gpu: switch from uniform buffers to combined push buffers

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>
This commit is contained in:
Elias Naur
2021-09-10 13:37:12 +02:00
parent 3a98f004f9
commit 21ca9d13a8
9 changed files with 99 additions and 224 deletions
+1 -1
View File
@@ -10,5 +10,5 @@ require (
require (
gioui.org/cpu v0.0.0-20210817075930-8d6a761490d2
gioui.org/shader v1.0.2
gioui.org/shader v1.0.3
)
+2 -2
View File
@@ -4,8 +4,8 @@ dmitri.shuralyov.com/gpu/mtl v0.0.0-20201218220906-28db891af037/go.mod h1:H6x//7
gioui.org/cpu v0.0.0-20210808092351-bfe733dd3334/go.mod h1:A8M0Cn5o+vY5LTMlnRoK3O5kG+rH0kWfJjeKd9QpBmQ=
gioui.org/cpu v0.0.0-20210817075930-8d6a761490d2 h1:AGDDxsJE1RpcXTAxPG2B4jrwVUJGFDjINIPi1jtO6pc=
gioui.org/cpu v0.0.0-20210817075930-8d6a761490d2/go.mod h1:A8M0Cn5o+vY5LTMlnRoK3O5kG+rH0kWfJjeKd9QpBmQ=
gioui.org/shader v1.0.2 h1:5JrtNdOqmY+tQzBKKVFqf0YIziUK38OEw8mxxEbXdc8=
gioui.org/shader v1.0.2/go.mod h1:mWdiME581d/kV7/iEhLmUgUK5iZ09XR5XpduXzbePVM=
gioui.org/shader v1.0.3 h1:xllhh4w2XWej9lfkHMtOtI3ES05T8xZzxrSSWbMZgTw=
gioui.org/shader v1.0.3/go.mod h1:mWdiME581d/kV7/iEhLmUgUK5iZ09XR5XpduXzbePVM=
github.com/BurntSushi/toml v0.3.1/go.mod h1:xHWCNGjB5oqiDr8zfno3MHue2Ht5sIBksp03qcyfWMU=
github.com/BurntSushi/xgb v0.0.0-20160522181843-27f122750802/go.mod h1:IVnqGOEym/WlBOVXweHU+Q+/VP0lqqI8lqeDx9IjBqo=
github.com/Knetic/govaluate v3.0.1-0.20171022003610-9aa49832a739+incompatible/go.mod h1:r7JcOSlj0wfOMncg0iLm8Leh48TZaKVeNIfJntJ2wa0=
+20 -34
View File
@@ -88,11 +88,8 @@ type compute struct {
pipeline driver.Pipeline
buffer sizedBuffer
quads []materialVertex
vert struct {
uniforms *materialVertUniforms
buf driver.Buffer
}
frag struct {
uniforms struct {
u *materialUniforms
buf driver.Buffer
}
}
@@ -172,13 +169,10 @@ type copyUniforms struct {
_ [8]byte // Pad to 16 bytes.
}
type materialVertUniforms struct {
scale [2]float32
pos [2]float32
}
type materialFragUniforms struct {
emulateSRGB float32
type materialUniforms struct {
scale [2]float32
pos [2]float32
emulatesRGB float32
_ [12]byte // Pad to 16 bytes
}
@@ -504,25 +498,14 @@ func newCompute(ctx driver.Device) (*compute, error) {
return nil, err
}
g.materials.pipeline = pipe
g.materials.vert.uniforms = new(materialVertUniforms)
g.materials.uniforms.u = new(materialUniforms)
buf, err = ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(*g.materials.vert.uniforms)))
buf, err = ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(*g.materials.uniforms.u)))
if err != nil {
g.Release()
return nil, err
}
g.materials.vert.buf = buf
var emulateSRGB materialFragUniforms
if !g.srgb {
emulateSRGB.emulateSRGB = 1.0
}
buf, err = ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(emulateSRGB)))
if err != nil {
g.Release()
return nil, err
}
buf.Upload(byteslice.Struct(&emulateSRGB))
g.materials.frag.buf = buf
g.materials.uniforms.buf = buf
for _, shader := range shaders {
if !g.useCPU {
@@ -874,7 +857,6 @@ func (g *compute) blitLayers(viewport image.Point) {
layers := g.collector.frame.layers
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
g.ctx.BindPipeline(g.output.blitPipeline)
g.ctx.BindVertexUniforms(g.output.uniBuf)
for len(layers) > 0 {
g.output.layerVertices = g.output.layerVertices[:0]
atlas := layers[0].alloc.atlas
@@ -906,6 +888,7 @@ func (g *compute) blitLayers(viewport image.Point) {
g.output.uniforms.pos = [2]float32{ox, oy}
g.output.uniforms.uvScale = [2]float32{1 / float32(atlas.size.X), 1 / float32(atlas.size.Y)}
g.output.uniBuf.Upload(byteslice.Struct(g.output.uniforms))
g.ctx.BindUniforms(g.output.uniBuf)
vertexData := byteslice.Slice(g.output.layerVertices)
g.output.buffer.ensureCapacity(false, g.ctx, driver.BufferBindingVertices, len(vertexData))
g.output.buffer.buffer.Upload(vertexData)
@@ -1001,9 +984,14 @@ func (g *compute) renderMaterials() error {
}
// Transform to clip space: [-1, -1] - [1, 1] and flip Y-axis to cancel the implied transformation
// between framebuffer and texture space.
m.vert.uniforms.scale = [2]float32{2, -2}
m.vert.uniforms.pos = [2]float32{-1, +1}
m.vert.buf.Upload(byteslice.Struct(m.vert.uniforms))
*m.uniforms.u = materialUniforms{
scale: [2]float32{2, -2},
pos: [2]float32{-1, +1},
}
if !g.srgb {
m.uniforms.u.emulatesRGB = 1.0
}
m.uniforms.buf.Upload(byteslice.Struct(m.uniforms.u))
vertexData := byteslice.Slice(m.quads)
n := pow2Ceil(len(vertexData))
m.buffer.ensureCapacity(false, g.ctx, driver.BufferBindingVertices, n)
@@ -1013,10 +1001,9 @@ func (g *compute) renderMaterials() error {
d.Action = driver.LoadActionClear
}
g.ctx.BeginRenderPass(atlas.fbo, d)
g.ctx.BindVertexUniforms(m.vert.buf)
g.ctx.BindFragmentUniforms(m.frag.buf)
g.ctx.BindTexture(0, imgAtlas.image)
g.ctx.BindPipeline(m.pipeline)
g.ctx.BindUniforms(m.uniforms.buf)
g.ctx.BindVertexBuffer(m.buffer.buffer, 0)
newAllocs := atlas.allocs[allocStart:]
for i, a := range newAllocs {
@@ -1507,8 +1494,7 @@ func (g *compute) Release() {
&g.buffers.config,
g.materials.pipeline,
&g.materials.buffer,
g.materials.vert.buf,
g.materials.frag.buf,
g.materials.uniforms.buf,
g.timers.t,
}
for _, r := range res {
+36 -64
View File
@@ -282,30 +282,20 @@ type blitter struct {
}
type blitColUniforms struct {
vert struct {
blitUniforms
_ [12]byte // Padding to a multiple of 16.
}
frag struct {
colorUniforms
}
blitUniforms
_ [128 - unsafe.Sizeof(blitUniforms{}) - unsafe.Sizeof(colorUniforms{})]byte // Padding to 128 bytes.
colorUniforms
}
type blitTexUniforms struct {
vert struct {
blitUniforms
_ [12]byte // Padding to a multiple of 16.
}
blitUniforms
_ [12]byte // Padding to 16 bytes.
}
type blitLinearGradientUniforms struct {
vert struct {
blitUniforms
_ [12]byte // Padding to a multiple of 16.
}
frag struct {
gradientUniforms
}
blitUniforms
_ [128 - unsafe.Sizeof(blitUniforms{}) - unsafe.Sizeof(gradientUniforms{})]byte // Padding to 128 bytes.
gradientUniforms
}
type uniformBuffer struct {
@@ -314,9 +304,8 @@ type uniformBuffer struct {
}
type pipeline struct {
pipeline driver.Pipeline
vertUniforms *uniformBuffer
fragUniforms *uniformBuffer
pipeline driver.Pipeline
uniforms *uniformBuffer
}
type blitUniforms struct {
@@ -536,8 +525,7 @@ func newBlitter(ctx driver.Device) *blitter {
b.texUniforms = new(blitTexUniforms)
b.linearGradientUniforms = new(blitLinearGradientUniforms)
pipelines, err := createColorPrograms(ctx, gio.Shader_blit_vert, gio.Shader_blit_frag,
[3]interface{}{&b.colUniforms.vert, &b.linearGradientUniforms.vert, &b.texUniforms.vert},
[3]interface{}{&b.colUniforms.frag, &b.linearGradientUniforms.frag, nil},
[3]interface{}{b.colUniforms, b.linearGradientUniforms, b.texUniforms},
)
if err != nil {
panic(err)
@@ -553,7 +541,7 @@ func (b *blitter) release() {
}
}
func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.Sources, vertUniforms, fragUniforms [3]interface{}) ([3]*pipeline, error) {
func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.Sources, uniforms [3]interface{}) ([3]*pipeline, error) {
var pipelines [3]*pipeline
blend := driver.BlendDesc{
Enable: true,
@@ -589,17 +577,14 @@ func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.
if err != nil {
return pipelines, err
}
var vertBuffer, fragBuffer *uniformBuffer
if u := vertUniforms[materialTexture]; u != nil {
var vertBuffer *uniformBuffer
if u := uniforms[materialTexture]; u != nil {
vertBuffer = newUniformBuffer(b, u)
}
if u := fragUniforms[materialTexture]; u != nil {
fragBuffer = newUniformBuffer(b, u)
}
pipelines[materialTexture] = &pipeline{pipe, vertBuffer, fragBuffer}
pipelines[materialTexture] = &pipeline{pipe, vertBuffer}
}
{
var vertBuffer, fragBuffer *uniformBuffer
var vertBuffer *uniformBuffer
fsh, err := b.NewFragmentShader(fsSrc[materialColor])
if err != nil {
pipelines[materialTexture].Release()
@@ -618,16 +603,13 @@ func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.
pipelines[materialTexture].Release()
return pipelines, err
}
if u := vertUniforms[materialColor]; u != nil {
if u := uniforms[materialColor]; u != nil {
vertBuffer = newUniformBuffer(b, u)
}
if u := fragUniforms[materialColor]; u != nil {
fragBuffer = newUniformBuffer(b, u)
}
pipelines[materialColor] = &pipeline{pipe, vertBuffer, fragBuffer}
pipelines[materialColor] = &pipeline{pipe, vertBuffer}
}
{
var vertBuffer, fragBuffer *uniformBuffer
var vertBuffer *uniformBuffer
fsh, err := b.NewFragmentShader(fsSrc[materialLinearGradient])
if err != nil {
pipelines[materialTexture].Release()
@@ -648,13 +630,10 @@ func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.
pipelines[materialColor].Release()
return pipelines, err
}
if u := vertUniforms[materialLinearGradient]; u != nil {
if u := uniforms[materialLinearGradient]; u != nil {
vertBuffer = newUniformBuffer(b, u)
}
if u := fragUniforms[materialLinearGradient]; u != nil {
fragBuffer = newUniformBuffer(b, u)
}
pipelines[materialLinearGradient] = &pipeline{pipe, vertBuffer, fragBuffer}
pipelines[materialLinearGradient] = &pipeline{pipe, vertBuffer}
}
if err != nil {
for _, p := range pipelines {
@@ -1151,21 +1130,21 @@ func (b *blitter) blit(mat materialType, col f32color.RGBA, col1, col2 f32color.
var uniforms *blitUniforms
switch mat {
case materialColor:
b.colUniforms.frag.color = col
uniforms = &b.colUniforms.vert.blitUniforms
b.colUniforms.color = col
uniforms = &b.colUniforms.blitUniforms
case materialTexture:
t1, t2, t3, t4, t5, t6 := uvTrans.Elems()
b.texUniforms.vert.blitUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
b.texUniforms.vert.blitUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
uniforms = &b.texUniforms.vert.blitUniforms
b.texUniforms.blitUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
b.texUniforms.blitUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
uniforms = &b.texUniforms.blitUniforms
case materialLinearGradient:
b.linearGradientUniforms.frag.color1 = col1
b.linearGradientUniforms.frag.color2 = col2
b.linearGradientUniforms.color1 = col1
b.linearGradientUniforms.color2 = col2
t1, t2, t3, t4, t5, t6 := uvTrans.Elems()
b.linearGradientUniforms.vert.blitUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
b.linearGradientUniforms.vert.blitUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
uniforms = &b.linearGradientUniforms.vert.blitUniforms
b.linearGradientUniforms.blitUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
b.linearGradientUniforms.blitUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
uniforms = &b.linearGradientUniforms.blitUniforms
}
uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
p.UploadUniforms(b.ctx)
@@ -1197,23 +1176,16 @@ func (u *uniformBuffer) Release() {
}
func (p *pipeline) UploadUniforms(ctx driver.Device) {
if p.vertUniforms != nil {
p.vertUniforms.Upload()
ctx.BindVertexUniforms(p.vertUniforms.buf)
}
if p.fragUniforms != nil {
p.fragUniforms.Upload()
ctx.BindFragmentUniforms(p.fragUniforms.buf)
if p.uniforms != nil {
p.uniforms.Upload()
ctx.BindUniforms(p.uniforms.buf)
}
}
func (p *pipeline) Release() {
p.pipeline.Release()
if p.vertUniforms != nil {
p.vertUniforms.Release()
}
if p.fragUniforms != nil {
p.fragUniforms.Release()
if p.uniforms != nil {
p.uniforms.Release()
}
*p = pipeline{}
}
+1 -5
View File
@@ -681,13 +681,9 @@ func (b *Backend) BindStorageBuffer(binding int, buffer driver.Buffer) {
}
}
func (b *Backend) BindVertexUniforms(buffer driver.Buffer) {
func (b *Backend) BindUniforms(buffer driver.Buffer) {
buf := buffer.(*Buffer)
b.ctx.VSSetConstantBuffers(buf.buf)
}
func (b *Backend) BindFragmentUniforms(buffer driver.Buffer) {
buf := buffer.(*Buffer)
b.ctx.PSSetConstantBuffers(buf.buf)
}
+1 -2
View File
@@ -43,8 +43,7 @@ type Device interface {
BindVertexBuffer(b Buffer, offset int)
BindIndexBuffer(b Buffer)
BindImageTexture(unit int, texture Texture, access AccessBits, format TextureFormat)
BindVertexUniforms(buf Buffer)
BindFragmentUniforms(buf Buffer)
BindUniforms(buf Buffer)
BindStorageBuffer(binding int, buf Buffer)
BeginCompute()
+1 -12
View File
@@ -1005,20 +1005,9 @@ func (b *Backend) BindVertexUniforms(buf driver.Buffer) {
}
if bf.buffer != 0 {
C.renderEncSetVertexBuffer(enc, bf.buffer, uniformBufferIndex, 0)
} else if bf.size > 0 {
C.renderEncSetVertexBytes(enc, unsafe.Pointer(&bf.store[0]), C.NSUInteger(bf.size), uniformBufferIndex)
}
}
func (b *Backend) BindFragmentUniforms(buf driver.Buffer) {
bf := buf.(*Buffer)
enc := b.renderEnc
if enc == 0 {
panic("no active render pass")
}
if bf.buffer != 0 {
C.renderEncSetFragmentBuffer(enc, bf.buffer, uniformBufferIndex, 0)
} else if bf.size > 0 {
C.renderEncSetVertexBytes(enc, unsafe.Pointer(&bf.store[0]), C.NSUInteger(bf.size), uniformBufferIndex)
C.renderEncSetFragmentBytes(enc, unsafe.Pointer(&bf.store[0]), C.NSUInteger(bf.size), uniformBufferIndex)
}
}
+10 -64
View File
@@ -26,17 +26,14 @@ type Backend struct {
glver [2]int
gles bool
ubo bool
feats driver.Caps
// floatTriple holds the settings for floating point
// textures.
floatTriple textureTriple
// Single channel alpha textures.
alphaTriple textureTriple
srgbaTriple textureTriple
vertUniforms *buffer
fragUniforms *buffer
storage [storageBindings]*buffer
alphaTriple textureTriple
srgbaTriple textureTriple
storage [storageBindings]*buffer
sRGBFBO *SRGBFBO
@@ -190,13 +187,10 @@ func newOpenGLDevice(api driver.OpenGL) (driver.Device, error) {
}
floatTriple, ffboErr := floatTripleFor(f, ver, exts)
srgbaTriple, srgbErr := srgbaTripleFor(ver, exts)
gles30 := gles && ver[0] >= 3
gles31 := gles && (ver[0] > 3 || (ver[0] == 3 && ver[1] >= 1))
gl40 := !gles && ver[0] >= 4
b := &Backend{
glver: ver,
gles: gles,
ubo: gles30 || gl40,
funcs: f,
floatTriple: floatTriple,
alphaTriple: alphaTripleFor(ver),
@@ -712,12 +706,9 @@ func (b *Backend) NewBuffer(typ driver.BufferBinding, size int) (driver.Buffer,
if typ != driver.BufferBindingUniforms {
return nil, errors.New("uniforms buffers cannot be bound as anything else")
}
if !b.ubo {
// GLES 2 doesn't support uniform buffers.
buf.data = make([]byte, size)
}
buf.data = make([]byte, size)
}
if typ&^driver.BufferBindingUniforms != 0 || b.ubo {
if typ&^driver.BufferBindingUniforms != 0 {
buf.hasBuffer = true
buf.obj = b.funcs.CreateBuffer()
if err := glErr(b.funcs); err != nil {
@@ -841,7 +832,6 @@ func (b *Backend) prepareDraw() {
return
}
b.setupVertexArrays()
p.prog.updateUniforms()
}
func toGLDrawMode(mode driver.Topology) gl.Enum {
@@ -954,27 +944,8 @@ func (b *Backend) newProgram(desc driver.PipelineDesc) (*program, error) {
b.funcs.Uniform1i(u, tex.Binding)
}
}
if b.ubo {
for _, block := range vsh.src.Uniforms.Blocks {
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
if blockIdx != gl.INVALID_INDEX {
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding))
}
}
// To match Direct3D 11 with separate vertex and fragment
// shader uniform buffers, offset all fragment blocks to be
// located after the vertex blocks.
off := len(vsh.src.Uniforms.Blocks)
for _, block := range fsh.src.Uniforms.Blocks {
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
if blockIdx != gl.INVALID_INDEX {
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding+off))
}
}
} else {
prog.vertUniforms.setup(b.funcs, p, vsh.src.Uniforms.Size, vsh.src.Uniforms.Locations)
prog.fragUniforms.setup(b.funcs, p, fsh.src.Uniforms.Size, fsh.src.Uniforms.Locations)
}
prog.vertUniforms.setup(b.funcs, p, vsh.src.Uniforms.Size, vsh.src.Uniforms.Locations)
prog.fragUniforms.setup(b.funcs, p, fsh.src.Uniforms.Size, fsh.src.Uniforms.Locations)
return prog, nil
}
@@ -994,38 +965,13 @@ func (b *Backend) BindStorageBuffer(binding int, buf driver.Buffer) {
b.storage[binding] = bf
}
func (b *Backend) BindVertexUniforms(buf driver.Buffer) {
func (b *Backend) BindUniforms(buf driver.Buffer) {
bf := buf.(*buffer)
if bf.typ&driver.BufferBindingUniforms == 0 {
panic("not a uniform buffer")
}
b.vertUniforms = bf
}
func (b *Backend) BindFragmentUniforms(buf driver.Buffer) {
bf := buf.(*buffer)
if bf.typ&driver.BufferBindingUniforms == 0 {
panic("not a uniform buffer")
}
b.fragUniforms = bf
}
func (p *program) updateUniforms() {
f := p.backend.funcs
if b := p.backend.vertUniforms; b != nil {
if p.backend.ubo {
p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 0, b.obj)
} else {
p.vertUniforms.update(f, b)
}
}
if b := p.backend.fragUniforms; b != nil {
if p.backend.ubo {
p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 1, b.obj)
} else {
p.fragUniforms.update(f, b)
}
}
b.state.pipeline.prog.vertUniforms.update(b.funcs, bf)
b.state.pipeline.prog.fragUniforms.update(b.funcs, bf)
}
func (b *Backend) BindProgram(prog driver.Program) {
+27 -40
View File
@@ -37,30 +37,20 @@ type coverer struct {
}
type coverTexUniforms struct {
vert struct {
coverUniforms
_ [12]byte // Padding to multiple of 16.
}
coverUniforms
_ [12]byte // Padding to multiple of 16.
}
type coverColUniforms struct {
vert struct {
coverUniforms
_ [12]byte // Padding to multiple of 16.
}
frag struct {
colorUniforms
}
coverUniforms
_ [128 - unsafe.Sizeof(coverUniforms{}) - unsafe.Sizeof(colorUniforms{})]byte // Padding to 128 bytes.
colorUniforms
}
type coverLinearGradientUniforms struct {
vert struct {
coverUniforms
_ [12]byte // Padding to multiple of 16.
}
frag struct {
gradientUniforms
}
coverUniforms
_ [128 - unsafe.Sizeof(coverUniforms{}) - unsafe.Sizeof(gradientUniforms{})]byte // Padding to 128.
gradientUniforms
}
type coverUniforms struct {
@@ -87,11 +77,9 @@ type stenciler struct {
}
type stencilUniforms struct {
vert struct {
transform [4]float32
pathOffset [2]float32
_ [8]byte // Padding to multiple of 16.
}
transform [4]float32
pathOffset [2]float32
_ [8]byte // Padding to multiple of 16.
}
type intersectUniforms struct {
@@ -161,8 +149,7 @@ func newCoverer(ctx driver.Device) *coverer {
c.texUniforms = new(coverTexUniforms)
c.linearGradientUniforms = new(coverLinearGradientUniforms)
pipelines, err := createColorPrograms(ctx, gio.Shader_cover_vert, gio.Shader_cover_frag,
[3]interface{}{&c.colUniforms.vert, &c.linearGradientUniforms.vert, &c.texUniforms.vert},
[3]interface{}{&c.colUniforms.frag, &c.linearGradientUniforms.frag, nil},
[3]interface{}{c.colUniforms, c.linearGradientUniforms, c.texUniforms},
)
if err != nil {
panic(err)
@@ -215,7 +202,7 @@ func newStenciler(ctx driver.Device) *stenciler {
defer vsh.Release()
defer fsh.Release()
st.pipeline.uniforms = new(stencilUniforms)
vertUniforms := newUniformBuffer(ctx, &st.pipeline.uniforms.vert)
vertUniforms := newUniformBuffer(ctx, st.pipeline.uniforms)
pipe, err := st.ctx.NewPipeline(driver.PipelineDesc{
VertexShader: vsh,
FragmentShader: fsh,
@@ -228,7 +215,7 @@ func newStenciler(ctx driver.Device) *stenciler {
PixelFormat: driver.TextureFormatFloat,
Topology: driver.TopologyTriangles,
})
st.pipeline.pipeline = &pipeline{pipe, vertUniforms, nil}
st.pipeline.pipeline = &pipeline{pipe, vertUniforms}
if err != nil {
panic(err)
}
@@ -252,7 +239,7 @@ func newStenciler(ctx driver.Device) *stenciler {
PixelFormat: driver.TextureFormatFloat,
Topology: driver.TopologyTriangleStrip,
})
st.ipipeline.pipeline = &pipeline{ipipe, vertUniforms, nil}
st.ipipeline.pipeline = &pipeline{ipipe, vertUniforms}
return st
}
@@ -364,8 +351,8 @@ func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv ima
texSize := f32.Point{X: float32(bounds.Dx()), Y: float32(bounds.Dy())}
scale := f32.Point{X: 2 / texSize.X, Y: 2 / texSize.Y}
orig := f32.Point{X: -1 - float32(bounds.Min.X)*2/texSize.X, Y: -1 - float32(bounds.Min.Y)*2/texSize.Y}
s.pipeline.uniforms.vert.transform = [4]float32{scale.X, scale.Y, orig.X, orig.Y}
s.pipeline.uniforms.vert.pathOffset = [2]float32{offset.X, offset.Y}
s.pipeline.uniforms.transform = [4]float32{scale.X, scale.Y, orig.X, orig.Y}
s.pipeline.uniforms.pathOffset = [2]float32{offset.X, offset.Y}
s.pipeline.pipeline.UploadUniforms(s.ctx)
// Draw in batches that fit in uint16 indices.
start := 0
@@ -390,21 +377,21 @@ func (c *coverer) cover(mat materialType, col f32color.RGBA, col1, col2 f32color
var uniforms *coverUniforms
switch mat {
case materialColor:
c.colUniforms.frag.color = col
uniforms = &c.colUniforms.vert.coverUniforms
c.colUniforms.color = col
uniforms = &c.colUniforms.coverUniforms
case materialLinearGradient:
c.linearGradientUniforms.frag.color1 = col1
c.linearGradientUniforms.frag.color2 = col2
c.linearGradientUniforms.color1 = col1
c.linearGradientUniforms.color2 = col2
t1, t2, t3, t4, t5, t6 := uvTrans.Elems()
c.linearGradientUniforms.vert.uvTransformR1 = [4]float32{t1, t2, t3, 0}
c.linearGradientUniforms.vert.uvTransformR2 = [4]float32{t4, t5, t6, 0}
uniforms = &c.linearGradientUniforms.vert.coverUniforms
c.linearGradientUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
c.linearGradientUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
uniforms = &c.linearGradientUniforms.coverUniforms
case materialTexture:
t1, t2, t3, t4, t5, t6 := uvTrans.Elems()
c.texUniforms.vert.uvTransformR1 = [4]float32{t1, t2, t3, 0}
c.texUniforms.vert.uvTransformR2 = [4]float32{t4, t5, t6, 0}
uniforms = &c.texUniforms.vert.coverUniforms
c.texUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
c.texUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
uniforms = &c.texUniforms.coverUniforms
}
uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
uniforms.uvCoverTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}