forked from joejulian/gio
b87cbc04f3
Until now, the two renderers have shared structures and code for decoding drawing ops and convert them to GPU-friendly structures. However, the decoder is tailored to the old renderer and use structures that poorly fits the new compute renderer. This change copies the decoder and specializes the copy for the compute renderer, avoiding a round-trip through the old renderer decoder. Signed-off-by: Elias Naur <mail@eliasnaur.com>
1349 lines
35 KiB
Go
1349 lines
35 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package gpu
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import (
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"encoding/binary"
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"errors"
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"fmt"
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"image"
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"image/color"
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"math"
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"math/bits"
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"time"
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"unsafe"
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"gioui.org/f32"
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"gioui.org/gpu/internal/driver"
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"gioui.org/internal/byteslice"
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"gioui.org/internal/f32color"
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"gioui.org/internal/opconst"
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"gioui.org/internal/ops"
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"gioui.org/internal/scene"
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"gioui.org/layout"
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"gioui.org/op"
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"gioui.org/op/clip"
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)
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type compute struct {
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ctx driver.Device
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collector collector
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enc encoder
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texOps []textureOp
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viewport image.Point
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maxTextureDim int
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programs struct {
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elements driver.Program
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tileAlloc driver.Program
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pathCoarse driver.Program
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backdrop driver.Program
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binning driver.Program
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coarse driver.Program
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kernel4 driver.Program
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}
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buffers struct {
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config driver.Buffer
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scene sizedBuffer
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state sizedBuffer
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memory sizedBuffer
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}
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output struct {
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size image.Point
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// image is the output texture. Note that it is in RGBA format,
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// but contains data in sRGB. See blitOutput for more detail.
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image driver.Texture
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blitProg driver.Program
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}
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// images contains ImageOp images packed into a texture atlas.
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images struct {
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packer packer
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// positions maps imageOpData.handles to positions inside tex.
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positions map[interface{}]image.Point
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tex driver.Texture
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}
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// materials contains the pre-processed materials (transformed images for
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// now, gradients etc. later) packed in a texture atlas. The atlas is used
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// as source in kernel4.
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materials struct {
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// offsets maps texture ops to the offsets to put in their FillImage commands.
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offsets map[textureKey]image.Point
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prog driver.Program
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layout driver.InputLayout
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packer packer
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tex driver.Texture
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fbo driver.Framebuffer
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quads []materialVertex
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buffer sizedBuffer
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uniforms *materialUniforms
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uniBuf driver.Buffer
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}
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timers struct {
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profile string
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t *timers
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materials *timer
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elements *timer
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tileAlloc *timer
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pathCoarse *timer
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backdropBinning *timer
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coarse *timer
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kernel4 *timer
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blit *timer
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}
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// The following fields hold scratch space to avoid garbage.
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zeroSlice []byte
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memHeader *memoryHeader
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conf *config
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}
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type materialUniforms struct {
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scale [2]float32
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pos [2]float32
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}
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type collector struct {
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profile bool
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reader ops.Reader
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states []encoderState
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clear bool
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clearColor f32color.RGBA
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clipCache []clipState
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clipCmdCache []clipCmd
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paintOps []paintOp
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}
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type paintOp struct {
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clipStack []clipCmd
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state encoderState
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}
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// clipCmd describes a clipping command ready to be used for the compute
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// pipeline.
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type clipCmd struct {
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// union of the bounds of the operations that are clipped.
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union f32.Rectangle
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state *clipState
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relTrans f32.Affine2D
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}
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type encoderState struct {
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t f32.Affine2D
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relTrans f32.Affine2D
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clip *clipState
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intersect f32.Rectangle
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matType materialType
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// Current paint.ImageOp
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image imageOpData
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// Current paint.ColorOp, if any.
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color color.NRGBA
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// Current paint.LinearGradientOp.
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stop1 f32.Point
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stop2 f32.Point
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color1 color.NRGBA
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color2 color.NRGBA
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}
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type clipState struct {
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bounds f32.Rectangle
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absBounds f32.Rectangle
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pathVerts []byte
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parent *clipState
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relTrans f32.Affine2D
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stroke clip.StrokeStyle
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}
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// materialVertex describes a vertex of a quad used to render a transformed
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// material.
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type materialVertex struct {
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posX, posY float32
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u, v float32
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}
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// textureKey identifies textureOp.
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type textureKey struct {
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handle interface{}
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transform f32.Affine2D
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}
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// textureOp represents an paintOp that requires texture space.
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type textureOp struct {
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// sceneIdx is the index in the scene that contains the fill image command
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// that corresponds to the operation.
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sceneIdx int
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img imageOpData
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key textureKey
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// offset is the integer offset, separated from key.transform to increase cache hit rate.
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off image.Point
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// pos is the position of the untransformed image in the images texture.
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pos image.Point
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}
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type encoder struct {
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scene []scene.Command
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npath int
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npathseg int
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ntrans int
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}
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type encodeState struct {
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trans f32.Affine2D
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clip f32.Rectangle
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}
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type sizedBuffer struct {
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size int
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buffer driver.Buffer
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}
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// config matches Config in setup.h
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type config struct {
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n_elements uint32 // paths
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n_pathseg uint32
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width_in_tiles uint32
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height_in_tiles uint32
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tile_alloc memAlloc
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bin_alloc memAlloc
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ptcl_alloc memAlloc
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pathseg_alloc memAlloc
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anno_alloc memAlloc
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trans_alloc memAlloc
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}
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// memAlloc matches Alloc in mem.h
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type memAlloc struct {
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offset uint32
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//size uint32
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}
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// memoryHeader matches the header of Memory in mem.h.
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type memoryHeader struct {
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mem_offset uint32
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mem_error uint32
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}
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// rect is a oriented rectangle.
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type rectangle [4]f32.Point
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// GPU structure sizes and constants.
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const (
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tileWidthPx = 32
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tileHeightPx = 32
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ptclInitialAlloc = 1024
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kernel4OutputUnit = 2
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kernel4AtlasUnit = 3
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pathSize = 12
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binSize = 8
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pathsegSize = 52
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annoSize = 32
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transSize = 24
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stateSize = 60
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stateStride = 4 + 2*stateSize
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)
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// mem.h constants.
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const (
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memNoError = 0 // NO_ERROR
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memMallocFailed = 1 // ERR_MALLOC_FAILED
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)
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func newCompute(ctx driver.Device) (*compute, error) {
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maxDim := ctx.Caps().MaxTextureSize
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// Large atlas textures cause artifacts due to precision loss in
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// shaders.
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if cap := 8192; maxDim > cap {
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maxDim = cap
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}
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g := &compute{
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ctx: ctx,
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maxTextureDim: maxDim,
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conf: new(config),
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memHeader: new(memoryHeader),
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}
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blitProg, err := ctx.NewProgram(shader_copy_vert, shader_copy_frag)
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if err != nil {
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g.Release()
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return nil, err
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}
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g.output.blitProg = blitProg
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materialProg, err := ctx.NewProgram(shader_material_vert, shader_material_frag)
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if err != nil {
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g.Release()
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return nil, err
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}
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g.materials.prog = materialProg
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progLayout, err := ctx.NewInputLayout(shader_material_vert, []driver.InputDesc{
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{Type: driver.DataTypeFloat, Size: 2, Offset: 0},
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{Type: driver.DataTypeFloat, Size: 2, Offset: 4 * 2},
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})
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if err != nil {
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g.Release()
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return nil, err
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}
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g.materials.layout = progLayout
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g.materials.uniforms = new(materialUniforms)
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buf, err := ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(*g.materials.uniforms)))
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if err != nil {
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g.Release()
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return nil, err
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}
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g.materials.uniBuf = buf
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g.materials.prog.SetVertexUniforms(buf)
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buf, err = ctx.NewBuffer(driver.BufferBindingShaderStorage, int(unsafe.Sizeof(config{})))
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if err != nil {
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g.Release()
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return nil, err
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}
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g.buffers.config = buf
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shaders := []struct {
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prog *driver.Program
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src driver.ShaderSources
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}{
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{&g.programs.elements, shader_elements_comp},
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{&g.programs.tileAlloc, shader_tile_alloc_comp},
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{&g.programs.pathCoarse, shader_path_coarse_comp},
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{&g.programs.backdrop, shader_backdrop_comp},
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{&g.programs.binning, shader_binning_comp},
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{&g.programs.coarse, shader_coarse_comp},
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{&g.programs.kernel4, shader_kernel4_comp},
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}
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for _, shader := range shaders {
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p, err := ctx.NewComputeProgram(shader.src)
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if err != nil {
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g.Release()
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return nil, err
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}
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*shader.prog = p
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}
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return g, nil
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}
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func (g *compute) Collect(viewport image.Point, ops *op.Ops) {
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g.viewport = viewport
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g.collector.reset()
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g.enc.reset()
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g.texOps = g.texOps[:0]
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// Flip Y-axis.
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flipY := f32.Affine2D{}.Scale(f32.Pt(0, 0), f32.Pt(1, -1)).Offset(f32.Pt(0, float32(viewport.Y)))
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g.collector.collect(ops, flipY, viewport)
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g.collector.encode(viewport, &g.enc, &g.texOps)
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}
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func (g *compute) Clear(col color.NRGBA) {
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g.collector.clear = true
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g.collector.clearColor = f32color.LinearFromSRGB(col)
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}
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func (g *compute) Frame() error {
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viewport := g.viewport
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tileDims := image.Point{
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X: (viewport.X + tileWidthPx - 1) / tileWidthPx,
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Y: (viewport.Y + tileHeightPx - 1) / tileHeightPx,
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}
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defFBO := g.ctx.BeginFrame(g.collector.clear, viewport)
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defer g.ctx.EndFrame()
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if g.collector.profile && g.timers.t == nil && g.ctx.Caps().Features.Has(driver.FeatureTimers) {
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t := &g.timers
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t.t = newTimers(g.ctx)
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t.materials = g.timers.t.newTimer()
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t.elements = g.timers.t.newTimer()
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t.tileAlloc = g.timers.t.newTimer()
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t.pathCoarse = g.timers.t.newTimer()
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t.backdropBinning = g.timers.t.newTimer()
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t.coarse = g.timers.t.newTimer()
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t.kernel4 = g.timers.t.newTimer()
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t.blit = g.timers.t.newTimer()
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}
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mat := g.timers.materials
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mat.begin()
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if err := g.uploadImages(); err != nil {
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return err
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}
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if err := g.renderMaterials(); err != nil {
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return err
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}
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mat.end()
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if err := g.render(tileDims); err != nil {
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return err
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}
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g.ctx.BindFramebuffer(defFBO)
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g.blitOutput(viewport)
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t := &g.timers
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if g.collector.profile && t.t.ready() {
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mat := t.materials.Elapsed
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et, tat, pct, bbt := t.elements.Elapsed, t.tileAlloc.Elapsed, t.pathCoarse.Elapsed, t.backdropBinning.Elapsed
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ct, k4t := t.coarse.Elapsed, t.kernel4.Elapsed
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blit := t.blit.Elapsed
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ft := mat + et + tat + pct + bbt + ct + k4t + blit
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q := 100 * time.Microsecond
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ft = ft.Round(q)
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mat = mat.Round(q)
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et, tat, pct, bbt = et.Round(q), tat.Round(q), pct.Round(q), bbt.Round(q)
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ct, k4t = ct.Round(q), k4t.Round(q)
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blit = blit.Round(q)
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t.profile = fmt.Sprintf("ft:%7s mat: %7s et:%7s tat:%7s pct:%7s bbt:%7s ct:%7s k4t:%7s blit:%7s", ft, mat, et, tat, pct, bbt, ct, k4t, blit)
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}
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g.collector.clear = false
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return nil
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}
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func (g *compute) Profile() string {
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return g.timers.profile
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}
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// blitOutput copies the compute render output to the output FBO. We need to
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// copy because compute shaders can only write to textures, not FBOs. Compute
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// shader can only write to RGBA textures, but since we actually render in sRGB
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// format we can't use glBlitFramebuffer, because it does sRGB conversion.
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func (g *compute) blitOutput(viewport image.Point) {
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t := g.timers.blit
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t.begin()
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if !g.collector.clear {
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g.ctx.BlendFunc(driver.BlendFactorOne, driver.BlendFactorOneMinusSrcAlpha)
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g.ctx.SetBlend(true)
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defer g.ctx.SetBlend(false)
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}
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g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
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g.ctx.BindTexture(0, g.output.image)
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g.ctx.BindProgram(g.output.blitProg)
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g.ctx.DrawArrays(driver.DrawModeTriangleStrip, 0, 4)
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t.end()
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}
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func (g *compute) renderMaterials() error {
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m := &g.materials
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m.quads = m.quads[:0]
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resize := false
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reclaimed := false
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restart:
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for {
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for _, op := range g.texOps {
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if off, exists := m.offsets[op.key]; exists {
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g.enc.setFillImageOffset(op.sceneIdx, off.Sub(op.off))
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continue
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}
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quad, bounds := g.materialQuad(op.key.transform, op.img, op.pos)
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// A material is clipped to avoid drawing outside its bounds inside the atlas. However,
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// imprecision in the clipping may cause a single pixel overflow. Be safe.
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size := bounds.Size().Add(image.Pt(1, 1))
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place, fits := m.packer.tryAdd(size)
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if !fits {
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m.offsets = nil
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m.quads = m.quads[:0]
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m.packer.clear()
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if !reclaimed {
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// Some images may no longer be in use, try again
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// after clearing existing maps.
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reclaimed = true
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} else {
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m.packer.maxDim += 256
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resize = true
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if m.packer.maxDim > g.maxTextureDim {
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return errors.New("compute: no space left in material atlas")
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}
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}
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m.packer.newPage()
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continue restart
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}
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// Position quad to match place.
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offset := place.Pos.Sub(bounds.Min)
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offsetf := layout.FPt(offset)
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for i := range quad {
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quad[i].posX += offsetf.X
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quad[i].posY += offsetf.Y
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}
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// Draw quad as two triangles.
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m.quads = append(m.quads, quad[0], quad[1], quad[3], quad[3], quad[1], quad[2])
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if m.offsets == nil {
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m.offsets = make(map[textureKey]image.Point)
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}
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m.offsets[op.key] = offset
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g.enc.setFillImageOffset(op.sceneIdx, offset.Sub(op.off))
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}
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break
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}
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if len(m.quads) == 0 {
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return nil
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}
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texSize := m.packer.maxDim
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if resize {
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if m.fbo != nil {
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m.fbo.Release()
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m.fbo = nil
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}
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if m.tex != nil {
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m.tex.Release()
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m.tex = nil
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}
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handle, err := g.ctx.NewTexture(driver.TextureFormatRGBA8, texSize, texSize,
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driver.FilterNearest, driver.FilterNearest,
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driver.BufferBindingShaderStorage|driver.BufferBindingFramebuffer)
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if err != nil {
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return fmt.Errorf("compute: failed to create material atlas: %v", err)
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}
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fbo, err := g.ctx.NewFramebuffer(handle, 0)
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if err != nil {
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handle.Release()
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return fmt.Errorf("compute: failed to create material framebuffer: %v", err)
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}
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m.tex = handle
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m.fbo = fbo
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}
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// Transform to clip space: [-1, -1] - [1, 1].
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g.materials.uniforms.scale = [2]float32{2 / float32(texSize), 2 / float32(texSize)}
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g.materials.uniforms.pos = [2]float32{-1, -1}
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g.materials.uniBuf.Upload(byteslice.Struct(g.materials.uniforms))
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vertexData := byteslice.Slice(m.quads)
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n := pow2Ceil(len(vertexData))
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m.buffer.ensureCapacity(g.ctx, driver.BufferBindingVertices, n)
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m.buffer.buffer.Upload(vertexData)
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g.ctx.BindTexture(0, g.images.tex)
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g.ctx.BindFramebuffer(m.fbo)
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g.ctx.Viewport(0, 0, texSize, texSize)
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if reclaimed {
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g.ctx.Clear(0, 0, 0, 0)
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}
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g.ctx.BindProgram(m.prog)
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g.ctx.BindVertexBuffer(m.buffer.buffer, int(unsafe.Sizeof(m.quads[0])), 0)
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g.ctx.BindInputLayout(m.layout)
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g.ctx.DrawArrays(driver.DrawModeTriangles, 0, len(m.quads))
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return nil
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}
|
|
|
|
func (g *compute) uploadImages() error {
|
|
// padding is the number of pixels added to the right and below
|
|
// images, to avoid atlas filtering artifacts.
|
|
const padding = 1
|
|
|
|
a := &g.images
|
|
var uploads map[interface{}]*image.RGBA
|
|
resize := false
|
|
reclaimed := false
|
|
restart:
|
|
for {
|
|
for i, op := range g.texOps {
|
|
if pos, exists := a.positions[op.img.handle]; exists {
|
|
g.texOps[i].pos = pos
|
|
continue
|
|
}
|
|
size := op.img.src.Bounds().Size().Add(image.Pt(padding, padding))
|
|
place, fits := a.packer.tryAdd(size)
|
|
if !fits {
|
|
a.positions = nil
|
|
uploads = nil
|
|
a.packer.clear()
|
|
if !reclaimed {
|
|
// Some images may no longer be in use, try again
|
|
// after clearing existing maps.
|
|
reclaimed = true
|
|
} else {
|
|
a.packer.maxDim += 256
|
|
resize = true
|
|
if a.packer.maxDim > g.maxTextureDim {
|
|
return errors.New("compute: no space left in image atlas")
|
|
}
|
|
}
|
|
a.packer.newPage()
|
|
continue restart
|
|
}
|
|
if a.positions == nil {
|
|
a.positions = make(map[interface{}]image.Point)
|
|
}
|
|
a.positions[op.img.handle] = place.Pos
|
|
g.texOps[i].pos = place.Pos
|
|
if uploads == nil {
|
|
uploads = make(map[interface{}]*image.RGBA)
|
|
}
|
|
uploads[op.img.handle] = op.img.src
|
|
}
|
|
break
|
|
}
|
|
if len(uploads) == 0 {
|
|
return nil
|
|
}
|
|
if resize {
|
|
if a.tex != nil {
|
|
a.tex.Release()
|
|
a.tex = nil
|
|
}
|
|
sz := a.packer.maxDim
|
|
handle, err := g.ctx.NewTexture(driver.TextureFormatSRGB, sz, sz, driver.FilterLinear, driver.FilterLinear, driver.BufferBindingTexture)
|
|
if err != nil {
|
|
return fmt.Errorf("compute: failed to create image atlas: %v", err)
|
|
}
|
|
a.tex = handle
|
|
}
|
|
for h, img := range uploads {
|
|
pos, ok := a.positions[h]
|
|
if !ok {
|
|
panic("compute: internal error: image not placed")
|
|
}
|
|
size := img.Bounds().Size()
|
|
driver.UploadImage(a.tex, pos, img)
|
|
rightPadding := image.Pt(padding, size.Y)
|
|
a.tex.Upload(image.Pt(pos.X+size.X, pos.Y), rightPadding, g.zeros(rightPadding.X*rightPadding.Y*4), 0)
|
|
bottomPadding := image.Pt(size.X, padding)
|
|
a.tex.Upload(image.Pt(pos.X, pos.Y+size.Y), bottomPadding, g.zeros(bottomPadding.X*bottomPadding.Y*4), 0)
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func pow2Ceil(v int) int {
|
|
exp := bits.Len(uint(v))
|
|
if bits.OnesCount(uint(v)) == 1 {
|
|
exp--
|
|
}
|
|
return 1 << exp
|
|
}
|
|
|
|
// materialQuad constructs a quad that represents the transformed image. It returns the quad
|
|
// and its bounds.
|
|
func (g *compute) materialQuad(M f32.Affine2D, img imageOpData, uvPos image.Point) ([4]materialVertex, image.Rectangle) {
|
|
imgSize := layout.FPt(img.src.Bounds().Size())
|
|
sx, hx, ox, hy, sy, oy := M.Elems()
|
|
transOff := f32.Pt(ox, oy)
|
|
// The 4 corners of the image rectangle transformed by M, excluding its offset, are:
|
|
//
|
|
// q0: M * (0, 0) q3: M * (w, 0)
|
|
// q1: M * (0, h) q2: M * (w, h)
|
|
//
|
|
// Note that q0 = M*0 = 0, q2 = q1 + q3.
|
|
q0 := f32.Pt(0, 0)
|
|
q1 := f32.Pt(hx*imgSize.Y, sy*imgSize.Y)
|
|
q3 := f32.Pt(sx*imgSize.X, hy*imgSize.X)
|
|
q2 := q1.Add(q3)
|
|
q0 = q0.Add(transOff)
|
|
q1 = q1.Add(transOff)
|
|
q2 = q2.Add(transOff)
|
|
q3 = q3.Add(transOff)
|
|
|
|
boundsf := f32.Rectangle{
|
|
Min: min(min(q0, q1), min(q2, q3)),
|
|
Max: max(max(q0, q1), max(q2, q3)),
|
|
}
|
|
|
|
bounds := boundRectF(boundsf)
|
|
uvPosf := layout.FPt(uvPos)
|
|
atlasScale := 1 / float32(g.images.packer.maxDim)
|
|
uvBounds := f32.Rectangle{
|
|
Min: uvPosf.Mul(atlasScale),
|
|
Max: uvPosf.Add(imgSize).Mul(atlasScale),
|
|
}
|
|
quad := [4]materialVertex{
|
|
{posX: q0.X, posY: q0.Y, u: uvBounds.Min.X, v: uvBounds.Min.Y},
|
|
{posX: q1.X, posY: q1.Y, u: uvBounds.Min.X, v: uvBounds.Max.Y},
|
|
{posX: q2.X, posY: q2.Y, u: uvBounds.Max.X, v: uvBounds.Max.Y},
|
|
{posX: q3.X, posY: q3.Y, u: uvBounds.Max.X, v: uvBounds.Min.Y},
|
|
}
|
|
return quad, bounds
|
|
}
|
|
|
|
func max(p1, p2 f32.Point) f32.Point {
|
|
p := p1
|
|
if p2.X > p.X {
|
|
p.X = p2.X
|
|
}
|
|
if p2.Y > p.Y {
|
|
p.Y = p2.Y
|
|
}
|
|
return p
|
|
}
|
|
|
|
func min(p1, p2 f32.Point) f32.Point {
|
|
p := p1
|
|
if p2.X < p.X {
|
|
p.X = p2.X
|
|
}
|
|
if p2.Y < p.Y {
|
|
p.Y = p2.Y
|
|
}
|
|
return p
|
|
}
|
|
|
|
func (enc *encoder) encodePath(verts []byte) {
|
|
for len(verts) >= scene.CommandSize+4 {
|
|
cmd := ops.DecodeCommand(verts[4:])
|
|
enc.scene = append(enc.scene, cmd)
|
|
enc.npathseg++
|
|
verts = verts[scene.CommandSize+4:]
|
|
}
|
|
}
|
|
|
|
func (g *compute) render(tileDims image.Point) error {
|
|
const (
|
|
// wgSize is the largest and most common workgroup size.
|
|
wgSize = 128
|
|
// PARTITION_SIZE from elements.comp
|
|
partitionSize = 32 * 4
|
|
)
|
|
widthInBins := (tileDims.X + 15) / 16
|
|
heightInBins := (tileDims.Y + 7) / 8
|
|
if widthInBins*heightInBins > wgSize {
|
|
return fmt.Errorf("gpu: output too large (%dx%d)", tileDims.X*tileWidthPx, tileDims.Y*tileHeightPx)
|
|
}
|
|
|
|
enc := &g.enc
|
|
// Pad scene with zeroes to avoid reading garbage in elements.comp.
|
|
scenePadding := partitionSize - len(enc.scene)%partitionSize
|
|
enc.scene = append(enc.scene, make([]scene.Command, scenePadding)...)
|
|
|
|
realloced := false
|
|
scene := byteslice.Slice(enc.scene)
|
|
if s := len(scene); s > g.buffers.scene.size {
|
|
realloced = true
|
|
paddedCap := s * 11 / 10
|
|
if err := g.buffers.scene.ensureCapacity(g.ctx, driver.BufferBindingShaderStorage, paddedCap); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
g.buffers.scene.buffer.Upload(scene)
|
|
|
|
w, h := tileDims.X*tileWidthPx, tileDims.Y*tileHeightPx
|
|
if g.output.size.X != w || g.output.size.Y != h {
|
|
if err := g.resizeOutput(image.Pt(w, h)); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
g.ctx.BindImageTexture(kernel4OutputUnit, g.output.image, driver.AccessWrite, driver.TextureFormatRGBA8)
|
|
if t := g.materials.tex; t != nil {
|
|
g.ctx.BindImageTexture(kernel4AtlasUnit, t, driver.AccessRead, driver.TextureFormatRGBA8)
|
|
}
|
|
|
|
// alloc is the number of allocated bytes for static buffers.
|
|
var alloc uint32
|
|
round := func(v, quantum int) int {
|
|
return (v + quantum - 1) &^ (quantum - 1)
|
|
}
|
|
malloc := func(size int) memAlloc {
|
|
size = round(size, 4)
|
|
offset := alloc
|
|
alloc += uint32(size)
|
|
return memAlloc{offset /*, uint32(size)*/}
|
|
}
|
|
|
|
*g.conf = config{
|
|
n_elements: uint32(enc.npath),
|
|
n_pathseg: uint32(enc.npathseg),
|
|
width_in_tiles: uint32(tileDims.X),
|
|
height_in_tiles: uint32(tileDims.Y),
|
|
tile_alloc: malloc(enc.npath * pathSize),
|
|
bin_alloc: malloc(round(enc.npath, wgSize) * binSize),
|
|
ptcl_alloc: malloc(tileDims.X * tileDims.Y * ptclInitialAlloc),
|
|
pathseg_alloc: malloc(enc.npathseg * pathsegSize),
|
|
anno_alloc: malloc(enc.npath * annoSize),
|
|
trans_alloc: malloc(enc.ntrans * transSize),
|
|
}
|
|
|
|
numPartitions := (enc.numElements() + 127) / 128
|
|
// clearSize is the atomic partition counter plus flag and 2 states per partition.
|
|
clearSize := 4 + numPartitions*stateStride
|
|
if clearSize > g.buffers.state.size {
|
|
realloced = true
|
|
paddedCap := clearSize * 11 / 10
|
|
if err := g.buffers.state.ensureCapacity(g.ctx, driver.BufferBindingShaderStorage, paddedCap); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
g.buffers.config.Upload(byteslice.Struct(g.conf))
|
|
|
|
minSize := int(unsafe.Sizeof(memoryHeader{})) + int(alloc)
|
|
if minSize > g.buffers.memory.size {
|
|
realloced = true
|
|
// Add space for dynamic GPU allocations.
|
|
const sizeBump = 4 * 1024 * 1024
|
|
minSize += sizeBump
|
|
if err := g.buffers.memory.ensureCapacity(g.ctx, driver.BufferBindingShaderStorage, minSize); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
for {
|
|
*g.memHeader = memoryHeader{
|
|
mem_offset: alloc,
|
|
}
|
|
g.buffers.memory.buffer.Upload(byteslice.Struct(g.memHeader))
|
|
g.buffers.state.buffer.Upload(g.zeros(clearSize))
|
|
|
|
if realloced {
|
|
realloced = false
|
|
g.bindBuffers()
|
|
}
|
|
t := &g.timers
|
|
g.ctx.MemoryBarrier()
|
|
t.elements.begin()
|
|
g.ctx.BindProgram(g.programs.elements)
|
|
g.ctx.DispatchCompute(numPartitions, 1, 1)
|
|
g.ctx.MemoryBarrier()
|
|
t.elements.end()
|
|
t.tileAlloc.begin()
|
|
g.ctx.BindProgram(g.programs.tileAlloc)
|
|
g.ctx.DispatchCompute((enc.npath+wgSize-1)/wgSize, 1, 1)
|
|
g.ctx.MemoryBarrier()
|
|
t.tileAlloc.end()
|
|
t.pathCoarse.begin()
|
|
g.ctx.BindProgram(g.programs.pathCoarse)
|
|
g.ctx.DispatchCompute((enc.npathseg+31)/32, 1, 1)
|
|
g.ctx.MemoryBarrier()
|
|
t.pathCoarse.end()
|
|
t.backdropBinning.begin()
|
|
g.ctx.BindProgram(g.programs.backdrop)
|
|
g.ctx.DispatchCompute((enc.npath+wgSize-1)/wgSize, 1, 1)
|
|
// No barrier needed between backdrop and binning.
|
|
g.ctx.BindProgram(g.programs.binning)
|
|
g.ctx.DispatchCompute((enc.npath+wgSize-1)/wgSize, 1, 1)
|
|
g.ctx.MemoryBarrier()
|
|
t.backdropBinning.end()
|
|
t.coarse.begin()
|
|
g.ctx.BindProgram(g.programs.coarse)
|
|
g.ctx.DispatchCompute(widthInBins, heightInBins, 1)
|
|
g.ctx.MemoryBarrier()
|
|
t.coarse.end()
|
|
t.kernel4.begin()
|
|
g.ctx.BindProgram(g.programs.kernel4)
|
|
g.ctx.DispatchCompute(tileDims.X, tileDims.Y, 1)
|
|
g.ctx.MemoryBarrier()
|
|
t.kernel4.end()
|
|
|
|
if err := g.buffers.memory.buffer.Download(byteslice.Struct(g.memHeader)); err != nil {
|
|
if err == driver.ErrContentLost {
|
|
continue
|
|
}
|
|
return err
|
|
}
|
|
switch errCode := g.memHeader.mem_error; errCode {
|
|
case memNoError:
|
|
return nil
|
|
case memMallocFailed:
|
|
// Resize memory and try again.
|
|
realloced = true
|
|
sz := g.buffers.memory.size * 15 / 10
|
|
if err := g.buffers.memory.ensureCapacity(g.ctx, driver.BufferBindingShaderStorage, sz); err != nil {
|
|
return err
|
|
}
|
|
continue
|
|
default:
|
|
return fmt.Errorf("compute: shader program failed with error %d", errCode)
|
|
}
|
|
}
|
|
}
|
|
|
|
// zeros returns a byte slice with size bytes of zeros.
|
|
func (g *compute) zeros(size int) []byte {
|
|
if cap(g.zeroSlice) < size {
|
|
g.zeroSlice = append(g.zeroSlice, make([]byte, size)...)
|
|
}
|
|
return g.zeroSlice[:size]
|
|
}
|
|
|
|
func (g *compute) resizeOutput(size image.Point) error {
|
|
if g.output.image != nil {
|
|
g.output.image.Release()
|
|
g.output.image = nil
|
|
}
|
|
img, err := g.ctx.NewTexture(driver.TextureFormatRGBA8, size.X, size.Y,
|
|
driver.FilterNearest,
|
|
driver.FilterNearest,
|
|
driver.BufferBindingShaderStorage|driver.BufferBindingTexture)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
g.output.image = img
|
|
g.output.size = size
|
|
return nil
|
|
}
|
|
|
|
func (g *compute) Release() {
|
|
progs := []driver.Program{
|
|
g.programs.elements,
|
|
g.programs.tileAlloc,
|
|
g.programs.pathCoarse,
|
|
g.programs.backdrop,
|
|
g.programs.binning,
|
|
g.programs.coarse,
|
|
g.programs.kernel4,
|
|
}
|
|
if p := g.output.blitProg; p != nil {
|
|
p.Release()
|
|
}
|
|
for _, p := range progs {
|
|
if p != nil {
|
|
p.Release()
|
|
}
|
|
}
|
|
g.buffers.scene.release()
|
|
g.buffers.state.release()
|
|
g.buffers.memory.release()
|
|
if b := g.buffers.config; b != nil {
|
|
b.Release()
|
|
}
|
|
if g.output.image != nil {
|
|
g.output.image.Release()
|
|
}
|
|
if g.images.tex != nil {
|
|
g.images.tex.Release()
|
|
}
|
|
if g.materials.layout != nil {
|
|
g.materials.layout.Release()
|
|
}
|
|
if g.materials.prog != nil {
|
|
g.materials.prog.Release()
|
|
}
|
|
if g.materials.fbo != nil {
|
|
g.materials.fbo.Release()
|
|
}
|
|
if g.materials.tex != nil {
|
|
g.materials.tex.Release()
|
|
}
|
|
g.materials.buffer.release()
|
|
if b := g.materials.uniBuf; b != nil {
|
|
b.Release()
|
|
}
|
|
if g.timers.t != nil {
|
|
g.timers.t.release()
|
|
}
|
|
|
|
*g = compute{}
|
|
}
|
|
|
|
func (g *compute) bindBuffers() {
|
|
bindStorageBuffers(g.programs.elements, g.buffers.memory.buffer, g.buffers.config, g.buffers.scene.buffer, g.buffers.state.buffer)
|
|
bindStorageBuffers(g.programs.tileAlloc, g.buffers.memory.buffer, g.buffers.config)
|
|
bindStorageBuffers(g.programs.pathCoarse, g.buffers.memory.buffer, g.buffers.config)
|
|
bindStorageBuffers(g.programs.backdrop, g.buffers.memory.buffer, g.buffers.config)
|
|
bindStorageBuffers(g.programs.binning, g.buffers.memory.buffer, g.buffers.config)
|
|
bindStorageBuffers(g.programs.coarse, g.buffers.memory.buffer, g.buffers.config)
|
|
bindStorageBuffers(g.programs.kernel4, g.buffers.memory.buffer, g.buffers.config)
|
|
}
|
|
|
|
func (b *sizedBuffer) release() {
|
|
if b.buffer == nil {
|
|
return
|
|
}
|
|
b.buffer.Release()
|
|
*b = sizedBuffer{}
|
|
}
|
|
|
|
func (b *sizedBuffer) ensureCapacity(ctx driver.Device, binding driver.BufferBinding, size int) error {
|
|
if b.size >= size {
|
|
return nil
|
|
}
|
|
if b.buffer != nil {
|
|
b.release()
|
|
}
|
|
buf, err := ctx.NewBuffer(binding, size)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
b.buffer = buf
|
|
b.size = size
|
|
return nil
|
|
}
|
|
|
|
func bindStorageBuffers(prog driver.Program, buffers ...driver.Buffer) {
|
|
for i, buf := range buffers {
|
|
prog.SetStorageBuffer(i, buf)
|
|
}
|
|
}
|
|
|
|
var bo = binary.LittleEndian
|
|
|
|
func (e *encoder) reset() {
|
|
e.scene = e.scene[:0]
|
|
e.npath = 0
|
|
e.npathseg = 0
|
|
e.ntrans = 0
|
|
}
|
|
|
|
func (e *encoder) numElements() int {
|
|
return len(e.scene)
|
|
}
|
|
|
|
func (e *encoder) append(e2 encoder) {
|
|
e.scene = append(e.scene, e2.scene...)
|
|
e.npath += e2.npath
|
|
e.npathseg += e2.npathseg
|
|
e.ntrans += e2.ntrans
|
|
}
|
|
|
|
func (e *encoder) transform(m f32.Affine2D) {
|
|
e.scene = append(e.scene, scene.Transform(m))
|
|
e.ntrans++
|
|
}
|
|
|
|
func (e *encoder) lineWidth(width float32) {
|
|
e.scene = append(e.scene, scene.SetLineWidth(width))
|
|
}
|
|
|
|
func (e *encoder) fillMode(mode scene.FillMode) {
|
|
e.scene = append(e.scene, scene.SetFillMode(mode))
|
|
}
|
|
|
|
func (e *encoder) beginClip(bbox f32.Rectangle) {
|
|
e.scene = append(e.scene, scene.BeginClip(bbox))
|
|
e.npath++
|
|
}
|
|
|
|
func (e *encoder) endClip(bbox f32.Rectangle) {
|
|
e.scene = append(e.scene, scene.EndClip(bbox))
|
|
e.npath++
|
|
}
|
|
|
|
func (e *encoder) rect(r f32.Rectangle) {
|
|
// Rectangle corners, clock-wise.
|
|
c0, c1, c2, c3 := r.Min, f32.Pt(r.Min.X, r.Max.Y), r.Max, f32.Pt(r.Max.X, r.Min.Y)
|
|
e.line(c0, c1)
|
|
e.line(c1, c2)
|
|
e.line(c2, c3)
|
|
e.line(c3, c0)
|
|
}
|
|
|
|
func (e *encoder) fillColor(col color.RGBA) {
|
|
e.scene = append(e.scene, scene.FillColor(col))
|
|
e.npath++
|
|
}
|
|
|
|
func (e *encoder) setFillImageOffset(index int, offset image.Point) {
|
|
x := int16(offset.X)
|
|
y := int16(offset.Y)
|
|
e.scene[index][2] = uint32(uint16(x)) | uint32(uint16(y))<<16
|
|
}
|
|
|
|
func (e *encoder) fillImage(index int) int {
|
|
idx := len(e.scene)
|
|
e.scene = append(e.scene, scene.FillImage(index))
|
|
e.npath++
|
|
return idx
|
|
}
|
|
|
|
func (e *encoder) line(start, end f32.Point) {
|
|
e.scene = append(e.scene, scene.Line(start, end))
|
|
e.npathseg++
|
|
}
|
|
|
|
func (e *encoder) quad(start, ctrl, end f32.Point) {
|
|
e.scene = append(e.scene, scene.Quad(start, ctrl, end))
|
|
e.npathseg++
|
|
}
|
|
|
|
func (c *collector) reset() {
|
|
c.profile = false
|
|
c.clipCache = c.clipCache[:0]
|
|
c.clipCmdCache = c.clipCmdCache[:0]
|
|
c.paintOps = c.paintOps[:0]
|
|
}
|
|
|
|
func (c *collector) addClip(state *encoderState, viewport, bounds f32.Rectangle, path []byte, stroke clip.StrokeStyle) {
|
|
// Rectangle clip regions.
|
|
if len(path) == 0 {
|
|
transView := transformBounds(state.t.Invert(), viewport)
|
|
// If the rectangular clip contains the viewport it can be discarded.
|
|
if transView.In(bounds) {
|
|
return
|
|
}
|
|
// If the rectangular clip region contains a previous path it can be discarded.
|
|
p := state.clip
|
|
t := state.relTrans.Invert()
|
|
for p != nil {
|
|
// rect is the parent bounds transformed relative to the rectangle.
|
|
rect := transformBounds(t, p.bounds)
|
|
if rect.In(bounds) {
|
|
return
|
|
}
|
|
t = p.relTrans.Invert().Mul(t)
|
|
p = p.parent
|
|
}
|
|
}
|
|
|
|
absBounds := transformBounds(state.t, bounds).Bounds()
|
|
c.clipCache = append(c.clipCache, clipState{
|
|
parent: state.clip,
|
|
bounds: bounds,
|
|
absBounds: absBounds,
|
|
relTrans: state.relTrans,
|
|
stroke: stroke,
|
|
pathVerts: path,
|
|
})
|
|
state.intersect = state.intersect.Intersect(absBounds)
|
|
state.clip = &c.clipCache[len(c.clipCache)-1]
|
|
state.relTrans = f32.Affine2D{}
|
|
}
|
|
|
|
func (c *collector) collect(root *op.Ops, trans f32.Affine2D, viewport image.Point) {
|
|
fview := f32.Rectangle{Max: layout.FPt(viewport)}
|
|
c.reader.Reset(root)
|
|
state := encoderState{
|
|
color: color.NRGBA{A: 0xff},
|
|
intersect: fview,
|
|
t: trans,
|
|
relTrans: trans,
|
|
}
|
|
r := &c.reader
|
|
var (
|
|
pathData []byte
|
|
str clip.StrokeStyle
|
|
)
|
|
c.save(opconst.InitialStateID, state)
|
|
for encOp, ok := r.Decode(); ok; encOp, ok = r.Decode() {
|
|
switch opconst.OpType(encOp.Data[0]) {
|
|
case opconst.TypeProfile:
|
|
c.profile = true
|
|
case opconst.TypeTransform:
|
|
dop := ops.DecodeTransform(encOp.Data)
|
|
state.t = state.t.Mul(dop)
|
|
state.relTrans = state.relTrans.Mul(dop)
|
|
case opconst.TypeStroke:
|
|
str = decodeStrokeOp(encOp.Data)
|
|
case opconst.TypePath:
|
|
encOp, ok = r.Decode()
|
|
if !ok {
|
|
panic("unexpected end of path operation")
|
|
}
|
|
pathData = encOp.Data[opconst.TypeAuxLen:]
|
|
|
|
case opconst.TypeClip:
|
|
var op clipOp
|
|
op.decode(encOp.Data)
|
|
c.addClip(&state, fview, op.bounds, pathData, str)
|
|
pathData = nil
|
|
str = clip.StrokeStyle{}
|
|
case opconst.TypeColor:
|
|
state.matType = materialColor
|
|
state.color = decodeColorOp(encOp.Data)
|
|
case opconst.TypeLinearGradient:
|
|
state.matType = materialLinearGradient
|
|
op := decodeLinearGradientOp(encOp.Data)
|
|
state.stop1 = op.stop1
|
|
state.stop2 = op.stop2
|
|
state.color1 = op.color1
|
|
state.color2 = op.color2
|
|
case opconst.TypeImage:
|
|
state.matType = materialTexture
|
|
state.image = decodeImageOp(encOp.Data, encOp.Refs)
|
|
case opconst.TypePaint:
|
|
paintState := state
|
|
if paintState.matType == materialTexture {
|
|
// Clip to the bounds of the image, to hide other images in the atlas.
|
|
bounds := paintState.image.src.Bounds()
|
|
c.addClip(&paintState, fview, layout.FRect(bounds), nil, clip.StrokeStyle{})
|
|
}
|
|
if paintState.intersect.Empty() {
|
|
break
|
|
}
|
|
|
|
// If the paint is a uniform opaque color that takes up the whole
|
|
// screen, it covers all previous paints and we can discard all
|
|
// rendering commands recorded so far.
|
|
if paintState.clip == nil && paintState.matType == materialColor && paintState.color.A == 255 {
|
|
c.clearColor = f32color.LinearFromSRGB(paintState.color).Opaque()
|
|
c.clear = true
|
|
c.paintOps = c.paintOps[:0]
|
|
break
|
|
}
|
|
|
|
// Flatten clip stack.
|
|
p := paintState.clip
|
|
startIdx := len(c.clipCmdCache)
|
|
for p != nil {
|
|
c.clipCmdCache = append(c.clipCmdCache, clipCmd{state: p, relTrans: p.relTrans})
|
|
p = p.parent
|
|
}
|
|
clipStack := c.clipCmdCache[startIdx:]
|
|
c.paintOps = append(c.paintOps, paintOp{
|
|
clipStack: clipStack,
|
|
state: paintState,
|
|
})
|
|
case opconst.TypeSave:
|
|
id := ops.DecodeSave(encOp.Data)
|
|
c.save(id, state)
|
|
case opconst.TypeLoad:
|
|
id, mask := ops.DecodeLoad(encOp.Data)
|
|
s := c.states[id]
|
|
if mask&opconst.TransformState != 0 {
|
|
state.t = s.t
|
|
}
|
|
if mask&^opconst.TransformState != 0 {
|
|
state = s
|
|
}
|
|
}
|
|
}
|
|
for i := range c.paintOps {
|
|
op := &c.paintOps[i]
|
|
// For each clip, cull rectangular clip regions that contain its
|
|
// (transformed) bounds. addClip already handled the converse case.
|
|
// TODO: do better than O(n²) to efficiently deal with deep stacks.
|
|
for i := 0; i < len(op.clipStack)-1; i++ {
|
|
cl := op.clipStack[i]
|
|
p := cl.state
|
|
r := transformBounds(cl.relTrans, p.bounds)
|
|
for j := i + 1; j < len(op.clipStack); j++ {
|
|
cl2 := op.clipStack[j]
|
|
p2 := cl2.state
|
|
if len(p2.pathVerts) == 0 && r.In(p2.bounds) {
|
|
op.clipStack = append(op.clipStack[:j], op.clipStack[j+1:]...)
|
|
j--
|
|
op.clipStack[j].relTrans = cl2.relTrans.Mul(op.clipStack[j].relTrans)
|
|
}
|
|
r = transformRect(cl2.relTrans, r)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
func (c *collector) encode(viewport image.Point, enc *encoder, texOps *[]textureOp) {
|
|
fview := f32.Rectangle{Max: layout.FPt(viewport)}
|
|
fillMode := scene.FillModeNonzero
|
|
if c.clear {
|
|
enc.rect(fview)
|
|
enc.fillColor(f32color.NRGBAToRGBA(c.clearColor.SRGB()))
|
|
}
|
|
for _, op := range c.paintOps {
|
|
// Fill in clip bounds, which the shaders expect to be the union
|
|
// of all affected bounds.
|
|
var union f32.Rectangle
|
|
for i, cl := range op.clipStack {
|
|
union = union.Union(cl.state.absBounds)
|
|
op.clipStack[i].union = union
|
|
}
|
|
|
|
var inv f32.Affine2D
|
|
for i := len(op.clipStack) - 1; i >= 0; i-- {
|
|
cl := op.clipStack[i]
|
|
if str := cl.state.stroke; str.Width > 0 {
|
|
enc.fillMode(scene.FillModeStroke)
|
|
enc.lineWidth(str.Width)
|
|
fillMode = scene.FillModeStroke
|
|
} else if fillMode != scene.FillModeNonzero {
|
|
enc.fillMode(scene.FillModeNonzero)
|
|
fillMode = scene.FillModeNonzero
|
|
}
|
|
enc.transform(cl.relTrans)
|
|
inv = inv.Mul(cl.relTrans)
|
|
if len(cl.state.pathVerts) == 0 {
|
|
enc.rect(cl.state.bounds)
|
|
} else {
|
|
enc.encodePath(cl.state.pathVerts)
|
|
}
|
|
if i != 0 {
|
|
enc.beginClip(cl.union)
|
|
}
|
|
}
|
|
if op.state.clip == nil {
|
|
// No clipping; fill the entire view.
|
|
enc.rect(fview)
|
|
}
|
|
|
|
switch op.state.matType {
|
|
case materialTexture:
|
|
// Add fill command. Its offset is resolved and filled in renderMaterials.
|
|
idx := enc.fillImage(0)
|
|
sx, hx, ox, hy, sy, oy := op.state.t.Elems()
|
|
// Separate integer offset from transformation. TextureOps that have identical transforms
|
|
// except for their integer offsets can share a transformed image.
|
|
intx, fracx := math.Modf(float64(ox))
|
|
inty, fracy := math.Modf(float64(oy))
|
|
t := f32.NewAffine2D(sx, hx, float32(fracx), hy, sy, float32(fracy))
|
|
*texOps = append(*texOps, textureOp{
|
|
sceneIdx: idx,
|
|
img: op.state.image,
|
|
off: image.Pt(int(intx), int(inty)),
|
|
key: textureKey{
|
|
transform: t,
|
|
handle: op.state.image.handle,
|
|
},
|
|
})
|
|
case materialColor:
|
|
enc.fillColor(f32color.NRGBAToRGBA(op.state.color))
|
|
case materialLinearGradient:
|
|
// TODO: implement.
|
|
enc.fillColor(f32color.NRGBAToRGBA(op.state.color1))
|
|
default:
|
|
panic("not implemented")
|
|
}
|
|
enc.transform(inv.Invert())
|
|
// Pop the clip stack, except the first entry used for fill.
|
|
for i := 1; i < len(op.clipStack); i++ {
|
|
cl := op.clipStack[i]
|
|
enc.endClip(cl.union)
|
|
}
|
|
}
|
|
}
|
|
|
|
func (c *collector) save(id int, state encoderState) {
|
|
if extra := id - len(c.states) + 1; extra > 0 {
|
|
c.states = append(c.states, make([]encoderState, extra)...)
|
|
}
|
|
c.states[id] = state
|
|
}
|
|
|
|
func transformBounds(t f32.Affine2D, bounds f32.Rectangle) rectangle {
|
|
return rectangle{
|
|
t.Transform(bounds.Min), t.Transform(f32.Pt(bounds.Max.X, bounds.Min.Y)),
|
|
t.Transform(bounds.Max), t.Transform(f32.Pt(bounds.Min.X, bounds.Max.Y)),
|
|
}
|
|
}
|
|
|
|
func transformRect(t f32.Affine2D, r rectangle) rectangle {
|
|
var tr rectangle
|
|
for i, c := range r {
|
|
tr[i] = t.Transform(c)
|
|
}
|
|
return tr
|
|
}
|
|
|
|
func (r rectangle) In(b f32.Rectangle) bool {
|
|
for _, c := range r {
|
|
inside := b.Min.X <= c.X && c.X <= b.Max.X &&
|
|
b.Min.Y <= c.Y && c.Y <= b.Max.Y
|
|
if !inside {
|
|
return false
|
|
}
|
|
}
|
|
return true
|
|
}
|
|
|
|
func (r rectangle) Contains(b f32.Rectangle) bool {
|
|
return true
|
|
}
|
|
|
|
func (r rectangle) Bounds() f32.Rectangle {
|
|
bounds := f32.Rectangle{
|
|
Min: f32.Pt(math.MaxFloat32, math.MaxFloat32),
|
|
Max: f32.Pt(-math.MaxFloat32, -math.MaxFloat32),
|
|
}
|
|
for _, c := range r {
|
|
if c.X < bounds.Min.X {
|
|
bounds.Min.X = c.X
|
|
}
|
|
if c.Y < bounds.Min.Y {
|
|
bounds.Min.Y = c.Y
|
|
}
|
|
if c.X > bounds.Max.X {
|
|
bounds.Max.X = c.X
|
|
}
|
|
if c.Y > bounds.Max.Y {
|
|
bounds.Max.Y = c.Y
|
|
}
|
|
}
|
|
return bounds
|
|
}
|