Files
gio/gpu/gpu.go
T
2022-03-02 16:53:02 +01:00

1431 lines
38 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
/*
Package gpu implements the rendering of Gio drawing operations. It
is used by package app and package app/headless and is otherwise not
useful except for integrating with external window implementations.
*/
package gpu
import (
"encoding/binary"
"fmt"
"image"
"image/color"
"math"
"os"
"reflect"
"time"
"unsafe"
"gioui.org/f32"
"gioui.org/gpu/internal/driver"
"gioui.org/internal/byteslice"
"gioui.org/internal/f32color"
"gioui.org/internal/ops"
"gioui.org/internal/scene"
"gioui.org/internal/stroke"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/shader"
"gioui.org/shader/gio"
// Register backends.
_ "gioui.org/gpu/internal/d3d11"
_ "gioui.org/gpu/internal/metal"
_ "gioui.org/gpu/internal/opengl"
_ "gioui.org/gpu/internal/vulkan"
)
type GPU interface {
// Release non-Go resources. The GPU is no longer valid after Release.
Release()
// Clear sets the clear color for the next Frame.
Clear(color color.NRGBA)
// Frame draws the graphics operations from op into a viewport of target.
Frame(frame *op.Ops, target RenderTarget, viewport image.Point) error
// Profile returns the last available profiling information. Profiling
// information is requested when Frame sees an io/profile.Op, and the result
// is available through Profile at some later time.
Profile() string
}
type gpu struct {
cache *resourceCache
profile string
timers *timers
frameStart time.Time
stencilTimer, coverTimer, cleanupTimer *timer
drawOps drawOps
ctx driver.Device
renderer *renderer
}
type renderer struct {
ctx driver.Device
blitter *blitter
pather *pather
packer packer
intersections packer
}
type drawOps struct {
profile bool
reader ops.Reader
states []f32.Affine2D
transStack []f32.Affine2D
vertCache []byte
viewport image.Point
clear bool
clearColor f32color.RGBA
imageOps []imageOp
pathOps []*pathOp
pathOpCache []pathOp
qs quadSplitter
pathCache *opCache
}
type drawState struct {
t f32.Affine2D
cpath *pathOp
matType materialType
// Current paint.ImageOp
image imageOpData
// Current paint.ColorOp, if any.
color color.NRGBA
// Current paint.LinearGradientOp.
stop1 f32.Point
stop2 f32.Point
color1 color.NRGBA
color2 color.NRGBA
}
type pathOp struct {
off f32.Point
// rect tracks whether the clip stack can be represented by a
// pixel-aligned rectangle.
rect bool
// clip is the union of all
// later clip rectangles.
clip image.Rectangle
bounds f32.Rectangle
// intersect is the intersection of bounds and all
// previous clip bounds.
intersect f32.Rectangle
pathKey opKey
path bool
pathVerts []byte
parent *pathOp
place placement
}
type imageOp struct {
path *pathOp
clip image.Rectangle
material material
clipType clipType
place placement
}
func decodeStrokeOp(data []byte) float32 {
_ = data[4]
bo := binary.LittleEndian
return math.Float32frombits(bo.Uint32(data[1:]))
}
type quadsOp struct {
key opKey
aux []byte
}
type opKey struct {
outline bool
strokeWidth float32
sx, hx, sy, hy float32
ops.Key
}
type material struct {
material materialType
opaque bool
// For materialTypeColor.
color f32color.RGBA
// For materialTypeLinearGradient.
color1 f32color.RGBA
color2 f32color.RGBA
// For materialTypeTexture.
data imageOpData
uvTrans f32.Affine2D
}
// imageOpData is the shadow of paint.ImageOp.
type imageOpData struct {
src *image.RGBA
handle interface{}
}
type linearGradientOpData struct {
stop1 f32.Point
color1 color.NRGBA
stop2 f32.Point
color2 color.NRGBA
}
func decodeImageOp(data []byte, refs []interface{}) imageOpData {
handle := refs[1]
if handle == nil {
return imageOpData{}
}
return imageOpData{
src: refs[0].(*image.RGBA),
handle: handle,
}
}
func decodeColorOp(data []byte) color.NRGBA {
return color.NRGBA{
R: data[1],
G: data[2],
B: data[3],
A: data[4],
}
}
func decodeLinearGradientOp(data []byte) linearGradientOpData {
bo := binary.LittleEndian
return linearGradientOpData{
stop1: f32.Point{
X: math.Float32frombits(bo.Uint32(data[1:])),
Y: math.Float32frombits(bo.Uint32(data[5:])),
},
stop2: f32.Point{
X: math.Float32frombits(bo.Uint32(data[9:])),
Y: math.Float32frombits(bo.Uint32(data[13:])),
},
color1: color.NRGBA{
R: data[17+0],
G: data[17+1],
B: data[17+2],
A: data[17+3],
},
color2: color.NRGBA{
R: data[21+0],
G: data[21+1],
B: data[21+2],
A: data[21+3],
},
}
}
type clipType uint8
type resource interface {
release()
}
type texture struct {
src *image.RGBA
tex driver.Texture
}
type blitter struct {
ctx driver.Device
viewport image.Point
pipelines [3]*pipeline
colUniforms *blitColUniforms
texUniforms *blitTexUniforms
linearGradientUniforms *blitLinearGradientUniforms
quadVerts driver.Buffer
}
type blitColUniforms struct {
blitUniforms
_ [128 - unsafe.Sizeof(blitUniforms{}) - unsafe.Sizeof(colorUniforms{})]byte // Padding to 128 bytes.
colorUniforms
}
type blitTexUniforms struct {
blitUniforms
}
type blitLinearGradientUniforms struct {
blitUniforms
_ [128 - unsafe.Sizeof(blitUniforms{}) - unsafe.Sizeof(gradientUniforms{})]byte // Padding to 128 bytes.
gradientUniforms
}
type uniformBuffer struct {
buf driver.Buffer
ptr []byte
}
type pipeline struct {
pipeline driver.Pipeline
uniforms *uniformBuffer
}
type blitUniforms struct {
transform [4]float32
uvTransformR1 [4]float32
uvTransformR2 [4]float32
}
type colorUniforms struct {
color f32color.RGBA
}
type gradientUniforms struct {
color1 f32color.RGBA
color2 f32color.RGBA
}
type materialType uint8
const (
clipTypeNone clipType = iota
clipTypePath
clipTypeIntersection
)
const (
materialColor materialType = iota
materialLinearGradient
materialTexture
)
// New creates a GPU for the given API.
func New(api API) (GPU, error) {
d, err := driver.NewDevice(api)
if err != nil {
return nil, err
}
return NewWithDevice(d)
}
// NewWithDevice creates a GPU with a pre-existing device.
//
// Note: for internal use only.
func NewWithDevice(d driver.Device) (GPU, error) {
d.BeginFrame(nil, false, image.Point{})
defer d.EndFrame()
forceCompute := os.Getenv("GIORENDERER") == "forcecompute"
feats := d.Caps().Features
switch {
case !forceCompute && feats.Has(driver.FeatureFloatRenderTargets) && feats.Has(driver.FeatureSRGB):
return newGPU(d)
}
return newCompute(d)
}
func newGPU(ctx driver.Device) (*gpu, error) {
g := &gpu{
cache: newResourceCache(),
}
g.drawOps.pathCache = newOpCache()
if err := g.init(ctx); err != nil {
return nil, err
}
return g, nil
}
func (g *gpu) init(ctx driver.Device) error {
g.ctx = ctx
g.renderer = newRenderer(ctx)
return nil
}
func (g *gpu) Clear(col color.NRGBA) {
g.drawOps.clear = true
g.drawOps.clearColor = f32color.LinearFromSRGB(col)
}
func (g *gpu) Release() {
g.renderer.release()
g.drawOps.pathCache.release()
g.cache.release()
if g.timers != nil {
g.timers.Release()
}
g.ctx.Release()
}
func (g *gpu) Frame(frameOps *op.Ops, target RenderTarget, viewport image.Point) error {
g.collect(viewport, frameOps)
return g.frame(target)
}
func (g *gpu) collect(viewport image.Point, frameOps *op.Ops) {
g.renderer.blitter.viewport = viewport
g.renderer.pather.viewport = viewport
g.drawOps.reset(viewport)
g.drawOps.collect(frameOps, viewport)
g.frameStart = time.Now()
if g.drawOps.profile && g.timers == nil && g.ctx.Caps().Features.Has(driver.FeatureTimers) {
g.timers = newTimers(g.ctx)
g.stencilTimer = g.timers.newTimer()
g.coverTimer = g.timers.newTimer()
g.cleanupTimer = g.timers.newTimer()
}
}
func (g *gpu) frame(target RenderTarget) error {
viewport := g.renderer.blitter.viewport
defFBO := g.ctx.BeginFrame(target, g.drawOps.clear, viewport)
defer g.ctx.EndFrame()
g.drawOps.buildPaths(g.ctx)
for _, img := range g.drawOps.imageOps {
expandPathOp(img.path, img.clip)
}
g.stencilTimer.begin()
g.renderer.packStencils(&g.drawOps.pathOps)
g.renderer.stencilClips(g.drawOps.pathCache, g.drawOps.pathOps)
g.renderer.packIntersections(g.drawOps.imageOps)
g.renderer.prepareIntersections(g.drawOps.imageOps)
g.renderer.intersect(g.drawOps.imageOps)
g.stencilTimer.end()
g.coverTimer.begin()
g.renderer.uploadImages(g.cache, g.drawOps.imageOps)
g.renderer.prepareDrawOps(g.cache, g.drawOps.imageOps)
d := driver.LoadDesc{
ClearColor: g.drawOps.clearColor,
}
if g.drawOps.clear {
g.drawOps.clear = false
d.Action = driver.LoadActionClear
}
g.ctx.BeginRenderPass(defFBO, d)
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
g.renderer.drawOps(g.cache, g.drawOps.imageOps)
g.coverTimer.end()
g.ctx.EndRenderPass()
g.cleanupTimer.begin()
g.cache.frame()
g.drawOps.pathCache.frame()
g.cleanupTimer.end()
if g.drawOps.profile && g.timers.ready() {
st, covt, cleant := g.stencilTimer.Elapsed, g.coverTimer.Elapsed, g.cleanupTimer.Elapsed
ft := st + covt + cleant
q := 100 * time.Microsecond
st, covt = st.Round(q), covt.Round(q)
frameDur := time.Since(g.frameStart).Round(q)
ft = ft.Round(q)
g.profile = fmt.Sprintf("draw:%7s gpu:%7s st:%7s cov:%7s", frameDur, ft, st, covt)
}
return nil
}
func (g *gpu) Profile() string {
return g.profile
}
func (r *renderer) texHandle(cache *resourceCache, data imageOpData) driver.Texture {
var tex *texture
t, exists := cache.get(data.handle)
if !exists {
t = &texture{
src: data.src,
}
cache.put(data.handle, t)
}
tex = t.(*texture)
if tex.tex != nil {
return tex.tex
}
handle, err := r.ctx.NewTexture(driver.TextureFormatSRGBA, data.src.Bounds().Dx(), data.src.Bounds().Dy(), driver.FilterLinear, driver.FilterLinear, driver.BufferBindingTexture)
if err != nil {
panic(err)
}
driver.UploadImage(handle, image.Pt(0, 0), data.src)
tex.tex = handle
return tex.tex
}
func (t *texture) release() {
if t.tex != nil {
t.tex.Release()
}
}
func newRenderer(ctx driver.Device) *renderer {
r := &renderer{
ctx: ctx,
blitter: newBlitter(ctx),
pather: newPather(ctx),
}
maxDim := ctx.Caps().MaxTextureSize
// Large atlas textures cause artifacts due to precision loss in
// shaders.
if cap := 8192; maxDim > cap {
maxDim = cap
}
r.packer.maxDims = image.Pt(maxDim, maxDim)
r.intersections.maxDims = image.Pt(maxDim, maxDim)
return r
}
func (r *renderer) release() {
r.pather.release()
r.blitter.release()
}
func newBlitter(ctx driver.Device) *blitter {
quadVerts, err := ctx.NewImmutableBuffer(driver.BufferBindingVertices,
byteslice.Slice([]float32{
-1, -1, 0, 0,
+1, -1, 1, 0,
-1, +1, 0, 1,
+1, +1, 1, 1,
}),
)
if err != nil {
panic(err)
}
b := &blitter{
ctx: ctx,
quadVerts: quadVerts,
}
b.colUniforms = new(blitColUniforms)
b.texUniforms = new(blitTexUniforms)
b.linearGradientUniforms = new(blitLinearGradientUniforms)
pipelines, err := createColorPrograms(ctx, gio.Shader_blit_vert, gio.Shader_blit_frag,
[3]interface{}{b.colUniforms, b.linearGradientUniforms, b.texUniforms},
)
if err != nil {
panic(err)
}
b.pipelines = pipelines
return b
}
func (b *blitter) release() {
b.quadVerts.Release()
for _, p := range b.pipelines {
p.Release()
}
}
func createColorPrograms(b driver.Device, vsSrc shader.Sources, fsSrc [3]shader.Sources, uniforms [3]interface{}) ([3]*pipeline, error) {
var pipelines [3]*pipeline
blend := driver.BlendDesc{
Enable: true,
SrcFactor: driver.BlendFactorOne,
DstFactor: driver.BlendFactorOneMinusSrcAlpha,
}
layout := driver.VertexLayout{
Inputs: []driver.InputDesc{
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
},
Stride: 4 * 4,
}
vsh, err := b.NewVertexShader(vsSrc)
if err != nil {
return pipelines, err
}
defer vsh.Release()
{
fsh, err := b.NewFragmentShader(fsSrc[materialTexture])
if err != nil {
return pipelines, err
}
defer fsh.Release()
pipe, err := b.NewPipeline(driver.PipelineDesc{
VertexShader: vsh,
FragmentShader: fsh,
BlendDesc: blend,
VertexLayout: layout,
PixelFormat: driver.TextureFormatOutput,
Topology: driver.TopologyTriangleStrip,
})
if err != nil {
return pipelines, err
}
var vertBuffer *uniformBuffer
if u := uniforms[materialTexture]; u != nil {
vertBuffer = newUniformBuffer(b, u)
}
pipelines[materialTexture] = &pipeline{pipe, vertBuffer}
}
{
var vertBuffer *uniformBuffer
fsh, err := b.NewFragmentShader(fsSrc[materialColor])
if err != nil {
pipelines[materialTexture].Release()
return pipelines, err
}
defer fsh.Release()
pipe, err := b.NewPipeline(driver.PipelineDesc{
VertexShader: vsh,
FragmentShader: fsh,
BlendDesc: blend,
VertexLayout: layout,
PixelFormat: driver.TextureFormatOutput,
Topology: driver.TopologyTriangleStrip,
})
if err != nil {
pipelines[materialTexture].Release()
return pipelines, err
}
if u := uniforms[materialColor]; u != nil {
vertBuffer = newUniformBuffer(b, u)
}
pipelines[materialColor] = &pipeline{pipe, vertBuffer}
}
{
var vertBuffer *uniformBuffer
fsh, err := b.NewFragmentShader(fsSrc[materialLinearGradient])
if err != nil {
pipelines[materialTexture].Release()
pipelines[materialColor].Release()
return pipelines, err
}
defer fsh.Release()
pipe, err := b.NewPipeline(driver.PipelineDesc{
VertexShader: vsh,
FragmentShader: fsh,
BlendDesc: blend,
VertexLayout: layout,
PixelFormat: driver.TextureFormatOutput,
Topology: driver.TopologyTriangleStrip,
})
if err != nil {
pipelines[materialTexture].Release()
pipelines[materialColor].Release()
return pipelines, err
}
if u := uniforms[materialLinearGradient]; u != nil {
vertBuffer = newUniformBuffer(b, u)
}
pipelines[materialLinearGradient] = &pipeline{pipe, vertBuffer}
}
if err != nil {
for _, p := range pipelines {
p.Release()
}
return pipelines, err
}
return pipelines, nil
}
func (r *renderer) stencilClips(pathCache *opCache, ops []*pathOp) {
if len(r.packer.sizes) == 0 {
return
}
fbo := -1
r.pather.begin(r.packer.sizes)
for _, p := range ops {
if fbo != p.place.Idx {
if fbo != -1 {
r.ctx.EndRenderPass()
}
fbo = p.place.Idx
f := r.pather.stenciler.cover(fbo)
r.ctx.BeginRenderPass(f.tex, driver.LoadDesc{Action: driver.LoadActionClear})
r.ctx.BindPipeline(r.pather.stenciler.pipeline.pipeline.pipeline)
r.ctx.BindIndexBuffer(r.pather.stenciler.indexBuf)
}
v, _ := pathCache.get(p.pathKey)
r.pather.stencilPath(p.clip, p.off, p.place.Pos, v.data)
}
if fbo != -1 {
r.ctx.EndRenderPass()
}
}
func (r *renderer) prepareIntersections(ops []imageOp) {
for _, img := range ops {
if img.clipType != clipTypeIntersection {
continue
}
fbo := r.pather.stenciler.cover(img.path.place.Idx)
r.ctx.PrepareTexture(fbo.tex)
}
}
func (r *renderer) intersect(ops []imageOp) {
if len(r.intersections.sizes) == 0 {
return
}
fbo := -1
r.pather.stenciler.beginIntersect(r.intersections.sizes)
for _, img := range ops {
if img.clipType != clipTypeIntersection {
continue
}
if fbo != img.place.Idx {
if fbo != -1 {
r.ctx.EndRenderPass()
}
fbo = img.place.Idx
f := r.pather.stenciler.intersections.fbos[fbo]
d := driver.LoadDesc{Action: driver.LoadActionClear}
d.ClearColor.R = 1.0
r.ctx.BeginRenderPass(f.tex, d)
r.ctx.BindPipeline(r.pather.stenciler.ipipeline.pipeline.pipeline)
r.ctx.BindVertexBuffer(r.blitter.quadVerts, 0)
}
r.ctx.Viewport(img.place.Pos.X, img.place.Pos.Y, img.clip.Dx(), img.clip.Dy())
r.intersectPath(img.path, img.clip)
}
if fbo != -1 {
r.ctx.EndRenderPass()
}
}
func (r *renderer) intersectPath(p *pathOp, clip image.Rectangle) {
if p.parent != nil {
r.intersectPath(p.parent, clip)
}
if !p.path {
return
}
uv := image.Rectangle{
Min: p.place.Pos,
Max: p.place.Pos.Add(p.clip.Size()),
}
o := clip.Min.Sub(p.clip.Min)
sub := image.Rectangle{
Min: o,
Max: o.Add(clip.Size()),
}
fbo := r.pather.stenciler.cover(p.place.Idx)
r.ctx.BindTexture(0, fbo.tex)
coverScale, coverOff := texSpaceTransform(layout.FRect(uv), fbo.size)
subScale, subOff := texSpaceTransform(layout.FRect(sub), p.clip.Size())
r.pather.stenciler.ipipeline.uniforms.vert.uvTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
r.pather.stenciler.ipipeline.uniforms.vert.subUVTransform = [4]float32{subScale.X, subScale.Y, subOff.X, subOff.Y}
r.pather.stenciler.ipipeline.pipeline.UploadUniforms(r.ctx)
r.ctx.DrawArrays(0, 4)
}
func (r *renderer) packIntersections(ops []imageOp) {
r.intersections.clear()
for i, img := range ops {
var npaths int
var onePath *pathOp
for p := img.path; p != nil; p = p.parent {
if p.path {
onePath = p
npaths++
}
}
switch npaths {
case 0:
case 1:
place := onePath.place
place.Pos = place.Pos.Sub(onePath.clip.Min).Add(img.clip.Min)
ops[i].place = place
ops[i].clipType = clipTypePath
default:
sz := image.Point{X: img.clip.Dx(), Y: img.clip.Dy()}
place, ok := r.intersections.add(sz)
if !ok {
panic("internal error: if the intersection fit, the intersection should fit as well")
}
ops[i].clipType = clipTypeIntersection
ops[i].place = place
}
}
}
func (r *renderer) packStencils(pops *[]*pathOp) {
r.packer.clear()
ops := *pops
// Allocate atlas space for cover textures.
var i int
for i < len(ops) {
p := ops[i]
if p.clip.Empty() {
ops[i] = ops[len(ops)-1]
ops = ops[:len(ops)-1]
continue
}
sz := image.Point{X: p.clip.Dx(), Y: p.clip.Dy()}
place, ok := r.packer.add(sz)
if !ok {
// The clip area is at most the entire screen. Hopefully no
// screen is larger than GL_MAX_TEXTURE_SIZE.
panic(fmt.Errorf("clip area %v is larger than maximum texture size %v", p.clip, r.packer.maxDims))
}
p.place = place
i++
}
*pops = ops
}
// boundRectF returns a bounding image.Rectangle for a f32.Rectangle.
func boundRectF(r f32.Rectangle) image.Rectangle {
return image.Rectangle{
Min: image.Point{
X: int(floor(r.Min.X)),
Y: int(floor(r.Min.Y)),
},
Max: image.Point{
X: int(ceil(r.Max.X)),
Y: int(ceil(r.Max.Y)),
},
}
}
func ceil(v float32) int {
return int(math.Ceil(float64(v)))
}
func floor(v float32) int {
return int(math.Floor(float64(v)))
}
func (d *drawOps) reset(viewport image.Point) {
d.profile = false
d.viewport = viewport
d.imageOps = d.imageOps[:0]
d.pathOps = d.pathOps[:0]
d.pathOpCache = d.pathOpCache[:0]
d.vertCache = d.vertCache[:0]
d.transStack = d.transStack[:0]
}
func (d *drawOps) collect(root *op.Ops, viewport image.Point) {
viewf := f32.Rectangle{
Max: f32.Point{X: float32(viewport.X), Y: float32(viewport.Y)},
}
var ops *ops.Ops
if root != nil {
ops = &root.Internal
}
d.reader.Reset(ops)
d.collectOps(&d.reader, viewf)
}
func (d *drawOps) buildPaths(ctx driver.Device) {
for _, p := range d.pathOps {
if v, exists := d.pathCache.get(p.pathKey); !exists || v.data.data == nil {
data := buildPath(ctx, p.pathVerts)
d.pathCache.put(p.pathKey, opCacheValue{
data: data,
bounds: p.bounds,
})
}
p.pathVerts = nil
}
}
func (d *drawOps) newPathOp() *pathOp {
d.pathOpCache = append(d.pathOpCache, pathOp{})
return &d.pathOpCache[len(d.pathOpCache)-1]
}
func (d *drawOps) addClipPath(state *drawState, aux []byte, auxKey opKey, bounds f32.Rectangle, off f32.Point, push bool) {
npath := d.newPathOp()
*npath = pathOp{
parent: state.cpath,
bounds: bounds,
off: off,
intersect: bounds.Add(off),
rect: true,
}
if npath.parent != nil {
npath.rect = npath.parent.rect
npath.intersect = npath.parent.intersect.Intersect(npath.intersect)
}
if len(aux) > 0 {
npath.rect = false
npath.pathKey = auxKey
npath.path = true
npath.pathVerts = aux
d.pathOps = append(d.pathOps, npath)
}
state.cpath = npath
}
// split a transform into two parts, one which is pure offset and the
// other representing the scaling, shearing and rotation part
func splitTransform(t f32.Affine2D) (srs f32.Affine2D, offset f32.Point) {
sx, hx, ox, hy, sy, oy := t.Elems()
offset = f32.Point{X: ox, Y: oy}
srs = f32.NewAffine2D(sx, hx, 0, hy, sy, 0)
return
}
func (d *drawOps) save(id int, state f32.Affine2D) {
if extra := id - len(d.states) + 1; extra > 0 {
d.states = append(d.states, make([]f32.Affine2D, extra)...)
}
d.states[id] = state
}
func (k opKey) SetTransform(t f32.Affine2D) opKey {
sx, hx, _, hy, sy, _ := t.Elems()
k.sx = sx
k.hx = hx
k.hy = hy
k.sy = sy
return k
}
func (d *drawOps) collectOps(r *ops.Reader, viewport f32.Rectangle) {
var (
quads quadsOp
state drawState
)
reset := func() {
state = drawState{
color: color.NRGBA{A: 0xff},
}
}
reset()
loop:
for encOp, ok := r.Decode(); ok; encOp, ok = r.Decode() {
switch ops.OpType(encOp.Data[0]) {
case ops.TypeProfile:
d.profile = true
case ops.TypeTransform:
dop, push := ops.DecodeTransform(encOp.Data)
if push {
d.transStack = append(d.transStack, state.t)
}
state.t = state.t.Mul(dop)
case ops.TypePopTransform:
n := len(d.transStack)
state.t = d.transStack[n-1]
d.transStack = d.transStack[:n-1]
case ops.TypeStroke:
quads.key.strokeWidth = decodeStrokeOp(encOp.Data)
case ops.TypePath:
encOp, ok = r.Decode()
if !ok {
break loop
}
quads.aux = encOp.Data[ops.TypeAuxLen:]
quads.key.Key = encOp.Key
case ops.TypeClip:
var op ops.ClipOp
op.Decode(encOp.Data)
quads.key.outline = op.Outline
bounds := layout.FRect(op.Bounds)
trans, off := splitTransform(state.t)
if len(quads.aux) > 0 {
// There is a clipping path, build the gpu data and update the
// cache key such that it will be equal only if the transform is the
// same also. Use cached data if we have it.
quads.key = quads.key.SetTransform(trans)
if v, ok := d.pathCache.get(quads.key); ok {
// Since the GPU data exists in the cache aux will not be used.
// Why is this not used for the offset shapes?
bounds = v.bounds
} else {
var pathData []byte
pathData, bounds = d.buildVerts(
quads.aux, trans, quads.key.outline, quads.key.strokeWidth,
)
quads.aux = pathData
// add it to the cache, without GPU data, so the transform can be
// reused.
d.pathCache.put(quads.key, opCacheValue{bounds: bounds})
}
} else {
quads.aux, bounds, _ = d.boundsForTransformedRect(bounds, trans)
quads.key = opKey{Key: encOp.Key}
}
d.addClipPath(&state, quads.aux, quads.key, bounds, off, true)
quads = quadsOp{}
case ops.TypePopClip:
state.cpath = state.cpath.parent
case ops.TypeColor:
state.matType = materialColor
state.color = decodeColorOp(encOp.Data)
case ops.TypeLinearGradient:
state.matType = materialLinearGradient
op := decodeLinearGradientOp(encOp.Data)
state.stop1 = op.stop1
state.stop2 = op.stop2
state.color1 = op.color1
state.color2 = op.color2
case ops.TypeImage:
state.matType = materialTexture
state.image = decodeImageOp(encOp.Data, encOp.Refs)
case ops.TypePaint:
// Transform (if needed) the painting rectangle and if so generate a clip path,
// for those cases also compute a partialTrans that maps texture coordinates between
// the new bounding rectangle and the transformed original paint rectangle.
t, off := splitTransform(state.t)
// Fill the clip area, unless the material is a (bounded) image.
// TODO: Find a tighter bound.
inf := float32(1e6)
dst := f32.Rect(-inf, -inf, inf, inf)
if state.matType == materialTexture {
sz := state.image.src.Rect.Size()
dst = f32.Rectangle{Max: layout.FPt(sz)}
}
clipData, bnd, partialTrans := d.boundsForTransformedRect(dst, t)
cl := viewport.Intersect(bnd.Add(off))
if state.cpath != nil {
cl = state.cpath.intersect.Intersect(cl)
}
if cl.Empty() {
continue
}
if clipData != nil {
// The paint operation is sheared or rotated, add a clip path representing
// this transformed rectangle.
k := opKey{Key: encOp.Key}
k.SetTransform(t) // TODO: This call has no effect.
d.addClipPath(&state, clipData, k, bnd, off, false)
}
bounds := boundRectF(cl)
mat := state.materialFor(bnd, off, partialTrans, bounds)
rect := state.cpath == nil || state.cpath.rect
if bounds.Min == (image.Point{}) && bounds.Max == d.viewport && rect && mat.opaque && (mat.material == materialColor) {
// The image is a uniform opaque color and takes up the whole screen.
// Scrap images up to and including this image and set clear color.
d.imageOps = d.imageOps[:0]
d.clearColor = mat.color.Opaque()
d.clear = true
continue
}
img := imageOp{
path: state.cpath,
clip: bounds,
material: mat,
}
d.imageOps = append(d.imageOps, img)
if clipData != nil {
// we added a clip path that should not remain
state.cpath = state.cpath.parent
}
case ops.TypeSave:
id := ops.DecodeSave(encOp.Data)
d.save(id, state.t)
case ops.TypeLoad:
reset()
id := ops.DecodeLoad(encOp.Data)
state.t = d.states[id]
}
}
}
func expandPathOp(p *pathOp, clip image.Rectangle) {
for p != nil {
pclip := p.clip
if !pclip.Empty() {
clip = clip.Union(pclip)
}
p.clip = clip
p = p.parent
}
}
func (d *drawState) materialFor(rect f32.Rectangle, off f32.Point, partTrans f32.Affine2D, clip image.Rectangle) material {
var m material
switch d.matType {
case materialColor:
m.material = materialColor
m.color = f32color.LinearFromSRGB(d.color)
m.opaque = m.color.A == 1.0
case materialLinearGradient:
m.material = materialLinearGradient
m.color1 = f32color.LinearFromSRGB(d.color1)
m.color2 = f32color.LinearFromSRGB(d.color2)
m.opaque = m.color1.A == 1.0 && m.color2.A == 1.0
m.uvTrans = partTrans.Mul(gradientSpaceTransform(clip, off, d.stop1, d.stop2))
case materialTexture:
m.material = materialTexture
dr := boundRectF(rect.Add(off))
sz := d.image.src.Bounds().Size()
sr := f32.Rectangle{
Max: f32.Point{
X: float32(sz.X),
Y: float32(sz.Y),
},
}
dx := float32(dr.Dx())
sdx := sr.Dx()
sr.Min.X += float32(clip.Min.X-dr.Min.X) * sdx / dx
sr.Max.X -= float32(dr.Max.X-clip.Max.X) * sdx / dx
dy := float32(dr.Dy())
sdy := sr.Dy()
sr.Min.Y += float32(clip.Min.Y-dr.Min.Y) * sdy / dy
sr.Max.Y -= float32(dr.Max.Y-clip.Max.Y) * sdy / dy
uvScale, uvOffset := texSpaceTransform(sr, sz)
m.uvTrans = partTrans.Mul(f32.Affine2D{}.Scale(f32.Point{}, uvScale).Offset(uvOffset))
m.data = d.image
}
return m
}
func (r *renderer) uploadImages(cache *resourceCache, ops []imageOp) {
for _, img := range ops {
m := img.material
if m.material == materialTexture {
r.texHandle(cache, m.data)
}
}
}
func (r *renderer) prepareDrawOps(cache *resourceCache, ops []imageOp) {
for _, img := range ops {
m := img.material
switch m.material {
case materialTexture:
r.ctx.PrepareTexture(r.texHandle(cache, m.data))
}
var fbo stencilFBO
switch img.clipType {
case clipTypeNone:
continue
case clipTypePath:
fbo = r.pather.stenciler.cover(img.place.Idx)
case clipTypeIntersection:
fbo = r.pather.stenciler.intersections.fbos[img.place.Idx]
}
r.ctx.PrepareTexture(fbo.tex)
}
}
func (r *renderer) drawOps(cache *resourceCache, ops []imageOp) {
var coverTex driver.Texture
for _, img := range ops {
m := img.material
switch m.material {
case materialTexture:
r.ctx.BindTexture(0, r.texHandle(cache, m.data))
}
drc := img.clip
scale, off := clipSpaceTransform(drc, r.blitter.viewport)
var fbo stencilFBO
switch img.clipType {
case clipTypeNone:
p := r.blitter.pipelines[m.material]
r.ctx.BindPipeline(p.pipeline)
r.ctx.BindVertexBuffer(r.blitter.quadVerts, 0)
r.blitter.blit(m.material, m.color, m.color1, m.color2, scale, off, m.uvTrans)
continue
case clipTypePath:
fbo = r.pather.stenciler.cover(img.place.Idx)
case clipTypeIntersection:
fbo = r.pather.stenciler.intersections.fbos[img.place.Idx]
}
if coverTex != fbo.tex {
coverTex = fbo.tex
r.ctx.BindTexture(1, coverTex)
}
uv := image.Rectangle{
Min: img.place.Pos,
Max: img.place.Pos.Add(drc.Size()),
}
coverScale, coverOff := texSpaceTransform(layout.FRect(uv), fbo.size)
p := r.pather.coverer.pipelines[m.material]
r.ctx.BindPipeline(p.pipeline)
r.ctx.BindVertexBuffer(r.blitter.quadVerts, 0)
r.pather.cover(m.material, m.color, m.color1, m.color2, scale, off, m.uvTrans, coverScale, coverOff)
}
}
func (b *blitter) blit(mat materialType, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D) {
p := b.pipelines[mat]
b.ctx.BindPipeline(p.pipeline)
var uniforms *blitUniforms
switch mat {
case materialColor:
b.colUniforms.color = col
uniforms = &b.colUniforms.blitUniforms
case materialTexture:
t1, t2, t3, t4, t5, t6 := uvTrans.Elems()
b.texUniforms.blitUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
b.texUniforms.blitUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
uniforms = &b.texUniforms.blitUniforms
case materialLinearGradient:
b.linearGradientUniforms.color1 = col1
b.linearGradientUniforms.color2 = col2
t1, t2, t3, t4, t5, t6 := uvTrans.Elems()
b.linearGradientUniforms.blitUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
b.linearGradientUniforms.blitUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
uniforms = &b.linearGradientUniforms.blitUniforms
}
uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
p.UploadUniforms(b.ctx)
b.ctx.DrawArrays(0, 4)
}
// newUniformBuffer creates a new GPU uniform buffer backed by the
// structure uniformBlock points to.
func newUniformBuffer(b driver.Device, uniformBlock interface{}) *uniformBuffer {
ref := reflect.ValueOf(uniformBlock)
// Determine the size of the uniforms structure, *uniforms.
size := ref.Elem().Type().Size()
// Map the uniforms structure as a byte slice.
ptr := unsafe.Slice((*byte)(unsafe.Pointer(ref.Pointer())), size)
ubuf, err := b.NewBuffer(driver.BufferBindingUniforms, len(ptr))
if err != nil {
panic(err)
}
return &uniformBuffer{buf: ubuf, ptr: ptr}
}
func (u *uniformBuffer) Upload() {
u.buf.Upload(u.ptr)
}
func (u *uniformBuffer) Release() {
u.buf.Release()
u.buf = nil
}
func (p *pipeline) UploadUniforms(ctx driver.Device) {
if p.uniforms != nil {
p.uniforms.Upload()
ctx.BindUniforms(p.uniforms.buf)
}
}
func (p *pipeline) Release() {
p.pipeline.Release()
if p.uniforms != nil {
p.uniforms.Release()
}
*p = pipeline{}
}
// texSpaceTransform return the scale and offset that transforms the given subimage
// into quad texture coordinates.
func texSpaceTransform(r f32.Rectangle, bounds image.Point) (f32.Point, f32.Point) {
size := f32.Point{X: float32(bounds.X), Y: float32(bounds.Y)}
scale := f32.Point{X: r.Dx() / size.X, Y: r.Dy() / size.Y}
offset := f32.Point{X: r.Min.X / size.X, Y: r.Min.Y / size.Y}
return scale, offset
}
// gradientSpaceTransform transforms stop1 and stop2 to [(0,0), (1,1)].
func gradientSpaceTransform(clip image.Rectangle, off f32.Point, stop1, stop2 f32.Point) f32.Affine2D {
d := stop2.Sub(stop1)
l := float32(math.Sqrt(float64(d.X*d.X + d.Y*d.Y)))
a := float32(math.Atan2(float64(-d.Y), float64(d.X)))
// TODO: optimize
zp := f32.Point{}
return f32.Affine2D{}.
Scale(zp, layout.FPt(clip.Size())). // scale to pixel space
Offset(zp.Sub(off).Add(layout.FPt(clip.Min))). // offset to clip space
Offset(zp.Sub(stop1)). // offset to first stop point
Rotate(zp, a). // rotate to align gradient
Scale(zp, f32.Pt(1/l, 1/l)) // scale gradient to right size
}
// clipSpaceTransform returns the scale and offset that transforms the given
// rectangle from a viewport into GPU driver device coordinates.
func clipSpaceTransform(r image.Rectangle, viewport image.Point) (f32.Point, f32.Point) {
// First, transform UI coordinates to device coordinates:
//
// [(-1, -1) (+1, -1)]
// [(-1, +1) (+1, +1)]
//
x, y := float32(r.Min.X), float32(r.Min.Y)
w, h := float32(r.Dx()), float32(r.Dy())
vx, vy := 2/float32(viewport.X), 2/float32(viewport.Y)
x = x*vx - 1
y = y*vy - 1
w *= vx
h *= vy
// Then, compute the transformation from the fullscreen quad to
// the rectangle at (x, y) and dimensions (w, h).
scale := f32.Point{X: w * .5, Y: h * .5}
offset := f32.Point{X: x + w*.5, Y: y + h*.5}
return scale, offset
}
// Fill in maximal Y coordinates of the NW and NE corners.
func fillMaxY(verts []byte) {
contour := 0
bo := binary.LittleEndian
for len(verts) > 0 {
maxy := float32(math.Inf(-1))
i := 0
for ; i+vertStride*4 <= len(verts); i += vertStride * 4 {
vert := verts[i : i+vertStride]
// MaxY contains the integer contour index.
pathContour := int(bo.Uint32(vert[int(unsafe.Offsetof(((*vertex)(nil)).MaxY)):]))
if contour != pathContour {
contour = pathContour
break
}
fromy := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*vertex)(nil)).FromY)):]))
ctrly := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*vertex)(nil)).CtrlY)):]))
toy := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*vertex)(nil)).ToY)):]))
if fromy > maxy {
maxy = fromy
}
if ctrly > maxy {
maxy = ctrly
}
if toy > maxy {
maxy = toy
}
}
fillContourMaxY(maxy, verts[:i])
verts = verts[i:]
}
}
func fillContourMaxY(maxy float32, verts []byte) {
bo := binary.LittleEndian
for i := 0; i < len(verts); i += vertStride {
off := int(unsafe.Offsetof(((*vertex)(nil)).MaxY))
bo.PutUint32(verts[i+off:], math.Float32bits(maxy))
}
}
func (d *drawOps) writeVertCache(n int) []byte {
d.vertCache = append(d.vertCache, make([]byte, n)...)
return d.vertCache[len(d.vertCache)-n:]
}
// transform, split paths as needed, calculate maxY, bounds and create GPU vertices.
func (d *drawOps) buildVerts(pathData []byte, tr f32.Affine2D, outline bool, strWidth float32) (verts []byte, bounds f32.Rectangle) {
inf := float32(math.Inf(+1))
d.qs.bounds = f32.Rectangle{
Min: f32.Point{X: inf, Y: inf},
Max: f32.Point{X: -inf, Y: -inf},
}
d.qs.d = d
startLength := len(d.vertCache)
switch {
case strWidth > 0:
// Stroke path.
ss := stroke.StrokeStyle{
Width: strWidth,
}
quads := stroke.StrokePathCommands(ss, pathData)
for _, quad := range quads {
d.qs.contour = quad.Contour
quad.Quad = quad.Quad.Transform(tr)
d.qs.splitAndEncode(quad.Quad)
}
case outline:
decodeToOutlineQuads(&d.qs, tr, pathData)
}
fillMaxY(d.vertCache[startLength:])
return d.vertCache[startLength:], d.qs.bounds
}
// decodeOutlineQuads decodes scene commands, splits them into quadratic béziers
// as needed and feeds them to the supplied splitter.
func decodeToOutlineQuads(qs *quadSplitter, tr f32.Affine2D, pathData []byte) {
for len(pathData) >= scene.CommandSize+4 {
qs.contour = bo.Uint32(pathData)
cmd := ops.DecodeCommand(pathData[4:])
switch cmd.Op() {
case scene.OpLine:
var q stroke.QuadSegment
q.From, q.To = scene.DecodeLine(cmd)
q.Ctrl = q.From.Add(q.To).Mul(.5)
q = q.Transform(tr)
qs.splitAndEncode(q)
case scene.OpGap:
var q stroke.QuadSegment
q.From, q.To = scene.DecodeGap(cmd)
q.Ctrl = q.From.Add(q.To).Mul(.5)
q = q.Transform(tr)
qs.splitAndEncode(q)
case scene.OpQuad:
var q stroke.QuadSegment
q.From, q.Ctrl, q.To = scene.DecodeQuad(cmd)
q = q.Transform(tr)
qs.splitAndEncode(q)
case scene.OpCubic:
for _, q := range stroke.SplitCubic(scene.DecodeCubic(cmd)) {
q = q.Transform(tr)
qs.splitAndEncode(q)
}
default:
panic("unsupported scene command")
}
pathData = pathData[scene.CommandSize+4:]
}
}
// create GPU vertices for transformed r, find the bounds and establish texture transform.
func (d *drawOps) boundsForTransformedRect(r f32.Rectangle, tr f32.Affine2D) (aux []byte, bnd f32.Rectangle, ptr f32.Affine2D) {
if isPureOffset(tr) {
// fast-path to allow blitting of pure rectangles
_, _, ox, _, _, oy := tr.Elems()
off := f32.Pt(ox, oy)
bnd.Min = r.Min.Add(off)
bnd.Max = r.Max.Add(off)
return
}
// transform all corners, find new bounds
corners := [4]f32.Point{
tr.Transform(r.Min), tr.Transform(f32.Pt(r.Max.X, r.Min.Y)),
tr.Transform(r.Max), tr.Transform(f32.Pt(r.Min.X, r.Max.Y)),
}
bnd.Min = f32.Pt(math.MaxFloat32, math.MaxFloat32)
bnd.Max = f32.Pt(-math.MaxFloat32, -math.MaxFloat32)
for _, c := range corners {
if c.X < bnd.Min.X {
bnd.Min.X = c.X
}
if c.Y < bnd.Min.Y {
bnd.Min.Y = c.Y
}
if c.X > bnd.Max.X {
bnd.Max.X = c.X
}
if c.Y > bnd.Max.Y {
bnd.Max.Y = c.Y
}
}
// build the GPU vertices
l := len(d.vertCache)
d.vertCache = append(d.vertCache, make([]byte, vertStride*4*4)...)
aux = d.vertCache[l:]
encodeQuadTo(aux, 0, corners[0], corners[0].Add(corners[1]).Mul(0.5), corners[1])
encodeQuadTo(aux[vertStride*4:], 0, corners[1], corners[1].Add(corners[2]).Mul(0.5), corners[2])
encodeQuadTo(aux[vertStride*4*2:], 0, corners[2], corners[2].Add(corners[3]).Mul(0.5), corners[3])
encodeQuadTo(aux[vertStride*4*3:], 0, corners[3], corners[3].Add(corners[0]).Mul(0.5), corners[0])
fillMaxY(aux)
// establish the transform mapping from bounds rectangle to transformed corners
var P1, P2, P3 f32.Point
P1.X = (corners[1].X - bnd.Min.X) / (bnd.Max.X - bnd.Min.X)
P1.Y = (corners[1].Y - bnd.Min.Y) / (bnd.Max.Y - bnd.Min.Y)
P2.X = (corners[2].X - bnd.Min.X) / (bnd.Max.X - bnd.Min.X)
P2.Y = (corners[2].Y - bnd.Min.Y) / (bnd.Max.Y - bnd.Min.Y)
P3.X = (corners[3].X - bnd.Min.X) / (bnd.Max.X - bnd.Min.X)
P3.Y = (corners[3].Y - bnd.Min.Y) / (bnd.Max.Y - bnd.Min.Y)
sx, sy := P2.X-P3.X, P2.Y-P3.Y
ptr = f32.NewAffine2D(sx, P2.X-P1.X, P1.X-sx, sy, P2.Y-P1.Y, P1.Y-sy).Invert()
return
}
func isPureOffset(t f32.Affine2D) bool {
a, b, _, d, e, _ := t.Elems()
return a == 1 && b == 0 && d == 0 && e == 1
}