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>
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>
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>
The new compute renderer can draw simple strokes. Test that clipping
works with a stroke basis, and that images can be drawn into strokes.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
There was a special case for optional symbols for macOS/iOS. It turns out
dlsym(3) works as expected, so this change deletes the special case.
The change is required to make Gio work with ANGLE, which emulates
OpenGL ES on top of Metal.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Otherwise the padding we leave around rendered materials may contain
content from reclaimed materials.
Fixes icon "shimmering" when the kitchen example is transforming.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Border can be expressed in-terms of clip.Stroke:
clip.Stroke{
Path: clip.UniformRRect(r, rr).Ops(ops),
Style: clip.StrokeStyle{Width: width},
}.Add(ops)
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
Floating point error may accumulate and the round rect may not
necessarily close up entirely. Add an additional "Close" to ensure
it's properly closed.
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
There's an argument that rounded caps and joins are the simplest stroke,
in that it can be defined to cover all pixels within lineWidth distance
from the supporting path.
However, the more important reason is that the compute renderer natively
supports this stroke style (without dashes), and users that don't care
(much) about the particular stroke style should get the efficient
implementation. A good example is op/clip.Border that strokes a closed
path, where the StrokeCap is irrelevant.
This is a (subtle) API change. If you have code that relies on the
default values of clip.StrokeStyle you may want to set Cap and Join
explicitly. See the test changes for examples. On the other hand, you
will get much better performance from the default Cap and Join values
once the compute renderer becomes the default.
Disablethe TestPaintClippedBorder test; dashes round-capped,
round-joined strokes doesn't seem to work correctly.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
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>
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>
We're about to encode clip.Paths with the format compatible with the
compute renderer. This change extracts the encoding to a re-usable
package.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
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>
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>
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>
This change tracks materials so that only the updated materials needs to
be rendered.
Materials are likely cheap to render each frame, at least compared to
the rest of the compute pipeline. However, the CPU fallback must
transfer all changed materials to CPU memory, and a cache is a great
improvement over fetching all materials every frame.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
We're about to cache the transformed materials. It's easier to do when
quads can be constructed before determining their atlas position.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The CPU fallback of the compute renderer needs ReadPixels data in OpenGL
format (origin at bottom left). Unfortunately, the OpenGL driver
automatically mirrors images in the Y-axis to match the top left origin
image.RGBA.
Remove the mirroring from the driver and introduce a DownloadImage to
restore the old behaviour.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Package wm (for "window manager") is a better fit for the package, and
distinguishes it from the low-level package windows for the Windows API.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
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>
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>
The convert program is only used by the shaders from package gpu, and
we're about to make the backend package imported by the program internal
to package gpu. Move the converter below package gpu.
Signed-off-by: Elias Naur <mail@eliasnaur.com>