Commit Graph

347 Commits

Author SHA1 Message Date
Elias Naur 61b2e37691 all: format comments with go fmt ./... using Go 1.19
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-08-06 12:26:03 +02:00
Elias Naur 5326ca5fbe all: add support for macOS to flake.nix
The Nix version of the macOS toolchain has difficulties compiling
Objective-C modules; disable modules instead of figuring out why.
It also doesn't include any frameworks automatically; add them explicitly.

While here, move suppression of OpenGL deprecation to a GL-specific
file.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-08-01 01:33:21 +02:00
Egon Elbre 0777afb85f gpu: avoid bounds checks in decode
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2022-07-07 09:36:26 +02:00
Egon Elbre 6bf5d4dc2d gpu: optimize resourceCache
By keeping all the information in a single map, we avoid multiple
lookups and can switch between frames more easily.

Before ~35us, after ~20us for adding 50 new+old and switching
the frame.

Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2022-07-02 20:12:41 +02:00
Egon Elbre 9de13e37e9 f32: add Affine2D.Split
splitTransform func was creating multiple copies of f32.Affine2D
due to not having access to the internal and passing around non-pointer.

This makes splitTransform from ~8ns to .Split ~2ns.

It seems that the non-pointer receiver was ~0.6ns slower in this case.

Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2022-07-02 07:04:47 +02:00
Elias Naur 3ca4c98596 gpu/headless: tweak test to pass on MacBook Pro M1
Apparently, there is a rounding error somewhere in the pipeline
from clearing a FBO to downloading its contents on at least one Apple
M1 machine. Tweak the test colors a bit to make it pass.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-06-23 19:14:53 +02:00
Elias Naur 5ff316ed6d gpu: re-align coverUniforms struct
Direct3D requires GPU vertex attribute structs sizes be a multiple
16. A cleanup commit removed an unusued field, and broke that
assumption.

Fixes: https://todo.sr.ht/~eliasnaur/gio/422
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-06-15 11:30:05 +02:00
Elias Naur 916efb4612 all: apply suggestions from staticcheck.io
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-06-07 12:28:28 +02:00
Elias Naur b5f12c5f26 f32: [API] unexport Rectangle
There are no public API that uses f32.Rectangle anymore. Move Rectangle
to an internal package for internal use.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-05-31 10:24:09 +02:00
Elias Naur fc79ec5c94 layout: [API] remove FRect
We're about to unexport f32.Rectangle, this change removes the only
public API for it.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-05-31 10:24:09 +02:00
Elias Naur 48a8540a68 all: [API] change clip.RRect and UniformRRect to take integer coordinates
Like the change to op.Offset before this, clip.RRect and UniformRRect
is usually used with integer coordinates. Change to integer coordinates
to eliminate many useless conversions to float32.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-05-31 10:24:09 +02:00
Elias Naur a63e0cb44a all: [API] change op.Offset to take integer coordinates
op.Offset is a convenience function most often used by layouts. Layouts
usually operate in integer coordinates, and the float32 version of op.Offset
needlessly force conversions from int to float32. This change makes op.Offset
take integer coordinates, to better match its intended use.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-05-31 10:24:09 +02:00
Elias Naur 6a14269682 gpu/internal/opengl: add fallback for sparse OpenGL ES 2.0 ReadPixels
OpenGL ES 2.0 doesn't support GL_PACK_ROW_LENGTH, so this change implements
a fallback using a temporary buffer.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-04-13 17:28:36 +02:00
Elias Naur 6e66203881 gpu/headless: return error if NewTexture fails
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-04-13 12:58:33 +02:00
Elias Naur 1f11a5a17b f32,gpu,op/clip: add f32.Rectangle method for converting to image.Rectangle
Creating an image.Rectangle from a f32.Rectangle is used by two packages in Gio
and about to be used for a third. Add a Round method to f32.Rectangle to avoid
duplicating the implementation.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-03-30 22:20:27 +02:00
Inkeliz eec78223d1 gpu: prevent texture to be larger than MaxTextureSize
Change eeb2febfea added extra space to FBO
sizes to avoid re-creating them often. However, the size could end up higher
than the GPU supports. This change caps the size.

Fixes: https://todo.sr.ht/~eliasnaur/gio/380
Signed-off-by: Inkeliz <inkeliz@inkeliz.com>
2022-03-16 15:52:35 +01:00
Egon Elbre 3fd231367f internal/stroke: optimize arc drawing
Arc with a small angle doesn't need many segments.

Updates: https://todo.sr.ht/~eliasnaur/gio/313
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2022-03-14 11:42:59 +01:00
Elias Naur eeb2febfea gpu: minimize FBO resizes in current renderer
References: https://todo.sr.ht/~eliasnaur/gio/375
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-03-11 20:34:49 +01:00
Elias Naur 7785310e9d gpu/internal/vulkan,internal/vk: allocate descriptor sets in batches
We know exactly the configuration and number of sets in each pool, so
we may as well allocate them al up front.

References: https://todo.sr.ht/~eliasnaur/gio/375
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-03-11 20:34:49 +01:00
Elias Naur e8aa881d40 gpu/internal/vulkan: [Vulkan] replace Device/QueueWaitIdle with fences
vkDeviceWaitIdle and vkQueueWaitIdle are expensive; a vkFence is cheaper
and the usual way to ensure a previous frame has completed before starting
another.

References: https://todo.sr.ht/~eliasnaur/gio/375
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-03-11 20:34:49 +01:00
Elias Naur c244b7c349 gpu/internal/vulkan: resize descriptor set pool correctly
Before this change, the resized descriptor set pool would never
increase, defeating the purpose of re-using pools.

References: https://todo.sr.ht/~eliasnaur/gio/375
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-03-11 20:34:49 +01:00
Elias Naur f19b16fecc gpu,app: don't call time.Now when not profiling
runtime.nanotime1 shows up in profiles on Android, so avoid calling
time.Now when we can.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-03-11 20:34:49 +01:00
Elias Naur fea2f888bb all: replace unsafe slice operations with unsafe.Slice
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-03-02 16:53:02 +01:00
Elias Naur ce116abded op/clip: specify path for stroked Rects
Fixes: https://todo.sr.ht/~eliasnaur/gio/358
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-02-10 19:01:08 +01:00
Elias Naur 242045f662 gpu/internal/opengl: ensure Backend.queryState is idempotent
Backend.queryState sets GL_ACTIVE_TEXTURE to access texture bindings; this change
makes sure GL_ACTIVE_TEXTURE is restored.

Also, make sure GL state changes made in Backend.restoreState is reflected
in Backend.glstate. Backend.glstate is not used after restoreState, so this
is just for clarity.

This is an alternative to https://github.com/gioui/gio/pull/77.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-02-10 17:03:13 +01:00
Andy Balholm 44c9fb7448 internal/stroke: don't draw round join if angle is NaN
References: https://todo.sr.ht/~eliasnaur/gio/331
Signed-off-by: Andy Balholm <andy@balholm.com>
2022-02-06 11:07:16 +01:00
Pierre Curto 2ce9ad36af clip: check Path ops are not mixed with others
Multiple operations Op, such as clip.Path, cannot
be interleaved with other ops. This patch adds a
mechanism to ensure that is the case by starting
multi ops with ops.BeginMulti and ending them with
ops.EndMulti while operations are written to op.Ops
with ops.WriteMulti.
This mechanism is applied to clip.Path.

Fixes: https://todo.sr.ht/~eliasnaur/gio/336
Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2022-01-15 19:16:07 +01:00
Andy Balholm 456f22c986 gpu/internal/rendertest: add regression test for issue 331
References: https://todo.sr.ht/~eliasnaur/gio/331
Signed-off-by: Andy Balholm <andy@balholm.com>
2022-01-12 11:34:37 +01:00
Elias Naur 86330faca6 gpu/internal/opengl: restore Android emulator OpenGL workaround
For some reason, the Android emulator OpenGL implementation needs the output
framebuffer current when eglSwapBuffers is called; otherwise sRGB emulation
breaks. We used to restore the default FBO explicitly, 9b5e9ae607
restored it implicitly through automatic state restoring, but 30ecf75a0f
broke that by only saving and restoring shared context state. This change
restores the explicit behaviour for non-shared contexts.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-01-08 14:50:14 +01:00
Elias Naur 8d8aeef66b app,gpu,internal/egl: lock OS thread when making OpenGL context current
OpenGL stores the current context in thread-local memory, but commit
4f5baa9a51 removed a runtime.LockOSThread from app.Window that ensured
the goroutine that drives the context stays on the operating thread that
has the context current. This change restores the thread lock.

As a bonus, this change makes the OpenGL contexts responsible for locking
the thread at MakeCurrent, thereby removing LockOSThread calls from GPU
backend-agnostic code.

Fixes: https://todo.sr.ht/~eliasnaur/gio/334
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2022-01-05 11:49:29 +01:00
Pierre Curto 11bb86166a op/clip: automatically close Path in Outlines
Unclosed path segments in Path will be automatically
closed by a line.

Fixes: https://todo.sr.ht/~eliasnaur/gio/320
Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2021-12-21 10:13:20 +01:00
Elias Naur 533f85cf8e gpu/internal/vulkan: don't destroy nil vkDescriptorPool
Most drivers seem to tolerate vkDestroyDescriptorPool with a nil
pool, but NVIDIA's (rightly) doesn't. Fix that.

References: https://todo.sr.ht/~eliasnaur/gio/323
References: https://todo.sr.ht/~eliasnaur/gio/314
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-12-19 14:19:37 +01:00
Pierre Curto af63c089f6 gpu/headless: make Screenshot take an input image to tranfer into
When extracting headless.Window's content via screenshots,
it can be useful to keep reusing the same image for output,
as well as specify which area of the Window is to be
extracted.
The updated Screenshot method does this by using the supplied
image.

API change: users must pass an existing image to Window.Screenshot.

Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2021-12-15 16:05:19 +01:00
Elias Naur 0c7b0b1d0b gpu,gpu/headless: plug a resource leak when taking screenshots
Ever since commit 8ff654628, the headless implementation has used two
GPU backend (not renderer) instances, one for the renderer and one for
creating the offscreen texture to render into. This arrangment leaks
resources because the backends only clear temporary storage at
BeginFrame, which is not called when reading pixel data from renders.

This change adds an internal constructor, gpu.NewWithDevice, to allow
headless.Window to share its device with the renderer, fixing the leak.
It also makes the code simpler (took me a while to debug this issue); in
fact I'm surprised it even works.

This is not a great fix: it adds an exported yet internal constructor,
and the ownership transfer of the device is surprising enough to warrant
two comments.

Fixes gio#322

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-12-14 20:53:00 +01:00
Elias Naur cf9832ffcb gpu/internal/vulkan: support novulkan tag, FreeBSD
The novulkan tag didn't completely disable the Vulkan backend, and
the backend wouldn't register on FreeBSD. This change fixes both
issues.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-11-26 22:02:41 +01:00
Pierre Curto 9d05f35341 op/paint: fix subimage rendering by ImageOp
This change is a follow-up to bcf3ff77ff, fixing the two renderers to
properly render images with non-zero origins.

Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2021-11-11 10:13:26 +01:00
Pierre Curto 86c4947ccd gpu: remove unused field
Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2021-11-10 21:20:00 +01:00
Pierre Curto bcf3ff77ff op/paint: remove unnecessary check in ImageOp
Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2021-11-10 17:31:50 +01:00
Pierre Curto dce453e130 gpu: remove redundant panics when handling ops
Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2021-11-10 16:44:39 +01:00
Elias Naur 5ddd572a41 gpu: don't panic for nil op.Ops argument to GPU.Frame
Updates gio#306

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-11-10 15:24:22 +01:00
Elias Naur 1eab4b84a6 gpu,internal/ops: move gpu.clipOp to ops.ClipOp
We're about to use clip.Ops for pointer areas; this change makes the
decoding accessible from the router package.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-10-26 12:13:11 +02:00
Elias Naur e14e33b87e op/clip: remove Op.Add
The Add method was a compatibility stop-gap.

API change. Use clip.Op.Push and Pop the return value to explicitly mark
the region affected by the clip operation.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-10-26 12:13:11 +02:00
Elias Naur aac53ad0b5 gpu: don't alias stroked paths with outline paths
The default renderer caches pre-processed paths for efficient re-use,
but failed to distinguish outline paths from stroke paths.

Fixes gio#294

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-10-20 10:07:22 +02:00
Elias Naur bd1ef92dc4 op/clip: remove complex stroke support
In a discussion with Raph Levien, the author of our compute renderer
implementation, it became clear to me that it's not at all certain that
complex strokes will ever be efficiently supported by a GPU renderer.

At the same time, the machinery for converting a complex stroke to a
GPU-friendly outline has a significant maintenance cost. Further, it is
surprising to users that complex strokes are significantly slower and
allocate memory.

This change removes support for complex strokes, leaving only
round-capped, round-joined strokes supported by the compute renderer.
The default renderer still converts all strokes to outline, but it also
caches the result.

This is an API change. The complex stroke conversion code has been moved
to the external gioui.org/x/stroke package, with a similar API.

Updats gio#282 (Inkeliz brought up the allocation issue)

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-10-08 18:10:47 +02:00
Elias Naur 391725b9d0 op: move Ops internal methods and state to internal package ops
Merge package opconsts into ops as well; it only existed to break
import cycles.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-10-08 17:21:56 +02:00
Elias Naur 936c266b03 all: [API] split operation stack into per-state stacks
The op.Save and Load methods exist to support the need for
transformation, clip, pointer area state to behave as stacks. For
example, layout needs to apply an offset to its children but not
subsequent operations.

Before this change, op.Save and Load were used to save and restore the
state:

    ops := new(op.Ops)
    // Save state.
    state := op.Save(ops)
    // Apply offset.
    op.Offset(...).Add(ops)
    // Draw with offset applied.
    draw(ops)
    // Restore state.
    state.Load()

A drawback with the op.Save mechanism is that there is no direct
connection between the state change and the saving and loading of state.
This causes confusion as to when a Save/Load is needed and who is
responsible for performing them, which leads to subtle bugs and over-use
of Save/Loads.

This change gets rid of the general state stack and replaces it with
per-state stacks. There is now a stack for transformation, clip, pointer
areas, and they can only be restored by the code pushing state to them.
The example above now becomes:

    ops := new(op.Ops)
    // Push offset to the transformation stack.
    stack := op.Offset(...).Push(ops)
    // Draw with offset applied.
    draw(ops)
    // Restore state.
    stack.Pop()

For convenience, transformation also be Add'ed if the stack operation is
not required.

Simple state such as the current material no longer has a way to be
restored; it is assumed the client of a PaintOp adds their desired
material operation before it.

API change: replace op.Save/Load with explicit Push/Pop scopes for
op.TransformOps, pointer.AreaOps, clip.Ops.

To ease porting, this change retains a version of op.Save/Load that
saves and restores the transformation and clip stacks. It also retains
an Add method for clip.Op.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-10-08 17:21:56 +02:00
Elias Naur 794b7854ea gpu/internal/rendertest: add missing license headers
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-10-07 17:03:28 +02:00
Elias Naur c657f974c5 gpu: [compute] move encoderState.intersect to clip state
We're about to split state into a clip stack and a transform stack. The
intersect fields belongs to clip state.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-10-07 15:01:17 +02:00
Elias Naur 8ebea5ad1f gpu: move drawState.clip to pathOp
The clip field tracks the intersection of the clip stack, and belongs in
the clip stack entries. This is a refactor that makes it easier to
implement scoped clip operations.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-10-07 15:01:06 +02:00
Elias Naur a96c68fed1 gpu: move drawState.rect to pathOp
The rect field tracks whether the clip stack can be represented by a
pixel-aligned rectangle. It is easier to track as part of pathOp instead
of the global drawState.

Remove an obsolete comment while here.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-10-07 15:00:55 +02:00