glGetUniformLocation can return -1 (not found) for uniforms that have
been optimized out during linking of a GPU program. This happens because
the default renderer compile multiple program from the same generic
template.
Updates gio#280
Signed-off-by: Elias Naur <mail@eliasnaur.com>
CFTypeRefs may not always contain valid pointers, so they must not be
stored in pointer types lest the Go runtime treats them as such.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
There are too many driver issues with ES 3.1 compute shaders. Most
devices support Vulkan but some, such as the Samsung J2, will fall back
to the CPU renderer.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
To use glCopyTexSubImage2D on the Samsung J2 it's not enough to
set GL_READ_FRAMEBUFFER. This change binds GL_FRAMEBUFFER, setting both
READ_FRAMEBUFFER and DRAW_FRAMEBUFFER, fixing the issue.
Setting only GL_READ_FRAMEBUFFER was also a genuine bug, because OpenGL
ES 2.0 doesn't support it.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This change implements a Vulkan port for the two renderers, old and
compute. Run with GIORENDERER=forcecompute to test the compute renderer.
To shake out bugs faster, it is also made the default on systems that
support it. To disable Vulkan and force the use of OpenGL, use the
`novulkan` tag:
$ go run -tags novulkan gioui.org/example/kitchen
Don't forget to file an issue describing the issue that prompted the use
of the tag.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
MemoryBarrier is meant to stand in for OpenGL ES 3.1's glMemoryBarrier.
However, it badly fits with the other backends: Metal and D3D11 have
automatic memory barriers, and Vulkan needs barriers for graphics as
well.
This change removes MemoryBarrier, and puts the burden on the backends.
The OpenGL backend simply adds a barrier between every compute dispatch.
This change only adds a single memory barrier compared to the manual
barriers before this change, which is unlikely to affect performance
much.. We can revisit the automatic barriers if they ever become a
performance problem.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
driver.Device.NewFramebuffer doesn't provide additional information over
driver.Device.NewTexture, so Texture can hold its (optional) framebuffer
on behalf of the renderers. Metal don't even need a separate framebuffer
object.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Vulkan textures (VkImage) are always in a particular layout, where each
layout is optimized for a particular use (transfer, sampling, compute
storage). Vulkan allows layout transitions everywhere except inside
render passes. This change adds driver.Device.PrepareTexture for
instructing the driver to switch a texture to a layout for sampling
in preparation for using it in a render pass.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Vulkan doesn't support it, so move vertex buffer updates outside render
passes. Splitting render passes is another approach, but not as
efficient.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Vulkan doesn't support changing uniforms during a render pass. However,
push constants *can* be changed. The gio-shader repository was changed
to use push constants instead of uniforms, this change implements the
corresponding driver and renderer change.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
With the use of uniform buffers gone, we don't need the glsl 3.00 es
variant any longer.
We only support desktop OpenGL on macOS which is guaranteed to be
at least version 3.2, so we don't need the glsl 1.30 variant either.
Remove a test that depended on gl_VertexID which is not support in glsl
1.00 es.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Currently, we run kernel4.comp with whatever texture was
bound (or none) when there are no materials in the set of layers.
However, Vulkan require every image binding to a compute shader to be
non-null and valid. This change works around that limitation by binding
a small dummy texture when no materials are needed.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Modern GPU API such as Metal and Vulkan use explicit render passes
and command buffers for recording rendering commands. They don't have
global state; each render pass starts with a clean set of bound
textures, pipeline etc.
Change our GPU abstraction to better match newer API and modify our two
renderers to explicitly describe their render passes.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
GPU contexts can hold on to a significant amount of resources. Clean
them up immediately instead of at test cleanup.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Don't copy the padding when stride is larger than the width. Applies to
Texture.Upload and Framebuffer.ReadPixels.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
A previous change[0] moved all OpenGL function calls to the internal
opengl package, so that Gio can use desktop OpenGL and OpenGL ES (ANGLE)
in the same program without confusing the function pointers.
However the change also moved the glFlush that constitutes a buffer
swap, or present, on macOS. Other platforms don't need the flush, so
this change moves it back to macOS-specific code, in glContext.Present
where it belongs. It also uses dlopen and dlsym to avoid symbol
confusion between Apple's OpenGL framework and ANGLE's libGLESv2.dylib.
The motivation is that we're getting rid of the desktop OpenGL backend
on macOS in favor of Metal, and so should reduce the number of global
special-cases catering to that platform.
[0] https://gioui.org/commit/476d2269a
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This change implements support for compute programs in the Direct3D 11
driver. The compute renderer doesn't work for me yet; my NVIDIA GTX 970
and Intel GPUs both display corrupted output and hangs.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Before this change, transformed images would take up as much atlas
texture space to fit them. However, we can easily run out of space for
large images or images with large scaling applied.
This change limits transformed images to their rendered bounds which is
the window size in the worst case.
Updates gio#219 (fixes the chat kitchen example)
Signed-off-by: Elias Naur <mail@eliasnaur.com>
A follow-up change will cause some transformed images to render outside
their allocated atlas bounds. This change uses the GPU viewport to clip
them so they won't overwrite other atlas content.
Updates gio#219
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This change allows atlas packer clients to start with large maximum
atlas dimensions, then shrink the maximum once the underlying atlas has
been allocated.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Previously, the packer optimized for the smalles space where the image
fits. Empirically, smaller atlases can be achieved by greedily picking the
smallest total area.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
On my Fedora Intel GPU, issuing a glBufferSubData immediately after a
glBufferData with no data may leave the buffer cleared.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
There's no meaningful reason to have them separate. The intention was to
enable rendering concurrent with other processing, but that's gaining
framerate at the expense of input latency and complicating ImageOp
semantics.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
One staging buffer is enough because BeginFrame waits for the completion
of the staging operatoins from the previous frame.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Changes to the gioui.org/shader module are generally breaking changes,
which means that a particular version of gioui.org must be build with a
particular version of gioui.org/shader. Until now, the gpu package
checked the module version against an expected version and would fail at
runtime if there's a mismatch.
This change replaces all that complexity with a simple procedural
change: bump the module major version of gioui.org/shader at each such
incompatible change. It doesn't matter that we'll eventually reach
gioui.org/v1234/shader; the module is internal and won't break clients.
Signed-off-by: Elias Naur <mail@eliasnaur.com>