gpu: [compute] add compute renderer specific decoding of ops

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>
This commit is contained in:
Elias Naur
2021-03-26 13:45:49 +01:00
parent 60a47e7de5
commit b87cbc04f3
3 changed files with 424 additions and 200 deletions
-2
View File
@@ -26,8 +26,6 @@ type opCache struct {
type opCacheValue struct { type opCacheValue struct {
data pathData data pathData
// computePath is the encoded path for compute.
computePath encoder
bounds f32.Rectangle bounds f32.Rectangle
// the fields below are handled by opCache // the fields below are handled by opCache
+407 -137
View File
@@ -8,6 +8,7 @@ import (
"fmt" "fmt"
"image" "image"
"image/color" "image/color"
"math"
"math/bits" "math/bits"
"time" "time"
"unsafe" "unsafe"
@@ -16,19 +17,21 @@ import (
"gioui.org/gpu/internal/driver" "gioui.org/gpu/internal/driver"
"gioui.org/internal/byteslice" "gioui.org/internal/byteslice"
"gioui.org/internal/f32color" "gioui.org/internal/f32color"
"gioui.org/internal/opconst"
"gioui.org/internal/ops" "gioui.org/internal/ops"
"gioui.org/internal/scene" "gioui.org/internal/scene"
"gioui.org/layout" "gioui.org/layout"
"gioui.org/op" "gioui.org/op"
"gioui.org/op/clip"
) )
type compute struct { type compute struct {
ctx driver.Device ctx driver.Device
enc encoder
drawOps drawOps collector collector
enc encoder
texOps []textureOp texOps []textureOp
cache *resourceCache viewport image.Point
maxTextureDim int maxTextureDim int
programs struct { programs struct {
@@ -105,6 +108,59 @@ type materialUniforms struct {
pos [2]float32 pos [2]float32
} }
type collector struct {
profile bool
reader ops.Reader
states []encoderState
clear bool
clearColor f32color.RGBA
clipCache []clipState
clipCmdCache []clipCmd
paintOps []paintOp
}
type paintOp struct {
clipStack []clipCmd
state encoderState
}
// clipCmd describes a clipping command ready to be used for the compute
// pipeline.
type clipCmd struct {
// union of the bounds of the operations that are clipped.
union f32.Rectangle
state *clipState
relTrans f32.Affine2D
}
type encoderState struct {
t f32.Affine2D
relTrans f32.Affine2D
clip *clipState
intersect f32.Rectangle
matType materialType
// Current paint.ImageOp
image imageOpData
// Current paint.ColorOp, if any.
color color.NRGBA
// Current paint.LinearGradientOp.
stop1 f32.Point
stop2 f32.Point
color1 color.NRGBA
color2 color.NRGBA
}
type clipState struct {
bounds f32.Rectangle
absBounds f32.Rectangle
pathVerts []byte
parent *clipState
relTrans f32.Affine2D
stroke clip.StrokeStyle
}
// materialVertex describes a vertex of a quad used to render a transformed // materialVertex describes a vertex of a quad used to render a transformed
// material. // material.
type materialVertex struct { type materialVertex struct {
@@ -118,13 +174,15 @@ type textureKey struct {
transform f32.Affine2D transform f32.Affine2D
} }
// textureOp represents an imageOp that requires texture space. // textureOp represents an paintOp that requires texture space.
type textureOp struct { type textureOp struct {
// sceneIdx is the index in the scene that contains the fill image command // sceneIdx is the index in the scene that contains the fill image command
// that corresponds to the operation. // that corresponds to the operation.
sceneIdx int sceneIdx int
key textureKey
img imageOpData img imageOpData
key textureKey
// offset is the integer offset, separated from key.transform to increase cache hit rate.
off image.Point
// pos is the position of the untransformed image in the images texture. // pos is the position of the untransformed image in the images texture.
pos image.Point pos image.Point
@@ -173,6 +231,9 @@ type memoryHeader struct {
mem_error uint32 mem_error uint32
} }
// rect is a oriented rectangle.
type rectangle [4]f32.Point
// GPU structure sizes and constants. // GPU structure sizes and constants.
const ( const (
tileWidthPx = 32 tileWidthPx = 32
@@ -205,7 +266,6 @@ func newCompute(ctx driver.Device) (*compute, error) {
} }
g := &compute{ g := &compute{
ctx: ctx, ctx: ctx,
cache: newResourceCache(),
maxTextureDim: maxDim, maxTextureDim: maxDim,
conf: new(config), conf: new(config),
memHeader: new(memoryHeader), memHeader: new(memoryHeader),
@@ -243,9 +303,6 @@ func newCompute(ctx driver.Device) (*compute, error) {
g.materials.uniBuf = buf g.materials.uniBuf = buf
g.materials.prog.SetVertexUniforms(buf) g.materials.prog.SetVertexUniforms(buf)
g.drawOps.pathCache = newOpCache()
g.drawOps.compute = true
buf, err = ctx.NewBuffer(driver.BufferBindingShaderStorage, int(unsafe.Sizeof(config{}))) buf, err = ctx.NewBuffer(driver.BufferBindingShaderStorage, int(unsafe.Sizeof(config{})))
if err != nil { if err != nil {
g.Release() g.Release()
@@ -277,30 +334,33 @@ func newCompute(ctx driver.Device) (*compute, error) {
} }
func (g *compute) Collect(viewport image.Point, ops *op.Ops) { func (g *compute) Collect(viewport image.Point, ops *op.Ops) {
g.drawOps.reset(g.cache, viewport) g.viewport = viewport
g.drawOps.collect(g.ctx, g.cache, ops, viewport) g.collector.reset()
for _, img := range g.drawOps.allImageOps { g.enc.reset()
expandPathOp(img.path, img.clip) g.texOps = g.texOps[:0]
}
g.encode(viewport) // Flip Y-axis.
flipY := f32.Affine2D{}.Scale(f32.Pt(0, 0), f32.Pt(1, -1)).Offset(f32.Pt(0, float32(viewport.Y)))
g.collector.collect(ops, flipY, viewport)
g.collector.encode(viewport, &g.enc, &g.texOps)
} }
func (g *compute) Clear(col color.NRGBA) { func (g *compute) Clear(col color.NRGBA) {
g.drawOps.clear = true g.collector.clear = true
g.drawOps.clearColor = f32color.LinearFromSRGB(col) g.collector.clearColor = f32color.LinearFromSRGB(col)
} }
func (g *compute) Frame() error { func (g *compute) Frame() error {
viewport := g.drawOps.viewport viewport := g.viewport
tileDims := image.Point{ tileDims := image.Point{
X: (viewport.X + tileWidthPx - 1) / tileWidthPx, X: (viewport.X + tileWidthPx - 1) / tileWidthPx,
Y: (viewport.Y + tileHeightPx - 1) / tileHeightPx, Y: (viewport.Y + tileHeightPx - 1) / tileHeightPx,
} }
defFBO := g.ctx.BeginFrame(g.drawOps.clear, viewport) defFBO := g.ctx.BeginFrame(g.collector.clear, viewport)
defer g.ctx.EndFrame() defer g.ctx.EndFrame()
if g.drawOps.profile && g.timers.t == nil && g.ctx.Caps().Features.Has(driver.FeatureTimers) { if g.collector.profile && g.timers.t == nil && g.ctx.Caps().Features.Has(driver.FeatureTimers) {
t := &g.timers t := &g.timers
t.t = newTimers(g.ctx) t.t = newTimers(g.ctx)
t.materials = g.timers.t.newTimer() t.materials = g.timers.t.newTimer()
@@ -327,10 +387,8 @@ func (g *compute) Frame() error {
} }
g.ctx.BindFramebuffer(defFBO) g.ctx.BindFramebuffer(defFBO)
g.blitOutput(viewport) g.blitOutput(viewport)
g.cache.frame()
g.drawOps.pathCache.frame()
t := &g.timers t := &g.timers
if g.drawOps.profile && t.t.ready() { if g.collector.profile && t.t.ready() {
mat := t.materials.Elapsed mat := t.materials.Elapsed
et, tat, pct, bbt := t.elements.Elapsed, t.tileAlloc.Elapsed, t.pathCoarse.Elapsed, t.backdropBinning.Elapsed et, tat, pct, bbt := t.elements.Elapsed, t.tileAlloc.Elapsed, t.pathCoarse.Elapsed, t.backdropBinning.Elapsed
ct, k4t := t.coarse.Elapsed, t.kernel4.Elapsed ct, k4t := t.coarse.Elapsed, t.kernel4.Elapsed
@@ -344,7 +402,7 @@ func (g *compute) Frame() error {
blit = blit.Round(q) blit = blit.Round(q)
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) 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)
} }
g.drawOps.clear = false g.collector.clear = false
return nil return nil
} }
@@ -359,7 +417,7 @@ func (g *compute) Profile() string {
func (g *compute) blitOutput(viewport image.Point) { func (g *compute) blitOutput(viewport image.Point) {
t := g.timers.blit t := g.timers.blit
t.begin() t.begin()
if !g.drawOps.clear { if !g.collector.clear {
g.ctx.BlendFunc(driver.BlendFactorOne, driver.BlendFactorOneMinusSrcAlpha) g.ctx.BlendFunc(driver.BlendFactorOne, driver.BlendFactorOneMinusSrcAlpha)
g.ctx.SetBlend(true) g.ctx.SetBlend(true)
defer g.ctx.SetBlend(false) defer g.ctx.SetBlend(false)
@@ -371,20 +429,6 @@ func (g *compute) blitOutput(viewport image.Point) {
t.end() t.end()
} }
func (g *compute) encode(viewport image.Point) {
g.texOps = g.texOps[:0]
g.enc.reset()
// Flip Y-axis.
flipY := f32.Affine2D{}.Scale(f32.Pt(0, 0), f32.Pt(1, -1)).Offset(f32.Pt(0, float32(viewport.Y)))
g.enc.transform(flipY)
if g.drawOps.clear {
g.enc.rect(f32.Rectangle{Max: layout.FPt(viewport)})
g.enc.fillColor(f32color.NRGBAToRGBA(g.drawOps.clearColor.SRGB()))
}
g.encodeOps(flipY, viewport, g.drawOps.allImageOps)
}
func (g *compute) renderMaterials() error { func (g *compute) renderMaterials() error {
m := &g.materials m := &g.materials
m.quads = m.quads[:0] m.quads = m.quads[:0]
@@ -394,7 +438,7 @@ restart:
for { for {
for _, op := range g.texOps { for _, op := range g.texOps {
if off, exists := m.offsets[op.key]; exists { if off, exists := m.offsets[op.key]; exists {
g.enc.setFillImageOffset(op.sceneIdx, off) g.enc.setFillImageOffset(op.sceneIdx, off.Sub(op.off))
continue continue
} }
quad, bounds := g.materialQuad(op.key.transform, op.img, op.pos) quad, bounds := g.materialQuad(op.key.transform, op.img, op.pos)
@@ -434,7 +478,7 @@ restart:
m.offsets = make(map[textureKey]image.Point) m.offsets = make(map[textureKey]image.Point)
} }
m.offsets[op.key] = offset m.offsets[op.key] = offset
g.enc.setFillImageOffset(op.sceneIdx, offset) g.enc.setFillImageOffset(op.sceneIdx, offset.Sub(op.off))
} }
break break
} }
@@ -636,86 +680,13 @@ func min(p1, p2 f32.Point) f32.Point {
return p return p
} }
func (g *compute) encodeOps(trans f32.Affine2D, viewport image.Point, ops []imageOp) { func (enc *encoder) encodePath(verts []byte) {
for _, op := range ops {
bounds := layout.FRect(op.clip)
// clip is the union of all drawing affected by the clipping
// operation. TODO: tighten.
clip := f32.Rect(0, 0, float32(viewport.X), float32(viewport.Y))
nclips := g.encodeClipStack(clip, bounds, op.path, false)
m := op.material
switch m.material {
case materialTexture:
t := trans.Mul(m.trans)
g.texOps = append(g.texOps, textureOp{
sceneIdx: len(g.enc.scene),
img: m.data,
key: textureKey{
transform: t,
handle: m.data.handle,
},
})
// Add fill command, its offset is resolved and filled in renderMaterials.
g.enc.fillImage(0)
case materialColor:
g.enc.fillColor(f32color.NRGBAToRGBA(op.material.color.SRGB()))
case materialLinearGradient:
// TODO: implement.
g.enc.fillColor(f32color.NRGBAToRGBA(op.material.color1.SRGB()))
default:
panic("not implemented")
}
if op.path != nil && op.path.path {
g.enc.fillMode(scene.FillModeNonzero)
g.enc.transform(op.path.trans.Invert())
}
// Pop the clip stack.
for i := 0; i < nclips; i++ {
g.enc.endClip(clip)
}
}
}
// encodeClips encodes a stack of clip paths and return the stack depth.
func (g *compute) encodeClipStack(clip, bounds f32.Rectangle, p *pathOp, begin bool) int {
nclips := 0
if p != nil && p.parent != nil {
nclips += g.encodeClipStack(clip, bounds, p.parent, true)
nclips += 1
}
isStroke := p.stroke.Width > 0
if p != nil && p.path {
if isStroke {
g.enc.fillMode(scene.FillModeStroke)
g.enc.lineWidth(p.stroke.Width)
}
pathData, _ := g.drawOps.pathCache.get(p.pathKey)
g.enc.transform(p.trans)
g.enc.append(pathData.computePath)
} else {
g.enc.rect(bounds)
}
if begin {
g.enc.beginClip(clip)
if isStroke {
g.enc.fillMode(scene.FillModeNonzero)
}
if p != nil && p.path {
g.enc.transform(p.trans.Invert())
}
}
return nclips
}
func encodePath(verts []byte) encoder {
var enc encoder
for len(verts) >= scene.CommandSize+4 { for len(verts) >= scene.CommandSize+4 {
cmd := ops.DecodeCommand(verts[4:]) cmd := ops.DecodeCommand(verts[4:])
enc.scene = append(enc.scene, cmd) enc.scene = append(enc.scene, cmd)
enc.npathseg++ enc.npathseg++
verts = verts[scene.CommandSize+4:] verts = verts[scene.CommandSize+4:]
} }
return enc
} }
func (g *compute) render(tileDims image.Point) error { func (g *compute) render(tileDims image.Point) error {
@@ -731,12 +702,13 @@ func (g *compute) render(tileDims image.Point) error {
return fmt.Errorf("gpu: output too large (%dx%d)", tileDims.X*tileWidthPx, tileDims.Y*tileHeightPx) 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. // Pad scene with zeroes to avoid reading garbage in elements.comp.
scenePadding := partitionSize - len(g.enc.scene)%partitionSize scenePadding := partitionSize - len(enc.scene)%partitionSize
g.enc.scene = append(g.enc.scene, make([]scene.Command, scenePadding)...) enc.scene = append(enc.scene, make([]scene.Command, scenePadding)...)
realloced := false realloced := false
scene := byteslice.Slice(g.enc.scene) scene := byteslice.Slice(enc.scene)
if s := len(scene); s > g.buffers.scene.size { if s := len(scene); s > g.buffers.scene.size {
realloced = true realloced = true
paddedCap := s * 11 / 10 paddedCap := s * 11 / 10
@@ -770,19 +742,19 @@ func (g *compute) render(tileDims image.Point) error {
} }
*g.conf = config{ *g.conf = config{
n_elements: uint32(g.enc.npath), n_elements: uint32(enc.npath),
n_pathseg: uint32(g.enc.npathseg), n_pathseg: uint32(enc.npathseg),
width_in_tiles: uint32(tileDims.X), width_in_tiles: uint32(tileDims.X),
height_in_tiles: uint32(tileDims.Y), height_in_tiles: uint32(tileDims.Y),
tile_alloc: malloc(g.enc.npath * pathSize), tile_alloc: malloc(enc.npath * pathSize),
bin_alloc: malloc(round(g.enc.npath, wgSize) * binSize), bin_alloc: malloc(round(enc.npath, wgSize) * binSize),
ptcl_alloc: malloc(tileDims.X * tileDims.Y * ptclInitialAlloc), ptcl_alloc: malloc(tileDims.X * tileDims.Y * ptclInitialAlloc),
pathseg_alloc: malloc(g.enc.npathseg * pathsegSize), pathseg_alloc: malloc(enc.npathseg * pathsegSize),
anno_alloc: malloc(g.enc.npath * annoSize), anno_alloc: malloc(enc.npath * annoSize),
trans_alloc: malloc(g.enc.ntrans * transSize), trans_alloc: malloc(enc.ntrans * transSize),
} }
numPartitions := (g.enc.numElements() + 127) / 128 numPartitions := (enc.numElements() + 127) / 128
// clearSize is the atomic partition counter plus flag and 2 states per partition. // clearSize is the atomic partition counter plus flag and 2 states per partition.
clearSize := 4 + numPartitions*stateStride clearSize := 4 + numPartitions*stateStride
if clearSize > g.buffers.state.size { if clearSize > g.buffers.state.size {
@@ -825,20 +797,20 @@ func (g *compute) render(tileDims image.Point) error {
t.elements.end() t.elements.end()
t.tileAlloc.begin() t.tileAlloc.begin()
g.ctx.BindProgram(g.programs.tileAlloc) g.ctx.BindProgram(g.programs.tileAlloc)
g.ctx.DispatchCompute((g.enc.npath+wgSize-1)/wgSize, 1, 1) g.ctx.DispatchCompute((enc.npath+wgSize-1)/wgSize, 1, 1)
g.ctx.MemoryBarrier() g.ctx.MemoryBarrier()
t.tileAlloc.end() t.tileAlloc.end()
t.pathCoarse.begin() t.pathCoarse.begin()
g.ctx.BindProgram(g.programs.pathCoarse) g.ctx.BindProgram(g.programs.pathCoarse)
g.ctx.DispatchCompute((g.enc.npathseg+31)/32, 1, 1) g.ctx.DispatchCompute((enc.npathseg+31)/32, 1, 1)
g.ctx.MemoryBarrier() g.ctx.MemoryBarrier()
t.pathCoarse.end() t.pathCoarse.end()
t.backdropBinning.begin() t.backdropBinning.begin()
g.ctx.BindProgram(g.programs.backdrop) g.ctx.BindProgram(g.programs.backdrop)
g.ctx.DispatchCompute((g.enc.npath+wgSize-1)/wgSize, 1, 1) g.ctx.DispatchCompute((enc.npath+wgSize-1)/wgSize, 1, 1)
// No barrier needed between backdrop and binning. // No barrier needed between backdrop and binning.
g.ctx.BindProgram(g.programs.binning) g.ctx.BindProgram(g.programs.binning)
g.ctx.DispatchCompute((g.enc.npath+wgSize-1)/wgSize, 1, 1) g.ctx.DispatchCompute((enc.npath+wgSize-1)/wgSize, 1, 1)
g.ctx.MemoryBarrier() g.ctx.MemoryBarrier()
t.backdropBinning.end() t.backdropBinning.end()
t.coarse.begin() t.coarse.begin()
@@ -901,12 +873,6 @@ func (g *compute) resizeOutput(size image.Point) error {
} }
func (g *compute) Release() { func (g *compute) Release() {
if g.drawOps.pathCache != nil {
g.drawOps.pathCache.release()
}
if g.cache != nil {
g.cache.release()
}
progs := []driver.Program{ progs := []driver.Program{
g.programs.elements, g.programs.elements,
g.programs.tileAlloc, g.programs.tileAlloc,
@@ -1062,9 +1028,11 @@ func (e *encoder) setFillImageOffset(index int, offset image.Point) {
e.scene[index][2] = uint32(uint16(x)) | uint32(uint16(y))<<16 e.scene[index][2] = uint32(uint16(x)) | uint32(uint16(y))<<16
} }
func (e *encoder) fillImage(index int) { func (e *encoder) fillImage(index int) int {
idx := len(e.scene)
e.scene = append(e.scene, scene.FillImage(index)) e.scene = append(e.scene, scene.FillImage(index))
e.npath++ e.npath++
return idx
} }
func (e *encoder) line(start, end f32.Point) { func (e *encoder) line(start, end f32.Point) {
@@ -1076,3 +1044,305 @@ func (e *encoder) quad(start, ctrl, end f32.Point) {
e.scene = append(e.scene, scene.Quad(start, ctrl, end)) e.scene = append(e.scene, scene.Quad(start, ctrl, end))
e.npathseg++ 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
}
+17 -61
View File
@@ -80,10 +80,7 @@ type drawOps struct {
viewport image.Point viewport image.Point
clear bool clear bool
clearColor f32color.RGBA clearColor f32color.RGBA
// allImageOps is the combined list of imageOps and imageOps []imageOp
// zimageOps, in drawing order.
allImageOps []imageOp
imageOps []imageOp
// zimageOps are the rectangle clipped opaque images // zimageOps are the rectangle clipped opaque images
// that can use fast front-to-back rendering with z-test // that can use fast front-to-back rendering with z-test
// and no blending. // and no blending.
@@ -92,9 +89,6 @@ type drawOps struct {
pathOpCache []pathOp pathOpCache []pathOp
qs quadSplitter qs quadSplitter
pathCache *opCache pathCache *opCache
// hack for the compute renderer to access
// converted path data.
compute bool
} }
type drawState struct { type drawState struct {
@@ -127,10 +121,6 @@ type pathOp struct {
pathVerts []byte pathVerts []byte
parent *pathOp parent *pathOp
place placement place placement
// For compute
trans f32.Affine2D
stroke clip.StrokeStyle
} }
type imageOp struct { type imageOp struct {
@@ -174,9 +164,6 @@ type material struct {
// For materialTypeTexture. // For materialTypeTexture.
data imageOpData data imageOpData
uvTrans f32.Affine2D uvTrans f32.Affine2D
// For the compute backend.
trans f32.Affine2D
} }
// clipOp is the shadow of clip.Op. // clipOp is the shadow of clip.Op.
@@ -794,7 +781,6 @@ func (d *drawOps) reset(cache *resourceCache, viewport image.Point) {
d.cache = cache d.cache = cache
d.viewport = viewport d.viewport = viewport
d.imageOps = d.imageOps[:0] d.imageOps = d.imageOps[:0]
d.allImageOps = d.allImageOps[:0]
d.zimageOps = d.zimageOps[:0] d.zimageOps = d.zimageOps[:0]
d.pathOps = d.pathOps[:0] d.pathOps = d.pathOps[:0]
d.pathOpCache = d.pathOpCache[:0] d.pathOpCache = d.pathOpCache[:0]
@@ -815,14 +801,9 @@ func (d *drawOps) collect(ctx driver.Device, cache *resourceCache, root *op.Ops,
for _, p := range d.pathOps { for _, p := range d.pathOps {
if v, exists := d.pathCache.get(p.pathKey); !exists || v.data.data == nil { if v, exists := d.pathCache.get(p.pathKey); !exists || v.data.data == nil {
data := buildPath(ctx, p.pathVerts) data := buildPath(ctx, p.pathVerts)
var computePath encoder
if d.compute {
computePath = encodePath(p.pathVerts)
}
d.pathCache.put(p.pathKey, opCacheValue{ d.pathCache.put(p.pathKey, opCacheValue{
data: data, data: data,
bounds: p.bounds, bounds: p.bounds,
computePath: computePath,
}) })
} }
p.pathVerts = nil p.pathVerts = nil
@@ -834,14 +815,12 @@ func (d *drawOps) newPathOp() *pathOp {
return &d.pathOpCache[len(d.pathOpCache)-1] return &d.pathOpCache[len(d.pathOpCache)-1]
} }
func (d *drawOps) addClipPath(state *drawState, aux []byte, auxKey opKey, bounds f32.Rectangle, off f32.Point, tr f32.Affine2D, stroke clip.StrokeStyle) { func (d *drawOps) addClipPath(state *drawState, aux []byte, auxKey opKey, bounds f32.Rectangle, off f32.Point) {
npath := d.newPathOp() npath := d.newPathOp()
*npath = pathOp{ *npath = pathOp{
parent: state.cpath, parent: state.cpath,
bounds: bounds, bounds: bounds,
off: off, off: off,
trans: tr,
stroke: stroke,
} }
state.cpath = npath state.cpath = npath
if len(aux) > 0 { if len(aux) > 0 {
@@ -853,7 +832,7 @@ func (d *drawOps) addClipPath(state *drawState, aux []byte, auxKey opKey, bounds
} }
} }
// split a transform into two parts, one which is pur offset and the // split a transform into two parts, one which is pure offset and the
// other representing the scaling, shearing and rotation part // other representing the scaling, shearing and rotation part
func splitTransform(t f32.Affine2D) (srs f32.Affine2D, offset f32.Point) { func splitTransform(t f32.Affine2D) (srs f32.Affine2D, offset f32.Point) {
sx, hx, ox, hy, sy, oy := t.Elems() sx, hx, ox, hy, sy, oy := t.Elems()
@@ -924,9 +903,7 @@ loop:
quads.aux, trans, op.outline, str, quads.aux, trans, op.outline, str,
) )
op.bounds = bounds op.bounds = bounds
if !d.compute { quads.aux = pathData
quads.aux = pathData
}
// add it to the cache, without GPU data, so the transform can be // add it to the cache, without GPU data, so the transform can be
// reused. // reused.
d.pathCache.put(quads.key, opCacheValue{bounds: op.bounds}) d.pathCache.put(quads.key, opCacheValue{bounds: op.bounds})
@@ -937,7 +914,7 @@ loop:
quads.key.SetTransform(trans) // TODO: This call has no effect. quads.key.SetTransform(trans) // TODO: This call has no effect.
} }
state.clip = state.clip.Intersect(op.bounds.Add(off)) state.clip = state.clip.Intersect(op.bounds.Add(off))
d.addClipPath(&state, quads.aux, quads.key, op.bounds, off, state.t, str) d.addClipPath(&state, quads.aux, quads.key, op.bounds, off)
quads = quadsOp{} quads = quadsOp{}
str = clip.StrokeStyle{} str = clip.StrokeStyle{}
@@ -978,16 +955,15 @@ loop:
// this transformed rectangle. // this transformed rectangle.
k := opKey{Key: encOp.Key} k := opKey{Key: encOp.Key}
k.SetTransform(trans) // TODO: This call has no effect. k.SetTransform(trans) // TODO: This call has no effect.
d.addClipPath(&state, clipData, k, bnd, off, state.t, clip.StrokeStyle{}) d.addClipPath(&state, clipData, k, bnd, off)
} }
bounds := boundRectF(cl) bounds := boundRectF(cl)
mat := state.materialFor(bnd, off, partialTrans, bounds, state.t) mat := state.materialFor(bnd, off, partialTrans, bounds)
if bounds.Min == (image.Point{}) && bounds.Max == d.viewport && state.rect && mat.opaque && (mat.material == materialColor) { if bounds.Min == (image.Point{}) && bounds.Max == d.viewport && state.rect && mat.opaque && (mat.material == materialColor) {
// The image is a uniform opaque color and takes up the whole screen. // The image is a uniform opaque color and takes up the whole screen.
// Scrap images up to and including this image and set clear color. // Scrap images up to and including this image and set clear color.
d.allImageOps = d.allImageOps[:0]
d.zimageOps = d.zimageOps[:0] d.zimageOps = d.zimageOps[:0]
d.imageOps = d.imageOps[:0] d.imageOps = d.imageOps[:0]
z = 0 z = 0
@@ -1011,7 +987,6 @@ loop:
material: mat, material: mat,
} }
d.allImageOps = append(d.allImageOps, img)
if state.rect && img.material.opaque { if state.rect && img.material.opaque {
d.zimageOps = append(d.zimageOps, img) d.zimageOps = append(d.zimageOps, img)
} else { } else {
@@ -1049,7 +1024,7 @@ func expandPathOp(p *pathOp, clip image.Rectangle) {
} }
} }
func (d *drawState) materialFor(rect f32.Rectangle, off f32.Point, partTrans f32.Affine2D, clip image.Rectangle, trans f32.Affine2D) material { func (d *drawState) materialFor(rect f32.Rectangle, off f32.Point, partTrans f32.Affine2D, clip image.Rectangle) material {
var m material var m material
switch d.matType { switch d.matType {
case materialColor: case materialColor:
@@ -1084,7 +1059,6 @@ func (d *drawState) materialFor(rect f32.Rectangle, off f32.Point, partTrans f32
sr.Max.Y -= float32(dr.Max.Y-clip.Max.Y) * sdy / dy sr.Max.Y -= float32(dr.Max.Y-clip.Max.Y) * sdy / dy
uvScale, uvOffset := texSpaceTransform(sr, sz) uvScale, uvOffset := texSpaceTransform(sr, sz)
m.uvTrans = partTrans.Mul(f32.Affine2D{}.Scale(f32.Point{}, uvScale).Offset(uvOffset)) m.uvTrans = partTrans.Mul(f32.Affine2D{}.Scale(f32.Point{}, uvScale).Offset(uvOffset))
m.trans = trans
m.data = d.image m.data = d.image
} }
return m return m
@@ -1429,31 +1403,13 @@ func (d *drawOps) boundsForTransformedRect(r f32.Rectangle, tr f32.Affine2D) (au
// build the GPU vertices // build the GPU vertices
l := len(d.vertCache) l := len(d.vertCache)
if !d.compute { d.vertCache = append(d.vertCache, make([]byte, vertStride*4*4)...)
d.vertCache = append(d.vertCache, make([]byte, vertStride*4*4)...) aux = d.vertCache[l:]
aux = d.vertCache[l:] encodeQuadTo(aux, 0, corners[0], corners[0].Add(corners[1]).Mul(0.5), corners[1])
encodeQuadTo(aux, 0, corners[0], corners[0].Add(corners[1]).Mul(0.5), corners[1]) encodeQuadTo(aux[vertStride*4:], 0, corners[1], corners[1].Add(corners[2]).Mul(0.5), corners[2])
encodeQuadTo(aux[vertStride*4:], 0, corners[1], corners[1].Add(corners[2]).Mul(0.5), corners[2]) encodeQuadTo(aux[vertStride*4*2:], 0, corners[2], corners[2].Add(corners[3]).Mul(0.5), corners[3])
encodeQuadTo(aux[vertStride*4*2:], 0, corners[2], corners[2].Add(corners[3]).Mul(0.5), corners[3]) encodeQuadTo(aux[vertStride*4*3:], 0, corners[3], corners[3].Add(corners[0]).Mul(0.5), corners[0])
encodeQuadTo(aux[vertStride*4*3:], 0, corners[3], corners[3].Add(corners[0]).Mul(0.5), corners[0]) fillMaxY(aux)
fillMaxY(aux)
} else {
d.vertCache = append(d.vertCache, make([]byte, (scene.CommandSize+4)*4)...)
aux = d.vertCache[l:]
buf := aux
bo := binary.LittleEndian
bo.PutUint32(buf, 0) // Contour
ops.EncodeCommand(buf[4:], scene.Line(r.Min, f32.Pt(r.Max.X, r.Min.Y)))
buf = buf[4+scene.CommandSize:]
bo.PutUint32(buf, 0)
ops.EncodeCommand(buf[4:], scene.Line(f32.Pt(r.Max.X, r.Min.Y), r.Max))
buf = buf[4+scene.CommandSize:]
bo.PutUint32(buf, 0)
ops.EncodeCommand(buf[4:], scene.Line(r.Max, f32.Pt(r.Min.X, r.Max.Y)))
buf = buf[4+scene.CommandSize:]
bo.PutUint32(buf, 0)
ops.EncodeCommand(buf[4:], scene.Line(f32.Pt(r.Min.X, r.Max.Y), r.Min))
}
// establish the transform mapping from bounds rectangle to transformed corners // establish the transform mapping from bounds rectangle to transformed corners
var P1, P2, P3 f32.Point var P1, P2, P3 f32.Point