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https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
gpu: [compute] skip encoding roundtrip for path data
Since clip.Path now encodes paths in the format expected by elements.comp, use that data directly instead of a roundtrip through drawOps.buildVerts. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+41
-34
@@ -8,7 +8,6 @@ import (
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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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@@ -17,9 +16,11 @@ import (
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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/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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@@ -227,7 +228,7 @@ func newCompute(ctx driver.Device) (*compute, error) {
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g.materials.layout = progLayout
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g.drawOps.pathCache = newOpCache()
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g.drawOps.retainPathData = true
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g.drawOps.compute = true
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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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@@ -661,53 +662,59 @@ func (g *compute) encodeClipStack(clip, bounds f32.Rectangle, p *pathOp) int {
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}
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if p != nil && p.path {
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pathData, _ := g.drawOps.pathCache.get(p.pathKey)
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g.enc.transform(f32.Affine2D{}.Offset(p.off))
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g.enc.transform(p.trans)
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g.enc.append(pathData.computePath)
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g.enc.transform(f32.Affine2D{}.Offset(p.off.Mul(-1)))
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g.enc.transform(p.trans.Invert())
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} else {
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g.enc.rect(bounds, false)
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}
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return nclips
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}
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// encodePath takes a Path encoded with quadSplitter and encode it for elements.comp.
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// This is certainly wasteful, but minimizes implementation differences to the old
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// renderer.
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func encodePath(p []byte) encoder {
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func encodePath(pathData []byte, stroke clip.StrokeStyle, dashes dashOp) encoder {
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var enc encoder
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if stroke.Width > 0 {
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quads := decodeToStrokeQuads(pathData)
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quads = quads.stroke(stroke, dashes)
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for _, quad := range quads {
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q := quad.quad
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enc.quad(q.From, q.Ctrl, q.To, false)
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}
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if len(quads) > 0 {
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enc.scene[len(enc.scene)-1][0] |= (flagEndPath << 16)
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}
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return enc
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}
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var (
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prevTo f32.Point
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hasPrev bool
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)
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for len(p) > 0 {
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// p contains quadratic curves encoded in vertex structs.
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vertex := p[:vertStride]
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// We only need some of the values. This code undoes vertex.encode.
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from := f32.Pt(
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math.Float32frombits(bo.Uint32(vertex[8:])),
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math.Float32frombits(bo.Uint32(vertex[12:])),
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)
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ctrl := f32.Pt(
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math.Float32frombits(bo.Uint32(vertex[16:])),
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math.Float32frombits(bo.Uint32(vertex[20:])),
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)
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to := f32.Pt(
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math.Float32frombits(bo.Uint32(vertex[24:])),
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math.Float32frombits(bo.Uint32(vertex[28:])),
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)
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if hasPrev && from != prevTo {
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enc.scene[len(enc.scene)-1][0] = (flagEndPath << 16) | enc.scene[len(enc.scene)-1][0]
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for len(pathData) >= scene.CommandSize+4 {
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cmd := ops.DecodeCommand(pathData[4:])
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switch cmd.Op() {
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case scene.OpFillLine:
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from, to := scene.DecodeLine(cmd)
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if hasPrev && from != prevTo {
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enc.scene[len(enc.scene)-1][0] |= (flagEndPath << 16)
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}
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hasPrev = true
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prevTo = to
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case scene.OpFillQuad:
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from, _, to := scene.DecodeQuad(cmd)
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if hasPrev && from != prevTo {
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enc.scene[len(enc.scene)-1][0] |= (flagEndPath << 16)
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}
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hasPrev = true
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prevTo = to
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default:
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panic("unsupported path scene command")
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}
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hasPrev = true
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prevTo = to
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enc.quad(from, ctrl, to, false)
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// The vertex is duplicated 4 times, one for each corner of quads drawn
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// by the old renderer.
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p = p[vertStride*4:]
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enc.scene = append(enc.scene, cmd)
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enc.npathseg++
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pathData = pathData[scene.CommandSize+4:]
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}
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if hasPrev {
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enc.scene[len(enc.scene)-1][0] = (flagEndPath << 16) | enc.scene[len(enc.scene)-1][0]
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enc.scene[len(enc.scene)-1][0] |= (flagEndPath << 16)
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}
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return enc
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}
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+47
-17
@@ -93,7 +93,7 @@ type drawOps struct {
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pathCache *opCache
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// hack for the compute renderer to access
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// converted path data.
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retainPathData bool
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compute bool
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}
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type drawState struct {
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@@ -126,6 +126,11 @@ type pathOp struct {
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pathVerts []byte
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parent *pathOp
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place placement
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// For compute
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trans f32.Affine2D
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stroke clip.StrokeStyle
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dashes dashOp
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}
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type imageOp struct {
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@@ -829,8 +834,8 @@ func (d *drawOps) collect(ctx driver.Device, cache *resourceCache, root *op.Ops,
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if v, exists := d.pathCache.get(p.pathKey); !exists || v.data.data == nil {
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data := buildPath(ctx, p.pathVerts)
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var computePath encoder
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if d.retainPathData {
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computePath = encodePath(p.pathVerts)
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if d.compute {
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computePath = encodePath(p.pathVerts, p.stroke, p.dashes)
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}
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d.pathCache.put(p.pathKey, opCacheValue{
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data: data,
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@@ -847,12 +852,15 @@ func (d *drawOps) newPathOp() *pathOp {
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return &d.pathOpCache[len(d.pathOpCache)-1]
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}
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func (d *drawOps) addClipPath(state *drawState, aux []byte, auxKey ops.Key, bounds f32.Rectangle, off f32.Point) {
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func (d *drawOps) addClipPath(state *drawState, aux []byte, auxKey ops.Key, bounds f32.Rectangle, off f32.Point, tr f32.Affine2D, stroke clip.StrokeStyle, dashes dashOp) {
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npath := d.newPathOp()
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*npath = pathOp{
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parent: state.cpath,
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bounds: bounds,
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off: off,
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trans: tr,
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stroke: stroke,
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dashes: dashes,
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}
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state.cpath = npath
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if len(aux) > 0 {
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@@ -939,9 +947,13 @@ loop:
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// Why is this not used for the offset shapes?
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op.bounds = v.bounds
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} else {
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quads.aux, op.bounds = d.buildVerts(
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pathData, bounds := d.buildVerts(
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quads.aux, trans, op.outline, stroke, dashes,
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)
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op.bounds = bounds
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if !d.compute {
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quads.aux = pathData
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}
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// add it to the cache, without GPU data, so the transform can be
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// reused.
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d.pathCache.put(quads.key, opCacheValue{bounds: op.bounds})
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@@ -952,7 +964,7 @@ loop:
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quads.key.SetTransform(trans)
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}
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state.clip = state.clip.Intersect(op.bounds.Add(off))
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d.addClipPath(&state, quads.aux, quads.key, op.bounds, off)
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d.addClipPath(&state, quads.aux, quads.key, op.bounds, off, state.t, stroke, dashes)
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quads = quadsOp{}
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stroke = clip.StrokeStyle{}
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dashes = dashOp{}
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@@ -983,8 +995,8 @@ loop:
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dst = layout.FRect(state.image.src.Rect)
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}
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clipData, bnd, partialTrans := d.boundsForTransformedRect(dst, trans)
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clip := state.clip.Intersect(bnd.Add(off))
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if clip.Empty() {
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cl := state.clip.Intersect(bnd.Add(off))
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if cl.Empty() {
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continue
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}
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@@ -993,10 +1005,10 @@ loop:
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// The paint operation is sheared or rotated, add a clip path representing
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// this transformed rectangle.
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encOp.Key.SetTransform(trans)
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d.addClipPath(&state, clipData, encOp.Key, bnd, off)
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d.addClipPath(&state, clipData, encOp.Key, bnd, off, state.t, clip.StrokeStyle{}, dashOp{})
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}
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bounds := boundRectF(clip)
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bounds := boundRectF(cl)
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mat := state.materialFor(bnd, off, partialTrans, bounds, state.t)
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if bounds.Min == (image.Point{}) && bounds.Max == d.viewport && state.rect && mat.opaque && (mat.material == materialColor) {
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@@ -1452,13 +1464,31 @@ func (d *drawOps) boundsForTransformedRect(r f32.Rectangle, tr f32.Affine2D) (au
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// build the GPU vertices
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l := len(d.vertCache)
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d.vertCache = append(d.vertCache, make([]byte, vertStride*4*4)...)
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aux = d.vertCache[l:]
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encodeQuadTo(aux, 0, corners[0], corners[0].Add(corners[1]).Mul(0.5), corners[1])
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encodeQuadTo(aux[vertStride*4:], 0, corners[1], corners[1].Add(corners[2]).Mul(0.5), corners[2])
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encodeQuadTo(aux[vertStride*4*2:], 0, corners[2], corners[2].Add(corners[3]).Mul(0.5), corners[3])
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encodeQuadTo(aux[vertStride*4*3:], 0, corners[3], corners[3].Add(corners[0]).Mul(0.5), corners[0])
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fillMaxY(aux)
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if !d.compute {
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d.vertCache = append(d.vertCache, make([]byte, vertStride*4*4)...)
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aux = d.vertCache[l:]
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encodeQuadTo(aux, 0, corners[0], corners[0].Add(corners[1]).Mul(0.5), corners[1])
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encodeQuadTo(aux[vertStride*4:], 0, corners[1], corners[1].Add(corners[2]).Mul(0.5), corners[2])
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encodeQuadTo(aux[vertStride*4*2:], 0, corners[2], corners[2].Add(corners[3]).Mul(0.5), corners[3])
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encodeQuadTo(aux[vertStride*4*3:], 0, corners[3], corners[3].Add(corners[0]).Mul(0.5), corners[0])
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fillMaxY(aux)
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} else {
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d.vertCache = append(d.vertCache, make([]byte, (scene.CommandSize+4)*4)...)
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aux = d.vertCache[l:]
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buf := aux
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bo := binary.LittleEndian
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bo.PutUint32(buf, 0) // Contour
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ops.EncodeCommand(buf[4:], scene.Line(r.Min, f32.Pt(r.Max.X, r.Min.Y), false, 0))
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buf = buf[4+scene.CommandSize:]
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bo.PutUint32(buf, 0)
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ops.EncodeCommand(buf[4:], scene.Line(f32.Pt(r.Max.X, r.Min.Y), r.Max, false, 0))
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buf = buf[4+scene.CommandSize:]
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bo.PutUint32(buf, 0)
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ops.EncodeCommand(buf[4:], scene.Line(r.Max, f32.Pt(r.Min.X, r.Max.Y), false, 0))
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buf = buf[4+scene.CommandSize:]
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bo.PutUint32(buf, 0)
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ops.EncodeCommand(buf[4:], scene.Line(f32.Pt(r.Min.X, r.Max.Y), r.Min, false, 0))
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}
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// establish the transform mapping from bounds rectangle to transformed corners
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var P1, P2, P3 f32.Point
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@@ -18,6 +18,10 @@ func DecodeCommand(d []byte) scene.Command {
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return cmd
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}
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func EncodeCommand(out []byte, cmd scene.Command) {
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copy(out, byteslice.Uint32(cmd[:]))
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}
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func DecodeTransform(data []byte) (t f32.Affine2D) {
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if opconst.OpType(data[0]) != opconst.TypeTransform {
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panic("invalid op")
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@@ -133,6 +133,15 @@ func FillImage(index int) Command {
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}
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}
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func DecodeLine(cmd Command) (from, to f32.Point) {
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if cmd[0] != uint32(OpFillLine) {
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panic("invalid command")
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}
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from = f32.Pt(math.Float32frombits(cmd[1]), math.Float32frombits(cmd[2]))
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to = f32.Pt(math.Float32frombits(cmd[3]), math.Float32frombits(cmd[4]))
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return
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}
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func DecodeQuad(cmd Command) (from, ctrl, to f32.Point) {
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if cmd[0] != uint32(OpFillQuad) {
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panic("invalid command")
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+2
-6
@@ -8,8 +8,8 @@ import (
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"math"
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"gioui.org/f32"
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"gioui.org/internal/byteslice"
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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/op"
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)
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@@ -156,7 +156,7 @@ func (p *Path) QuadTo(ctrl, to f32.Point) {
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data := p.ops.Write(scene.CommandSize + 4)
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bo := binary.LittleEndian
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bo.PutUint32(data[0:], uint32(p.contour))
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encodeCommand(data[4:], scene.Quad(p.pen, ctrl, to, false))
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ops.EncodeCommand(data[4:], scene.Quad(p.pen, ctrl, to, false))
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p.pen = to
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p.hasSegments = true
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}
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@@ -392,7 +392,3 @@ func (o Outline) Op() Op {
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outline: true,
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}
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}
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func encodeCommand(out []byte, cmd scene.Command) {
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copy(out, byteslice.Uint32(cmd[:]))
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}
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