Commit Graph

110 Commits

Author SHA1 Message Date
Elias Naur 44adf01768 go.*,gpu: update gioui.org/shader version
Pulls in a compatiblity fix for OpenGL ES 2.0 devices.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-21 10:04:56 +02:00
Elias Naur 3b2992c37e gpu,app/internal/wm: add Metal port
The OpenGL (ES) implementations on Apple platforms are deprecated and
don't support GPU compute programs. This change adds support for the
replacement, the Metal GPU API.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-21 08:31:46 +02:00
Elias Naur 58cc817e5f gpu,gpu/internal: move vertex buffer stride to pipeline state
Metal needs the vertex stride at pipeline creation.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-21 08:31:46 +02:00
Elias Naur 1af910959b gpu: fold buffer clearing into framebuffer bind
In Metal, clearing a framebuffer is most efficiently done during bind.
Modify our driver accordingly.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-21 08:31:46 +02:00
Elias Naur d38c78d7ac gpu,gpu/internal: move InputDesc back from gioui.org/shader module
It was moved to gioui.org/shader by mistake.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-21 08:31:46 +02:00
Elias Naur afaa31eca8 gpu: introduce pipeline abstraction
Modern API such as Metal and Vulkan want clients to compile expensive
state changes into pipeline objects. Change our GPU driver abstraction
to match, thereby paving the way for future drivers.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-21 08:31:46 +02:00
Elias Naur 13b93b27d8 gpu: update gioui.org/shader for portable materials.vert shader
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-21 08:31:46 +02:00
Elias Naur c7ea90c4e2 gpu,go.*: update gioui.org/shader dependency
Fixes the opengl example on macOS.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-16 18:22:32 +02:00
Elias Naur 71c5a134d7 gpu: correct GPU.Profile reference to profile.Op
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-13 08:25:22 +02:00
Elias Naur 6aee543234 all: switch to external shaders in the gioui.org/shaders module
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-08 13:47:41 +01:00
Elias Naur 18b4442393 all: remove Z buffer support
It is no longer needed by any rendering backend.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-08 13:47:37 +01:00
Elias Naur cea8e21f97 gpu: remove opaque rectangle optimization
The default renderer tracks opaque rectangle draw operations and render
them front-to-back with a z-buffer to omit overdraw. However,

- Overlapping opaque rectangles are rare in a GUI, and the most common
instance, a solid window background, is already optimized to a glClear.
- A z-buffer is memory heavy.
- We conservatively assume a 16-bit depth buffer, which limits the
  number of drawing operations to 64k (#127).
- Depth buffer support makes GPU ports more complex, especially for
  upcoming ports (Metal, Vulkan).
- The compute renderer doesn't use z-buffers.

This change removes the optimization; a follow-up removes GPU backend
support.

Fixes gio#127

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-08 13:46:16 +01:00
Elias Naur 7d84e419c9 gpu,gpu/headless,app/internal/wm: add explicit RenderTarget API
Both the OpenGL and the Direct3D API are stateful and gpu.GPU renders to
the render target current when Frame is called.

Modern GPU API such as Metal don't have a concept of a current render
target, and the target even changes each frame.

Add RenderTarget and add an explicit target argument to GPU.Frame as
well as the underlying driver.Device.BeginFrame.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-08 13:45:23 +01:00
Elias Naur 8cec7e04eb gpu,gpu/shaders: [compute] decode sRGB texels in shader when EXT_sRGB is missing
This change avoids the hard dependency on GPU support for sRGB encoded
textures in the compute renderer.

With this change and the previously added CPU fallback, Gio no longer
rely on any GPU functionality outside the OpenGL ES 2.0 level.

Fixes gio#49
Fixes gio#154
Fixes gio#97
Fixes gio#36
Fixes gio#172

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-07-29 09:05:55 +02:00
Elias Naur 970fadf852 gpu/internal/driver: introduce and use FeatureSRGB
No functional changes; a follow-up will implement graceful fallback in
the compute renderer.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-07-29 08:37:59 +02:00
Elias Naur b3a8c24334 gpu/internal/driver: rename TextureFormatSRGB to TextureFormatSRGBA
The format implies an alpha channel; name it accordingly.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-07-29 08:37:18 +02:00
Elias Naur ea38195e2e gpu: [compute] add CPU fallback
This change adds a CPU fallback for devices that don't support the old
renderer nor have GPU support for compute programs.

Most of the hard work is implemented in the gioui.org/cpu module. It
uses the SwiftShader project with light modification to output
statically compiled CPU .o files for each compute program.

The CPU fallback only covers Linux and Android on arm, arm64, amd64
architectures. There is no fundamental reason support can't be extended
to other platforms:

- macOS and iOS are probably easy, but it's likely that virtually every
  device has GPU support for compute shaders.
- Windows needs a Cgo-less port, or a build constraint to require a C
  compiler (Gio core doesn't).
- FreeBSD and OpenBSD are probably also easy to do because they're so
  similar to Linux.
- The 386 binaries didn't work properly in my tests, so fixes to
  SwiftShader is probably needed. However, I expect virtually every
  Intel device can run amd64 binaries.

Updates gio#49
Fixes gio#228

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-07-27 14:56:50 +02:00
Elias Naur 89ab5ebf4f gpu: [compute] unify resource cleanup
Rename all resource release methods to "Release", and release all
resources with a slice and loop.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-07-27 14:34:18 +02:00
Elias Naur b87cbc04f3 gpu: [compute] add compute renderer specific decoding of ops
Until now, the two renderers have shared structures and code for
decoding drawing ops and convert them to GPU-friendly structures.

However, the decoder is tailored to the old renderer and use
structures that poorly fits the new compute renderer.

This change copies the decoder and specializes the copy for the compute
renderer, avoiding a round-trip through the old renderer decoder.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-07-27 14:34:18 +02:00
Elias Naur 62a8b80c81 internal/ops,gpu: remove transform fields from ops.Key
The transformation information in ops.Key is a layer violation.
Introduce a key type specific to package gpu and use that instead.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-07-19 16:37:06 +02:00
Elias Naur 9b5e9ae607 gpu/internal/opengl: restore BeginFrame state in EndFrame
To ease the integration with foreign OpenGL contexts, carefully save the
context state before rendering a frame and restore it afterwards. Gio
rendering can then be mixed with OpenGL code that expects exclusive
control over context state.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-06-11 21:02:18 +02:00
Elias Naur 39775f555a gp/internal/opengl: support sRGB emulation for embedded content
Programs such as gio-example/glfw rely on Gio drawing blending with
the framebuffer background. This change makes it so when sRGB emulation
is active.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-05-16 18:17:00 +02:00
Elias Naur 21c319ace5 gpu/internal/opengl,internal: move sRGB emulation to OpenGL driver
There is only one driver but several backends (EGL, WebGL).

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-05-16 10:44:45 +02:00
Elias Naur 06ce077436 op/clip: compute bounds during Path build
The current renderer transforms and processes paths before sending them
to the GPU. It can compute bounds during processing.

The new renderer passes paths verbatim to the GPU, but needs the bounds
for constructing clip bounds.

This change computes the bounds during construction, so it is available
at use. As a bonus for storing the bounds with the path, path caches
(such as for storing text fragments) automatically reuse the bounds
calculations as well.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-04-27 16:49:06 +02:00
Elias Naur bc2c3db43e op/clip,gpu: move approximation of complex strokes to op/clip.Op.Add
Before this change, the two renderers both had special case code for
approximating strokes they don't support natively. This change moves
that conversion to clip.Op.Add, for several reasons:

- The compute renderer no longer need fallback logic and caches for
  strokes it doesn't support.
- The approximation logic is slow. Moving it to clip.Op.Add will not
  speed it up, but will make the cost easier to spot in profiles. Until all
  strokes are supported natively, users can use macros to cache
  expensive strokes.
- Reduced garbage: Op.Add takes an op.Ops anyway, and can use that for
  storing the approximated stroke outline.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-23 19:37:45 +01:00
Elias Naur 0a4b6549da internal/stroke,gpu: move stroking of path data to package internal/strokg
Pure refactor, preparing for use in op/clip.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-23 15:42:43 +01:00
Elias Naur 7825bda8f8 internal/stroke,op/clip: don't import op/clip from internal/stroke
To avoid an import cycle in a future change, internal/stroke can no
longer import op/clip. Move required op/clip functionality to
internal/stroke and duplicate the remaining types.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-23 15:28:52 +01:00
Elias Naur 8c8d1dc16f internal/stroke,gpu: create internal package for stroke to path conversion
Complex strokes are not yet supported in either of the current renderers,
so they are converted to filled outlines in package gpu.

We're about to move that complexity up to the op/clip package, so we're
going to need the converter available from outside package gpu. This
change extracts the conversion code and related types to the separate,
internal package stroke.

No functional changes; a follow-up moves the stroke conversion.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-23 12:35:41 +01:00
Elias Naur 1dde94d8dd gpu: [compute] use support for simple strokes
In the old renderer, all strokes are converted to filled paths. The new
renderer can draw simple strokes natively. Do that, and avoid the costly
conversions.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-19 21:46:32 +01:00
Elias Naur 13da40f601 gpu,op/clip: [compute] get rid of stroke vs fill flags
The fill mode is now controlled by a SetFillMode command, not by flags
on each path segment and fill command.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-19 21:46:31 +01:00
Elias Naur 2b21b48a7c gpu,gpu/shaders: revert attempt to fix path gaps
This is effectively a revert of [0], reintroducing the path gaps
described in [1]. A follow-up change will implement another attempt.

[0] https://gioui.org/commit/2feec23561cd84d6b8ddbab84a202df66b123208
[1] https://github.com/linebender/piet-gpu/issues/62

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-13 15:23:25 +01:00
Elias Naur 9e79cee447 op/clip,gpu,internal/scene: encode cubic bézier curves natively
The compute renderer supports cubic curves, so encode them as such.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-11 18:54:12 +01:00
Elias Naur f1ae923a89 gpu,op/clip: encode lines as compute line commands, not quads
The new renderer supports lines natively; encode them as such and
convert them to a quadratic beziér.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-11 18:54:12 +01:00
Elias Naur a369c408f9 gpu: [compute] skip encoding roundtrip for path data
Since clip.Path now encodes paths in the format expected by
elements.comp, use that data directly instead of a roundtrip through
drawOps.buildVerts.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-11 18:54:12 +01:00
Elias Naur eb9bf60b09 gpu,internal/ops: decode scene commands directly, not through quads
We're about to let clip.Path use more of the compute renderer features
(lines, cubic béziers). This change prepares the gpu package for reading
one of several commands types, not just the quadratic béziers of before.

The old Quad type is still the basis for the stroking algorithms, but
this change moves it into package gpu which is the only user.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-11 18:54:12 +01:00
Elias Naur b8bdb96d35 op/clip,gpu,internal/opconst: remove quad count from Path op
The check for path segments in gpu is redundant; clip.Op.Add doesn't add
the Path op if there were no segments.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-11 18:19:31 +01:00
Elias Naur 2328ddfeca internal/byteslice: rename package unsafe
All functions left in the old package unsafe were provided byte slice
views of other types. Rename the package accordingly and avoid a name
clash with the standard library package unsafe.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-11 11:27:02 +01:00
Elias Naur 884e7d27e2 op/clip: don't accept open Paths for Outline
Outline represents a clipping operations that clips all drawing outside
a closed path. Before this change, paths not closed we're patched up by
adding an implicit line from the endpoint to the beginning.

These fixups are inefficient for a rare case, but acceptable because the
old renderer post-processes all paths anyway. However, the new compute
renderer don't need post-processing in most cases, making fixups too
expensive.

Given that clipping to an open path is fundamentally undefined and that
implicit fixup with a closing line segment is merely a way to force the
clip to be well-defined, this change adds a panic to Outline for Paths
that are not closed.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-11 08:57:27 +01:00
Elias Naur a722768da9 gpu/internal/opengl: rename and make internal the OpenGL driver
It is no longer necessary for outside users of package gpu to explicitly
initialize a specific driver. The Direct3D driver is already internal,
this moves the OpenGL driver internally as well. The rename to opengl is
to avoid the name clash with the low-level "gioui.org/internal/glimpl"
package that we're about to rename.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:27:44 +01:00
Elias Naur c799452c57 gpu/internal/driver: rename gpu/backend
There are no longer any importers of package backend outside of
gioui.org/gpu. Move it internally, and rename it to the slightly more
specific "driver" while we're at it.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:27:34 +01:00
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 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
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 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 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
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 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