Commit Graph

133 Commits

Author SHA1 Message Date
Elias Naur 18a6dcf571 gpu/internal/d3d11: make the Direct3D backend internal to package gpu
The package app/internal/d3d11 now contains only the GPU backend on
Direct3D. Move it below package gpu to reflect that.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:26:47 +01:00
Elias Naur 8ff6546285 gpu,gpu/backend: implement generic backend.NewDevice
NewDevice creates a Device given an API, which is the necessary GPU
resources for a backend.

Convert gpu.New to take an API instead of a backend.Device directly.

In turn, this frees us to later unexport the backend package along with
the backend implementations (for now just gioui.org/gpu/gl for OpenGL).
It also allows programs that embed Gio (such as gioui.org/example/glfw)
to freely choose a backend, not just OpenGL.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:24:09 +01:00
Elias Naur 840b9ffa9b gpu/backend,gpu,app/internal/d3d11: move device state to backend
We'd like to allow Gio to share a Direct3D context with an embedding
program like the GLFW example does for OpenGL. To do that, d3d11.Device
needs to carry only the minimal information needed (ID3D11Device).

This change moves the caches of ID3D11DepthStencilState and
ID3D11BlendState from from d3d11.Device to d3d11.Backend. It also adds a
Release method for freeing them.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:21:51 +01:00
Elias Naur 3627df7efa app/internal/d3d11,gpu/gl: simplify BeginFrame implementations
BeginFrame returns the output framebuffer, and need not be as general
as the newly unexported currentFramebuffer methods.

No functional change.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-04 14:08:39 +01:00
Elias Naur 25a19481e3 gpu,gpu/backend: don't assume constant output framebuffer
Return the output framebuffer from BeginFrame, to make it clear that
it may change between frames. Delete CurrentFramebuffer which is no
longer needed.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-02 20:43:59 +01:00
Egon Elbre 8571433707 internal/cmd/convertshaders: parallelize compilation
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2021-03-01 09:59:32 +01:00
Egon Elbre f6fba73885 internal/cmd/convertshaders: add Windows comp shader compilation
Use dxc (DirectXShaderCompiler) for compiling, which is newer than fxc
and doesn't not fail compilation with dynamically uniform flows with
barriers.

Currently requires -directcompute to enable generating the shaders.

Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2021-02-25 13:01:18 +01:00
Elias Naur f973b3f384 gpu,gpu/backend: [compute] handle loss of buffer contents during download
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-24 18:48:03 +01:00
Elias Naur cfb6f477de gpu: [compute] remove even more unused commands
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-24 13:42:39 +01:00
Elias Naur 51ba55071b gpu: [compute] remove more unused commands
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-24 10:04:34 +01:00
Elias Naur 284659d3ea gpu/shaders: [compute] remove unused command from kernel4
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-22 18:25:43 +01:00
Elias Naur c849c5b77f gpu: [compute] use correct usage flags for output image
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-22 17:19:15 +01:00
Elias Naur 2feec23561 gpu: [compute] fix path gaps by eliminating redundant path points
See https://github.com/linebender/piet-gpu/issues/62 for description
of the issue. The fix is the Gio copy of the piet-gpu fix.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-18 10:30:05 +01:00
Elias Naur b5d21b209c gpu: [compute] use array type for scene elements
All scene elements have a fixed size in uint32s. Model them accordingly.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-18 10:30:05 +01:00
Elias Naur c9a8265126 gpu: [compute] pre-transform images before rendering
We're about to change the last stage of the compute pipeline to only
accept images, not sampled textures. This change prepares materials
for pixel-aligned image copying by pre-rendering images to a texture,
applying transforms.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-18 10:30:05 +01:00
Elias Naur 87ffaaf8c4 gpu/shader: fix mem.h comments
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-18 10:30:05 +01:00
Elias Naur 8ec47dcae3 gpu: give compute.atlas a more precise name, reset atlas efficiently
Refactor only, in preparation for adding another atlas with pre-processed
materials.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-09 11:08:40 +01:00
Elias Naur ebfb17ec6c gpu/gl: add support for read-only images to BindImageTexture
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-09 11:08:40 +01:00
Elias Naur d8b29e3420 gpu: replace toRectF with layout.FRect
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-08 16:07:13 +01:00
Elias Naur e0033ce871 gpu/gl: explicitly clear buffers before replacing their content
The iOS GL implementation doesn't optimize BufferSubData of the entire
buffer, leading to GPU stalls. The workaround is to explicitly clear the
buffer before replacing it.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-01 13:53:52 +01:00
Elias Naur 84b586ae6c gpu: don't automatically clear screen before rendering
Gio UI may be overlaid on top of custom graphics such as in the glfw example.
That will only work if Gio doesn't clear the screen (to white).

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-01-22 18:33:34 +01:00
Elias Naur 74eb0a4a34 gpu/shaders: clamp clip coverage to [0.0, 1.0]
Fixes the "bleaching" artifacts of the painting program by ~wrnrlr.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-01-21 12:39:02 +00:00
Elias Naur d6886737a5 op: change Defer to only restore transformation state
It turns out restoring all operation state from the moment Defer
is executed is too much; for example, a right-click pop-up needs
the transformation, but not the current clip.

Change Defer to only restore the transformation, and reset all
other state.

Other combinations may be needed in future; we'll deal with them then,
possibly by exposing the load state mask.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-01-19 20:04:30 +01:00
Elias Naur f7902f299b op: implement StackOp in terms of general save/load of state
Push/Pop only allows saving and restoring operation state in a
stack-like manner. We're going to need restoring arbitrary state
for implementing deferred operations.

Generalize state save/restore and implement Push and Pop on top of
that.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-01-12 20:53:25 +01:00
Sebastien Binet 7bfdafb7b1 gpu: handle closure test for stroked path
Signed-off-by: Sebastien Binet <s@sbinet.org>
2021-01-03 14:03:23 +01:00
Elias Naur 72a3248041 gpu: implement GPU profiling for compute
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-01-03 13:27:59 +01:00
Elias Naur 8662790f10 gpu: remove unused field
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-01-03 13:05:10 +01:00
Elias Naur bb9252f9d4 gpu: cache path data for compute
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-01-02 20:18:05 +01:00
Elias Naur 23f710910f gpu: reclaim stale images in atlas texture before resizing
Issue found by Anthony Starks.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-01-02 18:28:41 +01:00
Sebastien Binet 5045a9e877 gpu: handle rounding errors when splitting quads
This CL handles rounding errors arising when splitting quads into linear
segments.
Rounding errors would lead to a pair of quad triplets (from,ctl,to) not
exactly matching.
ie: to(n-1) wouldn't exactly match from(n).

Signed-off-by: Sebastien Binet <s@sbinet.org>
2021-01-02 12:54:32 +01:00
Elias Naur 79016bcc4a gpu: close outline paths if not already closed
The new compute renderer is much less tolerant of discontinuous paths.
In particular, it requires that clip outlines form a closed loop.

Fixes TestPaintArc when GIORENDERER=forcecompute.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-01-02 12:40:54 +01:00
Elias Naur d23514fd58 gpu: add compute implementation
The old renderer is still the default, so the new compute renderer will only be
used in the rare case the old renderer is not supported but the new is. That
happens on the Samsung J2 Prime and Moto C Android phones. Or set the
GIORENDERER environment variable to "forcecompute" to disable the old renderer:

$ GIORENDERER=forcecompute go run ...

Missing features:
- Gradients are not supported yet, and render as a solid color.
- Draw timers are not added, and profile.Events are not emitted.
- Stroked paths may in some cases appear corrupted because their clip
  outlines are not continuous when generated by Gio. Sebastien is
  working on a fix.
- The new renderer shares most CPU-side logic with the old renderer,
  resulting in several inefficient conversion steps between the old
  operations representation and the new. This is slower, but minimizes
  divergence in features and bugs between the two renderers.

Roadmap:
- The compute renderer supports features that Gio does not yet
exploit: stroked paths with round caps, transformations, lines,
cubic beziér curves.
- More stroke styles and maybe dashed strokes natively in shaders.
- Metal and Direct3D ports.

The most important feature is porting the renderer to run on the CPU. A
CPU renderer will both support Gio on devices with insufficient GPU
support, and allow us to remove the old renderer. Two renderers is twice
the maintenance but the feature set of the weakest implementation.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-31 17:21:35 +01:00
Elias Naur 0218546161 gpu/shaders: import compute programs from github.com/linebender/piet-gpu
The piet-gpu project is dual licensed under the Apache 2.0 and MIT, and the
shaders themselves are also offered under the UNLICENSE terms. See

https://github.com/linebender/piet-gpu#license-and-contributions, as of commit
72e2dfab3da8ae1adf7a0fb056b71ccbc4cfa29a:

"The piet-gpu project is dual-licensed under both Apache 2.0 and MIT licenses.

In addition, the shaders are provided under the terms of the Unlicense. The
intent is for this research to be used in as broad a context as possible."

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-31 17:21:35 +01:00
Elias Naur 6f2a98c667 gpu: make GPU an interface to prepare for second implementation
While here, merge BeginFrame and EndFrame; the split was done for
performance reasons, yet never measured.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-31 17:21:35 +01:00
Elias Naur bfe2d04c60 gpu,app,internal/glimpl: update GL backend for the compute renderer
Modern graphics APIs have immutable objects, with mutable data. For example,
a texture's dimensions are immutable, while the texture contents is not.
Change the GPU API abstraction to match.

Clearing a Texture is convenient to do with a plain []byte. Generalize
Texture.Upload to take a plain byte slice and introduce a helper function for
uploading *image.RGBA data.

Add TextureFormatRGBA8 a format for the linear RGB colorspace.

Add OpenGL ES 3.1 functions for compute programs.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-31 17:21:35 +01:00
Elias Naur 7d24b790a2 gpu: add and track fields needed by the compute renderer
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-31 17:21:35 +01:00
Elias Naur 0a56609769 gpu: update definition of path vertex size
The size is unchanged, but a corner is no longer encoded as two
16-bit ints (2*2 bytes); it is encoded as a float32 (1*4 bytes).

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-31 17:21:35 +01:00
Elias Naur 00c4a53036 gpu: move path cache updates into drawOps.collect
The new compute backend shares drawOps but not GPU.Collect. This
change moves the common path cache code to drawOps.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-19 15:43:51 +01:00
Walter Werner SCHNEIDER fd2d96adfc all: fix spelling errors
Signed-off-by: Walter Werner SCHNEIDER <contact@schnwalter.eu>
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-17 08:55:23 +01:00
Sebastien Binet e71bf13c9a gpu,op/clip: implement dashed stroked paths
Signed-off-by: Sebastien Binet <s@sbinet.org>
2020-12-09 11:23:13 +01:00
Sebastien Binet be89f8b945 all: introduce Outline and Stroke builders
This CL introduces 2 new path builders:
- Outline which takes a PathSpec to be outlined
- Stroke which takes a PathSpec and a stroke style, to stroke a path.

typically, code like this:

  var p clip.Path
  ...
  p.Outline().Add(o)

should be replaced with:

  var p clip.Path
  ...
  clip.Outline{Path: p.End()}.Op().Add(o)

similarly, stroking should be modified from:

  var p clip.Path
  ...
  p.Stroke(width, clip.StrokeStyle{...}).Add(o)

to:

  var p clip.Path
  ...
  clip.Stroke{Path: p.End(), Style: clip.StrokeStyle{Width:...}}.Op().Add(o)

here are tentative 'rf' scripts (see rsc.io/rf for more details):

  ```
  ex {
  	import "gioui.org/op";
  	import "gioui.org/op/clip";

  	var p clip.Path;
  	var o *op.Ops;

  	p.Outline().Add(o) -> clip.Outline{Path:p.End()}.Op().Add(o);
  }

  ex {
  	import "gioui.org/op";
  	import "gioui.org/op/clip";

  	var o *op.Ops;
  	var p clip.Path;
  	var sty clip.StrokeStyle;
  	var width float32;

  	p.Stroke(width, sty).Add(o) ->   \
	    clip.Stroke{                 \
		Path:p.End(),            \
		Style: clip.StrokeStyle{ \
		    Width: width,        \
	    }}.Op().Add(o);
  }
  ```

Signed-off-by: Sebastien Binet <s@sbinet.org>
2020-12-09 09:44:15 +01:00
Elias Naur ffe5ab51a2 gpu/gl: remove OpenGL functions parameter from NewBackend
As a consequence, most API is gone from gpu/gl, and embedding Gio in
foreign frameworks don't need to provide an OpenGL implementation.

The next change simplifies the GLFW embedding example accordingly.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-04 20:50:22 +01:00
Egon Elbre 21ef492cc9 all: use color.NRGBA in public API
color.RGBA has two problems with regards to using it.

First the color values need to be premultiplied, whereas most APIs
have non-premultiplied values. This is mainly to preserve color components
with low alpha values.

Second there are two ways to premultiply with sRGB. One is to premultiply
after sRGB conversion, the other is before. This makes using the API more
confusing.

Using color.NRGBA in sRGB makes it align with CSS.e

Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2020-11-19 11:30:11 +01:00
Sebastien Binet 7eb32360e5 gpu,op/clip: implement stroked paths with miter joins
Signed-off-by: Sebastien Binet <s@sbinet.org>
2020-11-11 16:14:49 +01:00
Elias Naur 7de8ce51a5 gpu: fix off-by-a-half clipping
I don't know why the 1/2 factor is there, but it leads to images being
rendered with a 0.5 pixel offset.

Remove the other useless checks while here: clipping 1px images shouldn't
be a problem and the destination rectangle is always non-zero (otherwise
it wouldn't be rendered).

Update the reference images that are subtly changed because of this fix.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-11-11 15:14:39 +01:00
Sebastien Binet 700cec440e gpu,op/clip: implement stroked paths with round joins
Signed-off-by: Sebastien Binet <s@sbinet.org>
2020-11-11 14:03:30 +01:00
Sebastien Binet 1106d90f11 gpu,op/clip: implement stroked paths with round caps
Signed-off-by: Sebastien Binet <s@sbinet.org>
2020-11-11 12:25:24 +01:00
Sebastien Binet 33c5fb63db gpu,op/clip: implement stroked paths
Flat and Square caps are implemented.
Bevel joins are implemented.

Round caps, Round joins and Miter joins are left for another PR.

Signed-off-by: Sebastien Binet <s@sbinet.org>
2020-11-10 15:58:10 +01:00
Elias Naur 94d242d18c op/paint: remove support for PaintOp.Rect
PaintOp.Rect is the wrong abstraction; it implies a clip operation
better handled by package clip, and not all paints need it (colors).
Furthermore, it's awkward to specify a PaintOp that fills up the
current clip area, regardless of its size.

Redefine PathOp to mean "fill current clip area".

API change. Replace uses of PaintOp.Rect with a TransformOp applied
before the PaintOp.

Leave a TODO for the PathOp infinity area.

Fixes gio#167

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-11-05 16:32:19 +01:00
Elias Naur 852958f4b5 gpu,widget,op/paint,gpu: remove support for ImageOp.Rect
This is effectively a revert of commit gioui.org/commit/69dfd2e3a5541.

ImageOp.Rect is the wrong abstraction; it implies a clipping operation that is
better handled by package clip.

API change. Uses of ImageOp.Rect should apply a clip.Rect before the PaintOp,
or use image.RGBA.SubImage (or similar).

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-11-05 13:36:36 +01:00