Commit Graph

39 Commits

Author SHA1 Message Date
Elias Naur 8bd0e85f2e internal/rendertest: dump bad images immediately
Updates gio#144

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-07-04 14:50:43 +02:00
Elias Naur dff037a84e internal/rendertest: release GPU resources after test completion
Updates gio#144

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-07-04 14:29:41 +02:00
Viktor Ogeman 7ff17453dd gpu: fix negative intersections
Fixes a bug due to that f32.Rect.Intersect will not return the
empty rectangle for non intersecting rectangles - but instead
a swapped rectangle. By removing the .Canon() call in gpu.go we
ensure that non overlapping clipping rects and paint rects will
lead to no painting.

The Canon() call is not needed since boundsForTransformedRect()
was previously updated to always return a canonical rectangle.

Test case added.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-25 15:52:55 +02:00
Elias Naur b664d68a7c internal/rendertest: tolerate lack of headless suppport
Fixes the builders.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-06-22 17:28:12 +02:00
Elias Naur 878131189b all: remove redundant op.TransformOp.Offset
Use op.Offset instead, or create and manipulate a f32.Affine2D.

API change. Update your code with a gofmt rule:

	gofmt -r 'op.TransformOp{}.Offset -> op.Offset'

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-06-21 22:41:56 +02:00
Viktor cee045bf92 gpu: build gpu data also when outside window
This commit fixes a bug where a shape first drawn off-screen
and later moved into screen would not display properly. Since we
cache CPU operations (vertex transform / construction) we need to
upload the constructed data to the GPU after it was build, or a later
frame will use non-initialized memory for it's draw call.

Note that this fix removes the optimization of not processing clip
paths outside the screen - but this is assumed to be uncommon except
when it is first drawn off screen to later be moved in (e.g. in a scrolling list)
in which case we do want to upload the data and prepare for that later
call.

This commit also does a few minor clean ups and adds a test case.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:20:36 +02:00
Viktor 42f07ca538 internal/f32color: use explicit type to avoid allocation
f32color.RGBAFromSRGB is used extensively in package gpu, avoid an
interface type to save allocations.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:20:36 +02:00
Viktor 818d0c4af1 gpu: cache transformed bounds
To avoid duplicate work when using macros and non-offset transforms,
cache also the new bounding boxes set up for them. The ops.Reader
already generates Keys for all operations, so use them in the cache.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:20:36 +02:00
Viktor e3bb94ebb0 internal/rendertest: create test suit for drawing operations
Uses app/headless to create a set of test cases for drawing operations, including clipping
textures and transforms. This commit tests for approximate pixel matches, if future changes affect
local drawing operations it will be easy to change the reference images, it thus becomes and
should be an intentional operation if changes lead to local changes in drawn results.

Ideally we should be able to make the tests check for exact pixel matches down the line to ensure
consistent results between platforms.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:19:12 +02:00
Viktor 24951a7ee7 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>
2020-06-21 11:17:53 +02:00
Viktor b247395c62 gpu, io/router, op: use f32.Affine2D instead of op.TransformOp for transforms
Encode TransformOp as an Affince2D matrix instead and use that in gpu and io transform handling.
There are no changes to user facing API and so far only the offset part of the matrix is used.

This patch is a step towards full affine transformations.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:17:42 +02:00
Viktor 5b277757cf op/clip, gpu: split complex curves in package gpu instead
This is a first step towards supporting affine drawing transforms.
The rendering algorithm relies on quadratic curves that do not cross
x = 0 more than once, thus curves must be split after any rotation/shear
transforms. Move this logic and the generation of vertices to package gpu.
Also close all curves and draw zero-width edges as preparation for
transform since the will no longer implicitly be vertical with no
effect.

This commit will severely affect performance since vertexes are now
transformed also for cached items, using cpu resources.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:17:27 +02:00
Viktor ef70b9252e internal/rendertest: create new standard benchmark
Create a standard, representative set of benchmarks for the
rendering pipeline to allow for measurement of performance
improvement/regressions due to changes.

The benchmarks are intended to be representative of the types
of drawing different gio uses should encounter.

BenchmarkDrawUI:
Draw text, instanced shaped and unique shapes in a mix that is
reasonable for a simple UI.

BenchmarkDrawUICached:
Same as BenchmarkDrawUI but not reset between iterations to
benchmark the rendering pipeline when using maximum caching.

Benchmark1000Circles:
Draw 1000 circles individually to benchmark the rendering performance
with no caching. Represents usages such as animating shapes or
drawing complex shapes.

Benchmark1000CirclesInstanced:
Draw 1000 circles by calling a Macro op, each one with an offset
transform. Represents cases such as drawing spirits etc.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:17:11 +02:00
Elias Naur 596e321610 all: make unit.Converter concrete and rename to Metric
An interface for scaling dp and sp is overkill, at least for all
current uses. Make it a concrete struct type, and rename it to the
shorter and more precise Metric.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-06-17 11:47:14 +02:00
Gordon Klaus 9d2a6c48d8 io/pointer: add InputOp.Types to specify which types of events to receive
Signed-off-by: Gordon Klaus <gordon.klaus@gmail.com>
2020-06-03 15:29:12 +02:00
Elias Naur c19ed05342 op: change CallOp to be a return value from MacroOp.Stop
Converting

	macro := op.Record(ops)
	...
	macro.Stop()

	macro.Add()

to

	macro := op.Record(ops)
	...
	call := macro.Stop()

	call.Add(ops)

Which is more general (call.Add can take a different ops than the op.Record
that started it), and enforced the order between Stop and the subsequent Add.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-06-02 12:07:20 +02:00
Egon Elbre 7c1a21ce56 add f32color.RGBA
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2020-03-12 13:21:34 +01:00
Elias Naur b194a0ce58 internal/cmd/convertshaders: target 9.1 compatibility shader model
Direct3D 11 supports Direct3D 9.1 level hardware, but only if the shaders are
compiled for target 4_0_level_9_1.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-28 15:22:58 +01:00
Elias Naur 1d3a9fb2d6 internal/cmd/convertshaders: replace fxc.exe with D3DCompile
D3DCompile successfully compiles shaders fxc.exe doesn't. As a bonus
the DirectX SDK is no longer required (it includes fxc.exe).

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-28 15:14:54 +01:00
Elias Naur d65bfdc275 internal/cmd/convertshaders: use gofmt to format output
In particular, the simplifying "-s" flag to gofmt ensures that the automatic
test for unformatted Go source files won't complain.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:41:31 +01:00
Elias Naur 591c89ab0a gpu: drop use of integer shader inputs
They're a pain to support. Encode the single integer value we have
as a float instead.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:22:59 +01:00
Elias Naur 3043c4243a gpu/backend: add support for GLSL 1.50
Apple's OpenGL 3.2 Core implementation doesn't accept 1.30.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:22:59 +01:00
Elias Naur dd6a247326 gpu/backend: add support for desktop OpenGL 3
In particular, add the GLSL 1.30 shader variant. Sigh.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:22:59 +01:00
Elias Naur 1f117d8de0 internal/cmd/convertshaders: #define HLSL when compiling for HLSL
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:22:59 +01:00
Elias Naur 0d573514c5 internal/cmd/convertshaders: support #include in shaders
Add flag to specify shader directory while here.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:22:59 +01:00
Elias Naur 29d36e11ee gpu/shaders: use correct type for integer vector
OpenGL supports casting from int to float during vertex array
reading. Direct3D doesn't. Since we're transpiling from GLSL, we can't
directly use the Direct3D builtin "asint". So that leaves using
"ivec2" instead of vec2.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:22:59 +01:00
Elias Naur 0d266c413d gpu,gpu/backend: implement GLSL 300 es shader variants
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:58 +01:00
Elias Naur 0be4dd9af0 app/internal/cmd/convertshaders: use backend types directly
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:22 +01:00
Elias Naur fd61c226d4 internal/cmd/convertshaders: move shader converter to separate package
To use the converter from other packages, make the converter a
runnable command.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:22 +01:00
Elias Naur 69dfd2e3a5 op/paint: add support for efficient ImageOp subimages
The new field ImageOp.Rect is initialized to cover the entire source
image, but can be modified to draw only a section of it.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-13 13:15:32 +01:00
Elias Naur 3ae5a37c24 gpu,gpu/gl: introduce Backend
A recent change made the OpenGL functions an interface of the functions
required for the implementation of GPU, a renderer for Gio operations.
That allowed for running Gio on external systems where OpenGL is
available.

However, to allow for non-OpenGL flavored backends such as Vulkan,
Metal and Direct3D, this change introduces Backend for the high-level
operations required by GPU. This change also adds a concrete backend
to package gl.

Type Backend is a first cut heavily based on OpenGL. Future changes will add
more backends, where the Backend interface quite possibly will need refinement.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-10 18:22:57 +01:00
Elias Naur edc81ea0bb op: remove operation list argument from MacroOp.Add
The ability to invoke other operation lists belongs in the new CallOp.

While we're here, make MacroOp.Add use a pointer receiver to match the
other methods.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-12-12 00:45:36 +01:00
Elias Naur 06217c5320 op: introduce CallOp
We'd like to improve the API of Flex, Stack and similar layouts
that use MacroOps internall. Unfortunately, the

  func (m MacroOp) Add(o *Ops)

method causes the MacroOp to be allocated on the heap, ruining the
nice garbage-free property of layouts.

Fortunately, layouts don't need the feature that caused the heap
allocation: invoking operation lists different than the current.

CallOp separates the invoke-different-list semantic from MacroOp,
in preparation for removing the feature from MacroOp.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-12-12 00:45:36 +01:00
Elias Naur b39e4227c2 gesture,internal/fling: fix rounding
The code tried to extract a rounded whole number of pixels while preserving the
fraction. However, it failed to converge for the value 0.5, rounded to 1,
leaving -0.5, rounded to -1, leaving 0.5 and so on.

Drop the cleverness and truncate the values instead.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-11-20 18:30:01 +01:00
Elias Naur 97299dc2f9 op/paint: make every ImageOp unique
The gioui.org/commit/74407a50d598bfd27e8f8e48b6832cc5df04de77
added a NewImageOp constructor that always copies the supplied
image. It does that for two reasons:

First, the image.Image reference is used in the image=>texture
map of cached textures. Without a copy, we wouldn't detect a
modified image even if a new ImageOp was created.

Second, we don't want the program to touch the image while the GPU
is uploading it.

The second reason was removed in a previous change that blocks
FrameEvent.Frame until we're done with the operations, including
uploading images to the GPU.

The first reason is easily fixed by using a unique per ImageOp,
as pointed out by Alessandro Arzilli.

This change switches to using the unique key. Alessandro's patch
avoids the copy when possible.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-11-07 18:27:06 +01:00
Elias Naur 41eb3807f7 op: assume aux ops are always wrapped by a macro
Shaves off a length, and prepares for further simplification.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-10-14 20:02:14 +02:00
Elias Naur 3784ece6dd all: rename package ui to unit
Package ui is now only about units except for the Config.Now method.
Remove Now and rename Config to Converter. Add layout.Config to
replace the old ui.Config.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-09-30 16:55:47 +02:00
Elias Naur 8cf35a1f97 op: add package op for operations
Extract operation types from package ui into package op.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-09-30 16:55:47 +02:00
Elias Naur 22cd88df9f all: rename the gioui.org/ui module to gioui.org
The "ui" is redundant and stutters.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2019-09-30 12:37:06 +02:00