// SPDX-License-Identifier: Unlicense OR MIT package gpu // GPU accelerated path drawing using the algorithms from // Pathfinder (https://github.com/servo/pathfinder). import ( "image" "unsafe" "gioui.org/f32" "gioui.org/internal/path" gunsafe "gioui.org/internal/unsafe" ) type pather struct { ctx Backend viewport image.Point stenciler *stenciler coverer *coverer } type coverer struct { ctx Backend prog [2]*program texUniforms struct { vert struct { coverUniforms _ [8]byte // Padding to multiple of 16. } } colUniforms struct { vert struct { coverUniforms _ [8]byte // Padding to multiple of 16. } frag struct { colorUniforms } } layout InputLayout } type coverUniforms struct { z float32 _ float32 // Padding. scale [2]float32 offset [2]float32 uvCoverScale [2]float32 uvCoverOffset [2]float32 uvScale [2]float32 uvOffset [2]float32 } type stenciler struct { ctx Backend defFBO Framebuffer prog struct { prog *program uniforms struct { vert struct { scale [2]float32 offset [2]float32 pathOffset [2]float32 _ [8]byte // Padding to multiple of 16. } } layout InputLayout } iprog struct { prog *program uniforms struct { vert struct { uvScale [2]float32 uvOffset [2]float32 } } layout InputLayout } fbos fboSet intersections fboSet indexBuf Buffer } type fboSet struct { fbos []stencilFBO } type stencilFBO struct { size image.Point fbo Framebuffer tex Texture } type pathData struct { ncurves int data Buffer } const ( // Number of path quads per draw batch. pathBatchSize = 10000 ) const ( attribPathCorner = 0 attribPathMaxY = 1 attribPathFrom = 2 attribPathCtrl = 3 attribPathTo = 4 ) func newPather(ctx Backend) *pather { return &pather{ ctx: ctx, stenciler: newStenciler(ctx), coverer: newCoverer(ctx), } } func newCoverer(ctx Backend) *coverer { c := &coverer{ ctx: ctx, } prog, layout, err := createColorPrograms(ctx, shader_cover_vert, shader_cover_frag, [2]interface{}{&c.colUniforms.vert, &c.texUniforms.vert}, [2]interface{}{&c.colUniforms.frag, nil}, ) if err != nil { panic(err) } c.prog = prog c.layout = layout return c } func newStenciler(ctx Backend) *stenciler { defFBO := ctx.DefaultFramebuffer() // Allocate a suitably large index buffer for drawing paths. indices := make([]uint16, pathBatchSize*6) for i := 0; i < pathBatchSize; i++ { i := uint16(i) indices[i*6+0] = i*4 + 0 indices[i*6+1] = i*4 + 1 indices[i*6+2] = i*4 + 2 indices[i*6+3] = i*4 + 2 indices[i*6+4] = i*4 + 1 indices[i*6+5] = i*4 + 3 } indexBuf := ctx.NewImmutableBuffer(BufferTypeIndices, gunsafe.BytesView(indices)) progLayout, err := ctx.NewInputLayout(shader_stencil_vert, []InputDesc{ {Type: DataTypeShort, Size: 2, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).CornerX))}, {Type: DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).MaxY))}, {Type: DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).FromX))}, {Type: DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).CtrlX))}, {Type: DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).ToX))}, }) if err != nil { panic(err) } iprogLayout, err := ctx.NewInputLayout(shader_intersect_vert, []InputDesc{ {Type: DataTypeFloat, Size: 2, Offset: 0}, {Type: DataTypeFloat, Size: 2, Offset: 4 * 2}, }) if err != nil { panic(err) } st := &stenciler{ ctx: ctx, defFBO: defFBO, indexBuf: indexBuf, } prog, err := ctx.NewProgram(shader_stencil_vert, shader_stencil_frag) if err != nil { panic(err) } vertUniforms := newUniformBuffer(ctx, &st.prog.uniforms.vert) st.prog.prog = newProgram(prog, vertUniforms, nil) st.prog.layout = progLayout iprog, err := ctx.NewProgram(shader_intersect_vert, shader_intersect_frag) if err != nil { panic(err) } vertUniforms = newUniformBuffer(ctx, &st.iprog.uniforms.vert) st.iprog.prog = newProgram(iprog, vertUniforms, nil) st.iprog.layout = iprogLayout return st } func (s *fboSet) resize(ctx Backend, sizes []image.Point) { // Add fbos. for i := len(s.fbos); i < len(sizes); i++ { s.fbos = append(s.fbos, stencilFBO{ fbo: ctx.NewFramebuffer(), }) } // Resize fbos. for i, sz := range sizes { f := &s.fbos[i] // Resizing or recreating FBOs can introduce rendering stalls. // Avoid if the space waste is not too high. resize := sz.X > f.size.X || sz.Y > f.size.Y waste := float32(sz.X*sz.Y) / float32(f.size.X*f.size.Y) resize = resize || waste > 1.2 if resize { if f.tex != nil { f.tex.Release() } f.size = sz f.tex = ctx.NewTexture(TextureFormatFloat, sz.X, sz.Y, FilterNearest, FilterNearest) f.fbo.BindTexture(f.tex) } } // Delete extra fbos. s.delete(ctx, len(sizes)) } func (s *fboSet) invalidate(ctx Backend) { for _, f := range s.fbos { f.fbo.Invalidate() } } func (s *fboSet) delete(ctx Backend, idx int) { for i := idx; i < len(s.fbos); i++ { f := s.fbos[i] f.fbo.Release() f.tex.Release() } s.fbos = s.fbos[:idx] } func (s *stenciler) release() { s.fbos.delete(s.ctx, 0) s.prog.layout.Release() s.prog.prog.Release() s.iprog.layout.Release() s.iprog.prog.Release() s.indexBuf.Release() } func (p *pather) release() { p.stenciler.release() p.coverer.release() } func (c *coverer) release() { for _, p := range c.prog { p.Release() } c.layout.Release() } func buildPath(ctx Backend, p []byte) *pathData { buf := ctx.NewImmutableBuffer(BufferTypeVertices, p) return &pathData{ ncurves: len(p) / path.VertStride, data: buf, } } func (p *pathData) release() { p.data.Release() } func (p *pather) begin(sizes []image.Point) { p.stenciler.begin(sizes) } func (p *pather) end() { p.stenciler.end() } func (p *pather) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.Point, data *pathData) { p.stenciler.stencilPath(bounds, offset, uv, data) } func (s *stenciler) beginIntersect(sizes []image.Point) { s.ctx.BlendFunc(BlendFactorDstColor, BlendFactorZero) // 8 bit coverage is enough, but OpenGL ES only supports single channel // floating point formats. Replace with GL_RGB+GL_UNSIGNED_BYTE if // no floating point support is available. s.intersections.resize(s.ctx, sizes) s.ctx.ClearColor(1.0, 0.0, 0.0, 0.0) s.iprog.prog.prog.Bind() } func (s *stenciler) endIntersect() { s.defFBO.Bind() } func (s *stenciler) invalidateFBO() { s.intersections.invalidate(s.ctx) s.fbos.invalidate(s.ctx) s.defFBO.Bind() } func (s *stenciler) cover(idx int) stencilFBO { return s.fbos.fbos[idx] } func (s *stenciler) begin(sizes []image.Point) { s.ctx.BlendFunc(BlendFactorOne, BlendFactorOne) s.fbos.resize(s.ctx, sizes) s.ctx.ClearColor(0.0, 0.0, 0.0, 0.0) s.prog.prog.prog.Bind() s.prog.layout.Bind() s.indexBuf.BindIndex() } func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.Point, data *pathData) { s.ctx.Viewport(uv.X, uv.Y, bounds.Dx(), bounds.Dy()) // Transform UI coordinates to OpenGL coordinates. texSize := f32.Point{X: float32(bounds.Dx()), Y: float32(bounds.Dy())} scale := f32.Point{X: 2 / texSize.X, Y: 2 / texSize.Y} orig := f32.Point{X: -1 - float32(bounds.Min.X)*2/texSize.X, Y: -1 - float32(bounds.Min.Y)*2/texSize.Y} s.prog.uniforms.vert.scale = [2]float32{scale.X, scale.Y} s.prog.uniforms.vert.offset = [2]float32{orig.X, orig.Y} s.prog.uniforms.vert.pathOffset = [2]float32{offset.X, offset.Y} s.prog.prog.UploadUniforms() // Draw in batches that fit in uint16 indices. start := 0 nquads := data.ncurves / 4 for start < nquads { batch := nquads - start if max := pathBatchSize; batch > max { batch = max } off := path.VertStride * start * 4 data.data.BindVertex(path.VertStride, off) s.ctx.DrawElements(DrawModeTriangles, 0, batch*6) start += batch } } func (s *stenciler) end() { s.defFBO.Bind() } func (p *pather) cover(z float32, mat materialType, col [4]float32, scale, off, uvScale, uvOff, coverScale, coverOff f32.Point) { p.coverer.cover(z, mat, col, scale, off, uvScale, uvOff, coverScale, coverOff) } func (c *coverer) cover(z float32, mat materialType, col [4]float32, scale, off, uvScale, uvOff, coverScale, coverOff f32.Point) { p := c.prog[mat] p.prog.Bind() var uniforms *coverUniforms switch mat { case materialColor: c.colUniforms.frag.color = col uniforms = &c.colUniforms.vert.coverUniforms case materialTexture: c.texUniforms.vert.uvScale = [2]float32{uvScale.X, uvScale.Y} c.texUniforms.vert.uvOffset = [2]float32{uvOff.X, uvOff.Y} uniforms = &c.texUniforms.vert.coverUniforms } uniforms.z = z uniforms.scale = [2]float32{scale.X, scale.Y} uniforms.offset = [2]float32{off.X, off.Y} uniforms.uvCoverScale = [2]float32{coverScale.X, coverScale.Y} uniforms.uvCoverOffset = [2]float32{coverOff.X, coverOff.Y} p.UploadUniforms() c.ctx.DrawArrays(DrawModeTriangleStrip, 0, 4) }