all: [API] split operation stack into per-state stacks

The op.Save and Load methods exist to support the need for
transformation, clip, pointer area state to behave as stacks. For
example, layout needs to apply an offset to its children but not
subsequent operations.

Before this change, op.Save and Load were used to save and restore the
state:

    ops := new(op.Ops)
    // Save state.
    state := op.Save(ops)
    // Apply offset.
    op.Offset(...).Add(ops)
    // Draw with offset applied.
    draw(ops)
    // Restore state.
    state.Load()

A drawback with the op.Save mechanism is that there is no direct
connection between the state change and the saving and loading of state.
This causes confusion as to when a Save/Load is needed and who is
responsible for performing them, which leads to subtle bugs and over-use
of Save/Loads.

This change gets rid of the general state stack and replaces it with
per-state stacks. There is now a stack for transformation, clip, pointer
areas, and they can only be restored by the code pushing state to them.
The example above now becomes:

    ops := new(op.Ops)
    // Push offset to the transformation stack.
    stack := op.Offset(...).Push(ops)
    // Draw with offset applied.
    draw(ops)
    // Restore state.
    stack.Pop()

For convenience, transformation also be Add'ed if the stack operation is
not required.

Simple state such as the current material no longer has a way to be
restored; it is assumed the client of a PaintOp adds their desired
material operation before it.

API change: replace op.Save/Load with explicit Push/Pop scopes for
op.TransformOps, pointer.AreaOps, clip.Ops.

To ease porting, this change retains a version of op.Save/Load that
saves and restores the transformation and clip stacks. It also retains
an Add method for clip.Op.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-10-01 18:52:43 +02:00
parent 6f80b94b4a
commit 936c266b03
46 changed files with 727 additions and 579 deletions
+46 -26
View File
@@ -75,7 +75,8 @@ type renderer struct {
type drawOps struct {
profile bool
reader ops.Reader
states []drawState
states []f32.Affine2D
transStack []f32.Affine2D
cache *resourceCache
vertCache []byte
viewport image.Point
@@ -110,6 +111,9 @@ type pathOp struct {
// rect tracks whether the clip stack can be represented by a
// pixel-aligned rectangle.
rect bool
// push is set to true for clip operations that corresponds to
// a push operation.
push bool
// clip is the union of all
// later clip rectangles.
clip image.Rectangle
@@ -171,6 +175,7 @@ type clipOp struct {
// TODO: Use image.Rectangle?
bounds f32.Rectangle
outline bool
push bool
}
// imageOpData is the shadow of paint.ImageOp.
@@ -204,6 +209,7 @@ func (op *clipOp) decode(data []byte) {
*op = clipOp{
bounds: layout.FRect(r),
outline: data[17] == 1,
push: data[18] == 1,
}
}
@@ -822,6 +828,7 @@ func (d *drawOps) reset(cache *resourceCache, viewport image.Point) {
d.pathOps = d.pathOps[:0]
d.pathOpCache = d.pathOpCache[:0]
d.vertCache = d.vertCache[:0]
d.transStack = d.transStack[:0]
}
func (d *drawOps) collect(root *op.Ops, viewport image.Point) {
@@ -829,10 +836,7 @@ func (d *drawOps) collect(root *op.Ops, viewport image.Point) {
Max: f32.Point{X: float32(viewport.X), Y: float32(viewport.Y)},
}
d.reader.Reset(root)
state := drawState{
color: color.NRGBA{A: 0xff},
}
d.collectOps(&d.reader, viewf, state)
d.collectOps(&d.reader, viewf)
}
func (d *drawOps) buildPaths(ctx driver.Device) {
@@ -853,7 +857,7 @@ func (d *drawOps) newPathOp() *pathOp {
return &d.pathOpCache[len(d.pathOpCache)-1]
}
func (d *drawOps) addClipPath(state *drawState, aux []byte, auxKey opKey, bounds f32.Rectangle, off f32.Point) {
func (d *drawOps) addClipPath(state *drawState, aux []byte, auxKey opKey, bounds f32.Rectangle, off f32.Point, push bool) {
npath := d.newPathOp()
*npath = pathOp{
parent: state.cpath,
@@ -861,6 +865,7 @@ func (d *drawOps) addClipPath(state *drawState, aux []byte, auxKey opKey, bounds
off: off,
intersect: bounds.Add(off),
rect: true,
push: push,
}
if npath.parent != nil {
npath.rect = npath.parent.rect
@@ -885,9 +890,9 @@ func splitTransform(t f32.Affine2D) (srs f32.Affine2D, offset f32.Point) {
return
}
func (d *drawOps) save(id int, state drawState) {
func (d *drawOps) save(id int, state f32.Affine2D) {
if extra := id - len(d.states) + 1; extra > 0 {
d.states = append(d.states, make([]drawState, extra)...)
d.states = append(d.states, make([]f32.Affine2D, extra)...)
}
d.states[id] = state
}
@@ -901,20 +906,33 @@ func (k opKey) SetTransform(t f32.Affine2D) opKey {
return k
}
func (d *drawOps) collectOps(r *ops.Reader, viewport f32.Rectangle, state drawState) {
func (d *drawOps) collectOps(r *ops.Reader, viewport f32.Rectangle) {
var (
quads quadsOp
str clip.StrokeStyle
state drawState
)
d.save(opconst.InitialStateID, state)
reset := func() {
state = drawState{
color: color.NRGBA{A: 0xff},
}
}
reset()
loop:
for encOp, ok := r.Decode(); ok; encOp, ok = r.Decode() {
switch opconst.OpType(encOp.Data[0]) {
case opconst.TypeProfile:
d.profile = true
case opconst.TypeTransform:
dop := ops.DecodeTransform(encOp.Data)
dop, push := ops.DecodeTransform(encOp.Data)
if push {
d.transStack = append(d.transStack, state.t)
}
state.t = state.t.Mul(dop)
case opconst.TypePopTransform:
n := len(d.transStack)
state.t = d.transStack[n-1]
d.transStack = d.transStack[:n-1]
case opconst.TypeStroke:
str = decodeStrokeOp(encOp.Data)
@@ -954,11 +972,18 @@ loop:
} else {
quads.aux, op.bounds, _ = d.boundsForTransformedRect(bounds, trans)
quads.key = opKey{Key: encOp.Key}
quads.key.SetTransform(trans) // TODO: This call has no effect.
}
d.addClipPath(&state, quads.aux, quads.key, op.bounds, off)
d.addClipPath(&state, quads.aux, quads.key, op.bounds, off, op.push)
quads = quadsOp{}
str = clip.StrokeStyle{}
case opconst.TypePopClip:
for {
push := state.cpath.push
state.cpath = state.cpath.parent
if push {
break
}
}
case opconst.TypeColor:
state.matType = materialColor
@@ -977,7 +1002,7 @@ loop:
// Transform (if needed) the painting rectangle and if so generate a clip path,
// for those cases also compute a partialTrans that maps texture coordinates between
// the new bounding rectangle and the transformed original paint rectangle.
trans, off := splitTransform(state.t)
t, off := splitTransform(state.t)
// Fill the clip area, unless the material is a (bounded) image.
// TODO: Find a tighter bound.
inf := float32(1e6)
@@ -985,7 +1010,7 @@ loop:
if state.matType == materialTexture {
dst = layout.FRect(state.image.src.Rect)
}
clipData, bnd, partialTrans := d.boundsForTransformedRect(dst, trans)
clipData, bnd, partialTrans := d.boundsForTransformedRect(dst, t)
cl := viewport.Intersect(bnd.Add(off))
if state.cpath != nil {
cl = state.cpath.intersect.Intersect(cl)
@@ -998,8 +1023,8 @@ loop:
// The paint operation is sheared or rotated, add a clip path representing
// this transformed rectangle.
k := opKey{Key: encOp.Key}
k.SetTransform(trans) // TODO: This call has no effect.
d.addClipPath(&state, clipData, k, bnd, off)
k.SetTransform(t) // TODO: This call has no effect.
d.addClipPath(&state, clipData, k, bnd, off, false)
}
bounds := boundRectF(cl)
@@ -1027,16 +1052,11 @@ loop:
}
case opconst.TypeSave:
id := ops.DecodeSave(encOp.Data)
d.save(id, state)
d.save(id, state.t)
case opconst.TypeLoad:
id, mask := ops.DecodeLoad(encOp.Data)
s := d.states[id]
if mask&opconst.TransformState != 0 {
state.t = s.t
}
if mask&^opconst.TransformState != 0 {
state = s
}
reset()
id := ops.DecodeLoad(encOp.Data)
state.t = d.states[id]
}
}
}