gpu, op, internal/ops: add affine transformations

Add support for affine transformations. The key changes are outlined
below.

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

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

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
This commit is contained in:
Viktor
2020-06-20 23:29:51 +02:00
committed by Elias Naur
parent b247395c62
commit 24951a7ee7
9 changed files with 270 additions and 145 deletions
+23 -29
View File
@@ -117,10 +117,10 @@ type InvalidateOp struct {
At time.Time
}
// TransformOp applies a transform to the current transform.
// TransformOp applies a transform to the current transform. The zero value
// for TransformOp represents the identity transform.
type TransformOp struct {
// TODO: general transformations.
offset f32.Point
t f32.Affine2D
}
// stack tracks the integer identities of StackOp and MacroOp
@@ -264,39 +264,33 @@ func (r InvalidateOp) Add(o *Ops) {
}
}
// Offset the transformation.
// Offset creates a TransformOp with the offset o.
func Offset(o f32.Point) TransformOp {
return TransformOp{t: f32.Affine2D{}.Offset(o)}
}
// Affine creates a TransformOp representing the transformation a.
func Affine(a f32.Affine2D) TransformOp {
return TransformOp{t: a}
}
// Offset the transfomraiton.
func (t TransformOp) Offset(o f32.Point) TransformOp {
return t.Multiply(TransformOp{o})
}
// Invert the transformation.
func (t TransformOp) Invert() TransformOp {
return TransformOp{offset: t.offset.Mul(-1)}
}
// Transform a point.
func (t TransformOp) Transform(p f32.Point) f32.Point {
return p.Add(t.offset)
}
// Multiply by a transformation.
func (t TransformOp) Multiply(t2 TransformOp) TransformOp {
return TransformOp{
offset: t.offset.Add(t2.offset),
}
t.t = t.t.Offset(o)
return t
}
func (t TransformOp) Add(o *Ops) {
data := o.Write(opconst.TypeTransformLen)
data[0] = byte(opconst.TypeTransform)
bo := binary.LittleEndian
// write it out as an affine matrix although we only support offset yet
bo.PutUint32(data[1:], math.Float32bits(1.0))
bo.PutUint32(data[1+4*1:], math.Float32bits(0))
bo.PutUint32(data[1+4*2:], math.Float32bits(t.offset.X))
bo.PutUint32(data[1+4*3:], math.Float32bits(0))
bo.PutUint32(data[1+4*4:], math.Float32bits(1))
bo.PutUint32(data[1+4*5:], math.Float32bits(t.offset.Y))
a, b, c, d, e, f := t.t.Elems()
bo.PutUint32(data[1:], math.Float32bits(a))
bo.PutUint32(data[1+4*1:], math.Float32bits(b))
bo.PutUint32(data[1+4*2:], math.Float32bits(c))
bo.PutUint32(data[1+4*3:], math.Float32bits(d))
bo.PutUint32(data[1+4*4:], math.Float32bits(e))
bo.PutUint32(data[1+4*5:], math.Float32bits(f))
}
func (s *stack) push() stackID {