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>
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>
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>