Commit Graph

1877 Commits

Author SHA1 Message Date
Elias Naur 9366fce0f3 internal/scene: extract compute shader encoding to a separate package
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>
2021-03-11 18:54:12 +01:00
Elias Naur fdfa481082 internal/byteslice: add specialized Uint32 for []uint32 view
Uint32 is the garbage-free and more efficient version of Slice.

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 86f10e33d7 internal/unsafe: get rid of SliceOf
Move SliceOf to the package of the only user and unexport it.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-11 11:20:07 +01:00
Elias Naur 5894127204 internal/unsafe: get rid of GoString
The only users were GOOS=windows code, which can use
golang.org/x/sys/windows.BytePtrToString instead.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-11 11:19:53 +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 4b377aa896 gpu: resize compute output when it becomes smaller
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-09 18:27:10 +01:00
Elias Naur 3a3ec711d3 gpu: [compute] cache rendered materials
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>
2021-03-09 13:25:24 +01:00
Elias Naur 1b142c07e0 gpu: separate the construction and placing of material quads
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>
2021-03-08 20:10:11 +01:00
Elias Naur 57750fc8a0 gpu/headless,gpu/internal: rename "backend" files and names to "driver"
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-08 18:20:11 +01:00
Elias Naur 69cff4b96b gpu/internal/driver,gpu/headless: don't y-axis flip OpenGL ReadPixels images
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>
2021-03-08 18:12:33 +01:00
Peter Sanford 2aa1cc8112 Add new permission: networkstate
For android this provides ACCESS_NETWORK_STATE

Signed-off-by: Peter Sanford <psanford@sanford.io>
2021-03-08 08:19:22 +01:00
Egon Elbre 5393a05110 gpu/internal/rendertest: test depth buffer overlaps
Regression test for 44991f355c

Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2021-03-06 15:43:37 +01:00
Elias Naur cb1defbc63 gpu/internal/rendertest: move rendertest package below gpu
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:32:43 +01:00
Elias Naur 7059b6284a app/internal/wm: rename confusing app/internal/window
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>
2021-03-06 14:28:57 +01:00
Elias Naur 26d9e7fe5f gpu/headless: rename "backend" to "dev"
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:27:44 +01:00
Elias Naur 91a14c7fa2 app/internal/window: rename "backends" to "drivers"
"driver" is the new more specific name for gpu backends.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:27:44 +01:00
Elias Naur 7bc0603d7e internal/gl: rename internal/glimpl
Now that the OpenGL driver package is named "opengl", we can finally get
rid of the ugly "glimpl" name.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:27:44 +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 2c7aba9e7c gpu/internal/convertshaders: move internal/cmd/convertshaders
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>
2021-03-06 14:26:47 +01:00
Elias Naur 2a66bfb2b4 gpu/headless: move package app/headless
Package headless is more about rendering that windows. Move it
accordingly.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:26:47 +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 5a9edc9af8 internal/cocoainit: move app/internal/cocoainit
We're about to move app/headless to gpu/headless, and it imports
cocoainit.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:26:47 +01:00
Elias Naur 3af4e6accf internal/egl: move app/internal/egl
We're about to move package app/headless to gpu/headless, and it needs
the egl package.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:26:47 +01:00
Elias Naur 86d17efc2c internal/srgb: move app/internal/srgb
We're about to move app/headless to gpu/headless, and it imports
package srgb indirectly.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:26:47 +01:00
Elias Naur e17dd5bd30 internal/d3d11: extract Direct3D API to separate package
We're about the merge the Direct3D backend into package gpu. Extract the
raw Direct3D API to its own package, just like package glimpl.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:26:25 +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 0e723fa192 app/internal/d3d11: change NewBackend to only require a ID3D11Device
Completing the goal of allowing foreign Direct3D contexts for our
D3D backend, slim down the constructor to take only the device handle.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:23:45 +01:00
Elias Naur c3dde562df app/internal/d3d11: only use passed in ID3D11Device in NewBackend
We're about to enable drawing into foreign Direct3D contexts. In
preparation, NewBackend should only need a device handle.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:22:58 +01:00
Elias Naur 932465d891 app/internal/d3d11: move features from Device to Backend
Continuing the previous change to minimize Device, in preparation
for supporting foreign Direct3D contexts.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:21:51 +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 44991f355c app/internal/d3d11: include depth buffer in current framebuffer query
Fixes rendering on Windows. Thanks to Egon Elbre for noticing.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-06 14:21:15 +01:00
Egon Elbre 9793fcfcd0 widget: add Fit and Position to Image for image placement
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2021-03-05 10:45:58 +02:00
Egon Elbre 2c5daf10a2 widget: add Fit for scaling widgets
Currently adds four different variants Unscaled, Contain, Cover, ScaleDown and Fill.

Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2021-03-05 10:25:57 +02:00
Egon Elbre 9e85b43b0c layout: expose Direction.Position calculation
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
2021-03-05 10:19:10 +02:00
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 be04dfae83 app/headless: bind output framebuffer at render, not creation
Bind the framebuffer as late as possible to lessen the risk of
confusing global state (current framebuffer). Commit
25a19481e3 removed the assumption
that the framebuffer current at gpu.New would always be the output
framebuffer

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-04 14:08:39 +01:00
Elias Naur b1dfc94a9b app/internal/window: use golang.org/x/window UTF-16 routines
Less code, no functional change.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-04 14:08:39 +01:00
Elias Naur 2bd539d2de widget/material: use simpler clip.Rect for Clickable clip region
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-03 20:04:46 +01:00
Elias Naur b39d1bdac7 widget: handle hovering of the empty Enum key
Before this change, a radio button with the empty key ("") would be
displayed as hovering if no other button were.

It's still not possible to have no radio buttons selected when one of
them is the empty key. If that's becomes necessary, Enum.Value can be
converted to a *string.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-03 18:12:39 +01:00
Elias Naur de7a5985d5 widget/material: remove bogus minimum cosntraint from checkable
checkable.layout forces the label to take up at least constraints.min
space. However, for min == max, the total checkbox plus label would then
overflow. The minimum constraint doesn't seem necessary anymore, so drop
it.

Remove a superfluous layout.W layout as well.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-03 17:32:31 +01:00
Elias Naur 57dee8e61a cmd/gogio: bump Wine timeout for window movement
The Windows tests on builds.sr.ht are still flaky:

    TestEndToEnd/Windows: e2e_test.go:130: retrying after 400ms
    TestEndToEnd/Windows: e2e_test.go:130: retrying after 800ms
    TestEndToEnd/Windows: e2e_test.go:130: retrying after 1.6s
    TestEndToEnd/Windows: e2e_test.go:130: retrying after 2s
    TestEndToEnd/Windows: e2e_test.go:130: last error: encountered 6 color mismatches:
	5,5   got 0xffffffffffff, want 0xffff00000000
	395,5   got 0xffffffffffff, want 0xffff00000000
	5,305 got 0xffff00000000, want 0x000000000000
	395,305 got 0xffff00000000, want 0x000000000000
	405,305 got 0xffffffffffff, want 0xffff00000000
	795,305 got 0xffffffffffff, want 0xffff00000000
    TestEndToEnd/Windows: e2e_test.go:130: hit timeout of 4s after 6 tries

Bump the window movement delay in the hope that it helps.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-03 11:15:13 +01:00
Elias Naur ffb26b0e17 io/pointer: rename button names to reflect their meaning, not placement
For example, ButtonLeft may be the right-most button for a left-handed user.
Rename the button names to match their intended use.

This is an API change. Use the following commands to update your
projects:

    $ gofmt -r 'pointer.ButtonLeft -> pointer.ButtonPrimary' -w .
    $ gofmt -r 'pointer.ButtonRight -> pointer.ButtonSecondary' -w .
    $ gofmt -r 'pointer.ButtonMiddle -> pointer.ButtonTertiary' -w .

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-03 11:08:41 +01:00
Elias Naur f36ed04380 app/headless,app/internal/window: unexport embedded Device fields
There is no need for the fields to be embedded nor exported.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-02 20:51:28 +01:00
Elias Naur fc56d438f3 app/internal/d3d11: don't track the Backend for a Device
A previous commit removed the assumption that the output framebuffer
is constant across frames. Thus it is no longer necessary to track
and update a backend's current framebuffer when the window is resized.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-02 20:44:56 +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 3d3ff575e3 app/internal/windows,app/internal/d3d11: ensure error is returned
d3d11Context.Present would return a nil error if the underlying error
d3d11.ErrorCode.

While here, use defer for a resource cleanup.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-02 20:02:59 +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