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>
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>
Egon Elbre pointed out that a difference of 20 means a 10% difference.
Lowering the tolerance to 5 didn't work on my setup; leave it at 10.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
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>
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>
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>