal/f32color: use explicit type to avoid allocation
f32color.RGBAFromSRGB is used extensively in package gpu, avoid an
interface type to save allocations.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:20:36 +02:00
Viktor 818d0c4af1 gpu: cache transformed bounds
To avoid duplicate work when using macros and non-offset transforms,
cache also the new bounding boxes set up for them. The ops.Reader
already generates Keys for all operations, so use them in the cache.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:20:36 +02:00
Viktor e3bb94ebb0 internal/rendertest: create test suit for drawing operations
Uses app/headless to create a set of test cases for drawing operations, including clipping
textures and transforms. This commit tests for approximate pixel matches, if future changes affect
local drawing operations it will be easy to change the reference images, it thus becomes and
should be an intentional operation if changes lead to local changes in drawn results.

Ideally we should be able to make the tests check for exact pixel matches down the line to ensure
consistent results between platforms.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:19:12 +02:00
Viktor 24951a7ee7 gpu, op, internal/ops: add affine transformations
Add support for affine transformations. The key changes are outlined
below.

- Painting/clipping with rectangles is handled by, for complex
  transforms, creating clipping paths representing the transformed
  rectangle and using a larger bounding box. Cover/Blit shaders updated
  correspondingly to correctly map texture cordinates from the new
  bounding boxes.
- Since path splitting must happen on CPU the transforms must happen CPU
  side as well - offsets removed from shaders.
- Complex transforms will lead to different path splitting which means
  that GPU arrays can no longer be cached if the transform has changed.
  Thus the current transform is added as a key to the cache.
- Add a public API to op for setting Affine transformations.

There are a number of optimizations that could be explored further but
which are left out now:
- Caching also of CPU operations (e.g path splitting & transforms) and
  not only caching the GPU arrays.
- Allow for re-use of cached GPU vertices if the transformation change
  is a pure offset / scaling since the splitting is then the same.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:17:53 +02:00
Viktor b247395c62 gpu, io/router, op: use f32.Affine2D instead of op.TransformOp for transforms
Encode TransformOp as an Affince2D matrix instead and use that in gpu and io transform handling.
There are no changes to user facing API and so far only the offset part of the matrix is used.

This patch is a step towards full affine transformations.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:17:42 +02:00
Viktor 5b277757cf op/clip, gpu: split complex curves in package gpu instead
This is a first step towards supporting affine drawing transforms.
The rendering algorithm relies on quadratic curves that do not cross
x = 0 more than once, thus curves must be split after any rotation/shear
transforms. Move this logic and the generation of vertices to package gpu.
Also close all curves and draw zero-width edges as preparation for
transform since the will no longer implicitly be vertical with no
effect.

This commit will severely affect performance since vertexes are now
transformed also for cached items, using cpu resources.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:17:27 +02:00
Viktor ef70b9252e internal/rendertest: create new standard benchmark
Create a standard, representative set of benchmarks for the
rendering pipeline to allow for measurement of performance
improvement/regressions due to changes.

The benchmarks are intended to be representative of the types
of drawing different gio uses should encounter.

BenchmarkDrawUI:
Draw text, instanced shaped and unique shapes in a mix that is
reasonable for a simple UI.

BenchmarkDrawUICached:
Same as BenchmarkDrawUI but not reset between iterations to
benchmark the rendering pipeline when using maximum caching.

Benchmark1000Circles:
Draw 1000 circles individually to benchmark the rendering performance
with no caching. Represents usages such as animating shapes or
drawing complex shapes.

Benchmark1000CirclesInstanced:
Draw 1000 circles by calling a Macro op, each one with an offset
transform. Represents cases such as drawing spirits etc.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:17:11 +02:00
Elias Naur 596e321610 all: make unit.Converter concrete and rename to Metric
An interface for scaling dp and sp is overkill, at least for all
current uses. Make it a concrete struct type, and rename it to the
shorter and more precise Metric.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-06-17 11:47:14 +02:00
Gordon Klaus 9d2a6c48d8 io/pointer: add InputOp.Types to specify which types of events to receive
Signed-off-by: Gordon Klaus <gordon.klaus@gmail.com>
2020-06-03 15:29:12 +02:00
Elias Naur c19ed05342 op: change CallOp to be a return value from MacroOp.Stop
Converting

	macro := op.Record(ops)
	...
	macro.Stop()

	macro.Add()

to

	macro := op.Record(ops)
	...
	call := macro.Stop()

	call.Add(ops)

Which is more general (call.Add can take a different ops than the op.Record
that started it), and enforced the order between Stop and the subsequent Add.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-06-02 12:07:20 +02:00
Egon Elbre 7c1a21ce56 add f32color.RGBA
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2020-03-12 13:21:34 +01:00
Elias Naur b194a0ce58 internal/cmd/convertshaders: target 9.1 compatibility shader model
Direct3D 11 supports Direct3D 9.1 level hardware, but only if the shaders are
compiled for target 4_0_level_9_1.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-28 15:22:58 +01:00
Elias Naur 1d3a9fb2d6 internal/cmd/convertshaders: replace fxc.exe with D3DCompile
D3DCompile successfully compiles shaders fxc.exe doesn't. As a bonus
the DirectX SDK is no longer required (it includes fxc.exe).

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-28 15:14:54 +01:00
Elias Naur d65bfdc275 internal/cmd/convertshaders: use gofmt to format output
In particular, the simplifying "-s" flag to gofmt ensures that the automatic
test for unformatted Go source files won't complain.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:41:31 +01:00
Elias Naur 591c89ab0a gpu: drop use of integer shader inputs
They're a pain to support. Encode the single integer value we have
as a float instead.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:22:59 +01:00