mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
3a3ec711d3
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>
1143 lines
29 KiB
Go
1143 lines
29 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package gpu
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import (
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"encoding/binary"
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"errors"
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"fmt"
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"image"
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"image/color"
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"math"
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"math/bits"
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"time"
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"unsafe"
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"gioui.org/f32"
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"gioui.org/gpu/internal/driver"
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"gioui.org/internal/f32color"
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gunsafe "gioui.org/internal/unsafe"
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"gioui.org/layout"
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"gioui.org/op"
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)
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type compute struct {
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ctx driver.Device
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enc encoder
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drawOps drawOps
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texOps []textureOp
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cache *resourceCache
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maxTextureDim int
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programs struct {
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elements driver.Program
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tileAlloc driver.Program
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pathCoarse driver.Program
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backdrop driver.Program
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binning driver.Program
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coarse driver.Program
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kernel4 driver.Program
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}
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buffers struct {
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config driver.Buffer
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scene sizedBuffer
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state sizedBuffer
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memory sizedBuffer
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}
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output struct {
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size image.Point
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// image is the output texture. Note that it is in RGBA format,
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// but contains data in sRGB. See blitOutput for more detail.
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image driver.Texture
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blitProg driver.Program
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}
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// images contains ImageOp images packed into a texture atlas.
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images struct {
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packer packer
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// positions maps imageOpData.handles to positions inside tex.
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positions map[interface{}]image.Point
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tex driver.Texture
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}
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// materials contains the pre-processed materials (transformed images for
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// now, gradients etc. later) packed in a texture atlas. The atlas is used
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// as source in kernel4.
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materials struct {
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// offsets maps texture ops to the offsets to put in their FillImage commands.
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offsets map[textureKey]image.Point
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prog driver.Program
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layout driver.InputLayout
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packer packer
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tex driver.Texture
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fbo driver.Framebuffer
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quads []materialVertex
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bufSize int
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buffer driver.Buffer
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}
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timers struct {
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profile string
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t *timers
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elements *timer
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tileAlloc *timer
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pathCoarse *timer
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backdropBinning *timer
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coarse *timer
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kernel4 *timer
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}
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// The following fields hold scratch space to avoid garbage.
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zeroSlice []byte
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memHeader *memoryHeader
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conf *config
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}
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// materialVertex describes a vertex of a quad used to render a transformed
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// material.
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type materialVertex struct {
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posX, posY float32
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u, v float32
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}
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// textureKey identifies textureOp.
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type textureKey struct {
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handle interface{}
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transform f32.Affine2D
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}
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// textureOp represents an imageOp that requires texture space.
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type textureOp struct {
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// sceneIdx is the index in the scene that contains the fill image command
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// that corresponds to the operation.
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sceneIdx int
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key textureKey
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img imageOpData
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// pos is the position of the untransformed image in the images texture.
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pos image.Point
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}
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type encoder struct {
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scene []sceneElem
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npath int
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npathseg int
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}
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type encodeState struct {
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trans f32.Affine2D
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clip f32.Rectangle
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}
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type sizedBuffer struct {
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size int
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buffer driver.Buffer
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}
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// config matches Config in setup.h
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type config struct {
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n_elements uint32 // paths
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n_pathseg uint32
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width_in_tiles uint32
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height_in_tiles uint32
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tile_alloc memAlloc
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bin_alloc memAlloc
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ptcl_alloc memAlloc
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pathseg_alloc memAlloc
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anno_alloc memAlloc
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}
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type sceneElem [sceneElemSize / 4]uint32
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// memAlloc matches Alloc in mem.h
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type memAlloc struct {
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offset uint32
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//size uint32
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}
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// memoryHeader matches the header of Memory in mem.h.
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type memoryHeader struct {
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mem_offset uint32
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mem_error uint32
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}
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// GPU structure sizes and constants.
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const (
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tileWidthPx = 32
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tileHeightPx = 32
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ptclInitialAlloc = 1024
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kernel4OutputUnit = 2
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kernel4AtlasUnit = 3
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pathSize = 12
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binSize = 8
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pathsegSize = 44
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annoSize = 28
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stateSize = 60
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stateStride = 4 + 2*stateSize
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sceneElemSize = 36
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)
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// GPU commands from scene.h
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const (
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elemNop = iota
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elemStrokeLine
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elemFillLine
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elemStrokeQuad
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elemFillQuad
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elemStrokeCubic
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elemFillCubic
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elemStroke
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elemFill
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elemLineWidth
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elemTransform
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elemBeginClip
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elemEndClip
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elemFillImage
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)
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const (
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flagEndPath = 16 // FLAG_END_PATH from elements.comp
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)
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// mem.h constants.
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const (
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memNoError = 0 // NO_ERROR
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memMallocFailed = 1 // ERR_MALLOC_FAILED
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)
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func newCompute(ctx driver.Device) (*compute, error) {
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maxDim := ctx.Caps().MaxTextureSize
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// Large atlas textures cause artifacts due to precision loss in
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// shaders.
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if cap := 8192; maxDim > cap {
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maxDim = cap
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}
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g := &compute{
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ctx: ctx,
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cache: newResourceCache(),
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maxTextureDim: maxDim,
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conf: new(config),
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memHeader: new(memoryHeader),
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}
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blitProg, err := ctx.NewProgram(shader_copy_vert, shader_copy_frag)
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if err != nil {
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g.Release()
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return nil, err
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}
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g.output.blitProg = blitProg
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materialProg, err := ctx.NewProgram(shader_material_vert, shader_material_frag)
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if err != nil {
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g.Release()
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return nil, err
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}
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g.materials.prog = materialProg
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progLayout, err := ctx.NewInputLayout(shader_material_vert, []driver.InputDesc{
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{Type: driver.DataTypeFloat, Size: 2, Offset: 0},
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{Type: driver.DataTypeFloat, Size: 2, Offset: 4 * 2},
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})
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if err != nil {
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g.Release()
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return nil, err
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}
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g.materials.layout = progLayout
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g.drawOps.pathCache = newOpCache()
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g.drawOps.retainPathData = true
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buf, err := ctx.NewBuffer(driver.BufferBindingShaderStorage, int(unsafe.Sizeof(config{})))
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if err != nil {
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g.Release()
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return nil, err
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}
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g.buffers.config = buf
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shaders := []struct {
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prog *driver.Program
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src driver.ShaderSources
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}{
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{&g.programs.elements, shader_elements_comp},
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{&g.programs.tileAlloc, shader_tile_alloc_comp},
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{&g.programs.pathCoarse, shader_path_coarse_comp},
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{&g.programs.backdrop, shader_backdrop_comp},
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{&g.programs.binning, shader_binning_comp},
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{&g.programs.coarse, shader_coarse_comp},
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{&g.programs.kernel4, shader_kernel4_comp},
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}
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for _, shader := range shaders {
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p, err := ctx.NewComputeProgram(shader.src)
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if err != nil {
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g.Release()
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return nil, err
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}
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*shader.prog = p
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}
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return g, nil
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}
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func (g *compute) Collect(viewport image.Point, ops *op.Ops) {
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g.drawOps.reset(g.cache, viewport)
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g.drawOps.collect(g.ctx, g.cache, ops, viewport)
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for _, img := range g.drawOps.allImageOps {
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expandPathOp(img.path, img.clip)
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}
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if g.drawOps.profile && g.timers.t == nil && g.ctx.Caps().Features.Has(driver.FeatureTimers) {
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t := &g.timers
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t.t = newTimers(g.ctx)
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t.elements = g.timers.t.newTimer()
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t.tileAlloc = g.timers.t.newTimer()
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t.pathCoarse = g.timers.t.newTimer()
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t.backdropBinning = g.timers.t.newTimer()
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t.coarse = g.timers.t.newTimer()
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t.kernel4 = g.timers.t.newTimer()
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}
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}
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func (g *compute) Clear(col color.NRGBA) {
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g.drawOps.clear = true
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g.drawOps.clearColor = f32color.LinearFromSRGB(col)
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}
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func (g *compute) Frame() error {
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viewport := g.drawOps.viewport
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tileDims := image.Point{
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X: (viewport.X + tileWidthPx - 1) / tileWidthPx,
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Y: (viewport.Y + tileHeightPx - 1) / tileHeightPx,
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}
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defFBO := g.ctx.BeginFrame()
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defer g.ctx.EndFrame()
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if err := g.encode(viewport); err != nil {
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return err
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}
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if err := g.uploadImages(); err != nil {
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return err
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}
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if err := g.renderMaterials(); err != nil {
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return err
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}
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if err := g.render(tileDims); err != nil {
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return err
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}
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g.ctx.BindFramebuffer(defFBO)
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g.blitOutput(viewport)
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g.cache.frame()
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g.drawOps.pathCache.frame()
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t := &g.timers
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if g.drawOps.profile && t.t.ready() {
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et, tat, pct, bbt := t.elements.Elapsed, t.tileAlloc.Elapsed, t.pathCoarse.Elapsed, t.backdropBinning.Elapsed
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ct, k4t := t.coarse.Elapsed, t.kernel4.Elapsed
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ft := et + tat + pct + bbt + ct + k4t
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q := 100 * time.Microsecond
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ft = ft.Round(q)
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et, tat, pct, bbt = et.Round(q), tat.Round(q), pct.Round(q), bbt.Round(q)
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ct, k4t = ct.Round(q), k4t.Round(q)
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t.profile = fmt.Sprintf("ft:%7s et:%7s tat:%7s pct:%7s bbt:%7s ct:%7s k4t:%7s", ft, et, tat, pct, bbt, ct, k4t)
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}
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return nil
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}
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func (g *compute) Profile() string {
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return g.timers.profile
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}
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// blitOutput copies the compute render output to the output FBO. We need to
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// copy because compute shaders can only write to textures, not FBOs. Compute
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// shader can only write to RGBA textures, but since we actually render in sRGB
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// format we can't use glBlitFramebuffer, because it does sRGB conversion.
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func (g *compute) blitOutput(viewport image.Point) {
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g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
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g.ctx.BindTexture(0, g.output.image)
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g.ctx.BindProgram(g.output.blitProg)
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g.ctx.DrawArrays(driver.DrawModeTriangleStrip, 0, 4)
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}
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func (g *compute) encode(viewport image.Point) error {
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g.texOps = g.texOps[:0]
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g.enc.reset()
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// Flip Y-axis.
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flipY := f32.Affine2D{}.Scale(f32.Pt(0, 0), f32.Pt(1, -1)).Offset(f32.Pt(0, float32(viewport.Y)))
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g.enc.transform(flipY)
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if g.drawOps.clear {
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g.drawOps.clear = false
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g.enc.rect(f32.Rectangle{Max: layout.FPt(viewport)}, false)
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g.enc.fill(f32color.NRGBAToRGBA(g.drawOps.clearColor.SRGB()))
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}
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return g.encodeOps(flipY, viewport, g.drawOps.allImageOps)
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}
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func (g *compute) renderMaterials() error {
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m := &g.materials
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m.quads = m.quads[:0]
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resize := false
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reclaimed := false
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restart:
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for {
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for _, op := range g.texOps {
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if off, exists := m.offsets[op.key]; exists {
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g.enc.setFillImageOffset(op.sceneIdx, off)
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continue
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}
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quad, bounds := g.materialQuad(op.key.transform, op.img, op.pos)
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// A material is clipped to avoid drawing outside its bounds inside the atlas. However,
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// imprecision in the clipping may cause a single pixel overflow. Be safe.
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size := bounds.Size().Add(image.Pt(1, 1))
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place, fits := m.packer.tryAdd(size)
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if !fits {
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m.offsets = nil
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m.quads = m.quads[:0]
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m.packer.clear()
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if !reclaimed {
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// Some images may no longer be in use, try again
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// after clearing existing maps.
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reclaimed = true
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} else {
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m.packer.maxDim += 256
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resize = true
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if m.packer.maxDim > g.maxTextureDim {
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return errors.New("compute: no space left in material atlas")
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}
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}
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m.packer.newPage()
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continue restart
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}
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// Position quad to match place.
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offset := place.Pos.Sub(bounds.Min)
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offsetf := layout.FPt(offset)
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for i := range quad {
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quad[i].posX += offsetf.X
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quad[i].posY += offsetf.Y
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}
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// Draw quad as two triangles.
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m.quads = append(m.quads, quad[0], quad[1], quad[3], quad[3], quad[1], quad[2])
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if m.offsets == nil {
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m.offsets = make(map[textureKey]image.Point)
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}
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m.offsets[op.key] = offset
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g.enc.setFillImageOffset(op.sceneIdx, offset)
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}
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break
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}
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if len(m.quads) == 0 {
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return nil
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}
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texSize := m.packer.maxDim
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if resize {
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if m.fbo != nil {
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m.fbo.Release()
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m.fbo = nil
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}
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if m.tex != nil {
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m.tex.Release()
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m.tex = nil
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}
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handle, err := g.ctx.NewTexture(driver.TextureFormatRGBA8, texSize, texSize,
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driver.FilterNearest, driver.FilterNearest,
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driver.BufferBindingShaderStorage|driver.BufferBindingFramebuffer)
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if err != nil {
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return fmt.Errorf("compute: failed to create material atlas: %v", err)
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}
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m.tex = handle
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fbo, err := g.ctx.NewFramebuffer(handle, 0)
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if err != nil {
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return fmt.Errorf("compute: failed to create material framebuffer: %v", err)
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}
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m.fbo = fbo
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}
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// TODO: move to shaders.
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// Transform to clip space: [-1, -1] - [1, 1].
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clip := f32.Affine2D{}.Scale(f32.Pt(0, 0), f32.Pt(2/float32(texSize), 2/float32(texSize))).Offset(f32.Pt(-1, -1))
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for i, v := range m.quads {
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p := clip.Transform(f32.Pt(v.posX, v.posY))
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m.quads[i].posX = p.X
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m.quads[i].posY = p.Y
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}
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vertexData := gunsafe.BytesView(m.quads)
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if len(vertexData) > m.bufSize {
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if m.buffer != nil {
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m.buffer.Release()
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m.buffer = nil
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}
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n := pow2Ceil(len(vertexData))
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buf, err := g.ctx.NewBuffer(driver.BufferBindingVertices, n)
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if err != nil {
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return err
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}
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m.bufSize = n
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m.buffer = buf
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}
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m.buffer.Upload(vertexData)
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g.ctx.BindTexture(0, g.images.tex)
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g.ctx.BindFramebuffer(m.fbo)
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g.ctx.Viewport(0, 0, texSize, texSize)
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g.ctx.BindProgram(m.prog)
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g.ctx.BindVertexBuffer(m.buffer, int(unsafe.Sizeof(m.quads[0])), 0)
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g.ctx.BindInputLayout(m.layout)
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g.ctx.DrawArrays(driver.DrawModeTriangles, 0, len(m.quads))
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return nil
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}
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func (g *compute) uploadImages() error {
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// padding is the number of pixels added to the right and below
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// images, to avoid atlas filtering artifacts.
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const padding = 1
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a := &g.images
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var uploads map[interface{}]*image.RGBA
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resize := false
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reclaimed := false
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restart:
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for {
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for i, op := range g.texOps {
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if pos, exists := a.positions[op.img.handle]; exists {
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g.texOps[i].pos = pos
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continue
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}
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size := op.img.src.Bounds().Size().Add(image.Pt(padding, padding))
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place, fits := a.packer.tryAdd(size)
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if !fits {
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a.positions = nil
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uploads = nil
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a.packer.clear()
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if !reclaimed {
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// Some images may no longer be in use, try again
|
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// after clearing existing maps.
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reclaimed = true
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} else {
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a.packer.maxDim += 256
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resize = true
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if a.packer.maxDim > g.maxTextureDim {
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return errors.New("compute: no space left in image atlas")
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}
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}
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a.packer.newPage()
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continue restart
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}
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if a.positions == nil {
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a.positions = make(map[interface{}]image.Point)
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}
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a.positions[op.img.handle] = place.Pos
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g.texOps[i].pos = place.Pos
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|
if uploads == nil {
|
|
uploads = make(map[interface{}]*image.RGBA)
|
|
}
|
|
uploads[op.img.handle] = op.img.src
|
|
}
|
|
break
|
|
}
|
|
if len(uploads) == 0 {
|
|
return nil
|
|
}
|
|
if resize {
|
|
if a.tex != nil {
|
|
a.tex.Release()
|
|
a.tex = nil
|
|
}
|
|
sz := a.packer.maxDim
|
|
handle, err := g.ctx.NewTexture(driver.TextureFormatSRGB, sz, sz, driver.FilterLinear, driver.FilterLinear, driver.BufferBindingTexture)
|
|
if err != nil {
|
|
return fmt.Errorf("compute: failed to create image atlas: %v", err)
|
|
}
|
|
a.tex = handle
|
|
}
|
|
for h, img := range uploads {
|
|
pos, ok := a.positions[h]
|
|
if !ok {
|
|
panic("compute: internal error: image not placed")
|
|
}
|
|
size := img.Bounds().Size()
|
|
driver.UploadImage(a.tex, pos, img)
|
|
rightPadding := image.Pt(padding, size.Y)
|
|
a.tex.Upload(image.Pt(pos.X+size.X, pos.Y), rightPadding, g.zeros(rightPadding.X*rightPadding.Y*4))
|
|
bottomPadding := image.Pt(size.X, padding)
|
|
a.tex.Upload(image.Pt(pos.X, pos.Y+size.Y), bottomPadding, g.zeros(bottomPadding.X*bottomPadding.Y*4))
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func pow2Ceil(v int) int {
|
|
exp := bits.Len(uint(v))
|
|
if bits.OnesCount(uint(v)) == 1 {
|
|
exp--
|
|
}
|
|
return 1 << exp
|
|
}
|
|
|
|
// materialQuad constructs a quad that represents the transformed image. It returns the quad
|
|
// and its bounds.
|
|
func (g *compute) materialQuad(M f32.Affine2D, img imageOpData, uvPos image.Point) ([4]materialVertex, image.Rectangle) {
|
|
imgSize := layout.FPt(img.src.Bounds().Size())
|
|
sx, hx, ox, hy, sy, oy := M.Elems()
|
|
transOff := f32.Pt(ox, oy)
|
|
// The 4 corners of the image rectangle transformed by M, excluding its offset, are:
|
|
//
|
|
// q0: M * (0, 0) q3: M * (w, 0)
|
|
// q1: M * (0, h) q2: M * (w, h)
|
|
//
|
|
// Note that q0 = M*0 = 0, q2 = q1 + q3.
|
|
q0 := f32.Pt(0, 0)
|
|
q1 := f32.Pt(hx*imgSize.Y, sy*imgSize.Y)
|
|
q3 := f32.Pt(sx*imgSize.X, hy*imgSize.X)
|
|
q2 := q1.Add(q3)
|
|
q0 = q0.Add(transOff)
|
|
q1 = q1.Add(transOff)
|
|
q2 = q2.Add(transOff)
|
|
q3 = q3.Add(transOff)
|
|
|
|
boundsf := f32.Rectangle{
|
|
Min: min(min(q0, q1), min(q2, q3)),
|
|
Max: max(max(q0, q1), max(q2, q3)),
|
|
}
|
|
|
|
bounds := boundRectF(boundsf)
|
|
uvPosf := layout.FPt(uvPos)
|
|
atlasScale := 1 / float32(g.images.packer.maxDim)
|
|
uvBounds := f32.Rectangle{
|
|
Min: uvPosf.Mul(atlasScale),
|
|
Max: uvPosf.Add(imgSize).Mul(atlasScale),
|
|
}
|
|
quad := [4]materialVertex{
|
|
{posX: q0.X, posY: q0.Y, u: uvBounds.Min.X, v: uvBounds.Min.Y},
|
|
{posX: q1.X, posY: q1.Y, u: uvBounds.Min.X, v: uvBounds.Max.Y},
|
|
{posX: q2.X, posY: q2.Y, u: uvBounds.Max.X, v: uvBounds.Max.Y},
|
|
{posX: q3.X, posY: q3.Y, u: uvBounds.Max.X, v: uvBounds.Min.Y},
|
|
}
|
|
return quad, bounds
|
|
}
|
|
|
|
func max(p1, p2 f32.Point) f32.Point {
|
|
p := p1
|
|
if p2.X > p.X {
|
|
p.X = p2.X
|
|
}
|
|
if p2.Y > p.Y {
|
|
p.Y = p2.Y
|
|
}
|
|
return p
|
|
}
|
|
|
|
func min(p1, p2 f32.Point) f32.Point {
|
|
p := p1
|
|
if p2.X < p.X {
|
|
p.X = p2.X
|
|
}
|
|
if p2.Y < p.Y {
|
|
p.Y = p2.Y
|
|
}
|
|
return p
|
|
}
|
|
|
|
func (g *compute) encodeOps(trans f32.Affine2D, viewport image.Point, ops []imageOp) error {
|
|
for _, op := range ops {
|
|
bounds := layout.FRect(op.clip)
|
|
// clip is the union of all drawing affected by the clipping
|
|
// operation. TODO: tighten.
|
|
clip := f32.Rect(0, 0, float32(viewport.X), float32(viewport.Y))
|
|
nclips := g.encodeClipStack(clip, bounds, op.path)
|
|
m := op.material
|
|
switch m.material {
|
|
case materialTexture:
|
|
t := trans.Mul(m.trans)
|
|
g.texOps = append(g.texOps, textureOp{
|
|
sceneIdx: len(g.enc.scene),
|
|
img: m.data,
|
|
key: textureKey{
|
|
transform: t,
|
|
handle: m.data.handle,
|
|
},
|
|
})
|
|
// Add fill command, its offset is resolved and filled in renderMaterials.
|
|
g.enc.fillImage(0)
|
|
case materialColor:
|
|
g.enc.fill(f32color.NRGBAToRGBA(op.material.color.SRGB()))
|
|
case materialLinearGradient:
|
|
// TODO: implement.
|
|
g.enc.fill(f32color.NRGBAToRGBA(op.material.color1.SRGB()))
|
|
default:
|
|
panic("not implemented")
|
|
}
|
|
// Pop the clip stack.
|
|
for i := 0; i < nclips; i++ {
|
|
g.enc.endClip(clip)
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// encodeClips encodes a stack of clip paths and return the stack depth.
|
|
func (g *compute) encodeClipStack(clip, bounds f32.Rectangle, p *pathOp) int {
|
|
nclips := 0
|
|
if p != nil && p.parent != nil {
|
|
nclips += g.encodeClipStack(clip, bounds, p.parent)
|
|
g.enc.beginClip(clip)
|
|
nclips += 1
|
|
}
|
|
if p != nil && p.path {
|
|
pathData, _ := g.drawOps.pathCache.get(p.pathKey)
|
|
g.enc.transform(f32.Affine2D{}.Offset(p.off))
|
|
g.enc.append(pathData.computePath)
|
|
g.enc.transform(f32.Affine2D{}.Offset(p.off.Mul(-1)))
|
|
} else {
|
|
g.enc.rect(bounds, false)
|
|
}
|
|
return nclips
|
|
}
|
|
|
|
// encodePath takes a Path encoded with quadSplitter and encode it for elements.comp.
|
|
// This is certainly wasteful, but minimizes implementation differences to the old
|
|
// renderer.
|
|
func encodePath(p []byte) encoder {
|
|
var enc encoder
|
|
var (
|
|
prevTo f32.Point
|
|
hasPrev bool
|
|
)
|
|
for len(p) > 0 {
|
|
// p contains quadratic curves encoded in vertex structs.
|
|
vertex := p[:vertStride]
|
|
// We only need some of the values. This code undoes vertex.encode.
|
|
from := f32.Pt(
|
|
math.Float32frombits(bo.Uint32(vertex[8:])),
|
|
math.Float32frombits(bo.Uint32(vertex[12:])),
|
|
)
|
|
ctrl := f32.Pt(
|
|
math.Float32frombits(bo.Uint32(vertex[16:])),
|
|
math.Float32frombits(bo.Uint32(vertex[20:])),
|
|
)
|
|
to := f32.Pt(
|
|
math.Float32frombits(bo.Uint32(vertex[24:])),
|
|
math.Float32frombits(bo.Uint32(vertex[28:])),
|
|
)
|
|
if hasPrev && from != prevTo {
|
|
enc.scene[len(enc.scene)-1][0] = (flagEndPath << 16) | enc.scene[len(enc.scene)-1][0]
|
|
}
|
|
hasPrev = true
|
|
prevTo = to
|
|
enc.quad(from, ctrl, to, false)
|
|
|
|
// The vertex is duplicated 4 times, one for each corner of quads drawn
|
|
// by the old renderer.
|
|
p = p[vertStride*4:]
|
|
}
|
|
if hasPrev {
|
|
enc.scene[len(enc.scene)-1][0] = (flagEndPath << 16) | enc.scene[len(enc.scene)-1][0]
|
|
}
|
|
return enc
|
|
}
|
|
|
|
func (g *compute) render(tileDims image.Point) error {
|
|
const (
|
|
// wgSize is the largest and most common workgroup size.
|
|
wgSize = 128
|
|
// PARTITION_SIZE from elements.comp
|
|
partitionSize = 32 * 4
|
|
)
|
|
widthInBins := (tileDims.X + 15) / 16
|
|
heightInBins := (tileDims.Y + 7) / 8
|
|
if widthInBins*heightInBins > wgSize {
|
|
return fmt.Errorf("gpu: output too large (%dx%d)", tileDims.X*tileWidthPx, tileDims.Y*tileHeightPx)
|
|
}
|
|
|
|
// Pad scene with zeroes to avoid reading garbage in elements.comp.
|
|
scenePadding := partitionSize - len(g.enc.scene)%partitionSize
|
|
g.enc.scene = append(g.enc.scene, make([]sceneElem, scenePadding)...)
|
|
|
|
realloced := false
|
|
if s := len(g.enc.scene) * sceneElemSize; s > g.buffers.scene.size {
|
|
realloced = true
|
|
paddedCap := s * 11 / 10
|
|
if err := g.buffers.scene.ensureCapacity(g.ctx, paddedCap); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
g.buffers.scene.buffer.Upload(gunsafe.BytesView(g.enc.scene))
|
|
|
|
w, h := tileDims.X*tileWidthPx, tileDims.Y*tileHeightPx
|
|
if g.output.size.X < w || g.output.size.Y < h {
|
|
if err := g.resizeOutput(image.Pt(w, h)); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
g.ctx.BindImageTexture(kernel4OutputUnit, g.output.image, driver.AccessWrite, driver.TextureFormatRGBA8)
|
|
if t := g.materials.tex; t != nil {
|
|
g.ctx.BindImageTexture(kernel4AtlasUnit, t, driver.AccessRead, driver.TextureFormatRGBA8)
|
|
}
|
|
|
|
// alloc is the number of allocated bytes for static buffers.
|
|
var alloc uint32
|
|
round := func(v, quantum int) int {
|
|
return (v + quantum - 1) &^ (quantum - 1)
|
|
}
|
|
malloc := func(size int) memAlloc {
|
|
size = round(size, 4)
|
|
offset := alloc
|
|
alloc += uint32(size)
|
|
return memAlloc{offset /*, uint32(size)*/}
|
|
}
|
|
|
|
*g.conf = config{
|
|
n_elements: uint32(g.enc.npath),
|
|
n_pathseg: uint32(g.enc.npathseg),
|
|
width_in_tiles: uint32(tileDims.X),
|
|
height_in_tiles: uint32(tileDims.Y),
|
|
tile_alloc: malloc(g.enc.npath * pathSize),
|
|
bin_alloc: malloc(round(g.enc.npath, wgSize) * binSize),
|
|
ptcl_alloc: malloc(tileDims.X * tileDims.Y * ptclInitialAlloc),
|
|
pathseg_alloc: malloc(g.enc.npathseg * pathsegSize),
|
|
anno_alloc: malloc(g.enc.npath * annoSize),
|
|
}
|
|
|
|
numPartitions := (g.enc.numElements() + 127) / 128
|
|
// clearSize is the atomic partition counter plus flag and 2 states per partition.
|
|
clearSize := 4 + numPartitions*stateStride
|
|
if clearSize > g.buffers.state.size {
|
|
realloced = true
|
|
paddedCap := clearSize * 11 / 10
|
|
if err := g.buffers.state.ensureCapacity(g.ctx, paddedCap); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
g.buffers.config.Upload(gunsafe.StructView(g.conf))
|
|
|
|
minSize := int(unsafe.Sizeof(memoryHeader{})) + int(alloc)
|
|
if minSize > g.buffers.memory.size {
|
|
realloced = true
|
|
// Add space for dynamic GPU allocations.
|
|
const sizeBump = 4 * 1024 * 1024
|
|
minSize += sizeBump
|
|
if err := g.buffers.memory.ensureCapacity(g.ctx, minSize); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
for {
|
|
*g.memHeader = memoryHeader{
|
|
mem_offset: alloc,
|
|
}
|
|
g.buffers.memory.buffer.Upload(gunsafe.StructView(g.memHeader))
|
|
g.buffers.state.buffer.Upload(g.zeros(clearSize))
|
|
|
|
if realloced {
|
|
realloced = false
|
|
g.bindBuffers()
|
|
}
|
|
t := &g.timers
|
|
g.ctx.MemoryBarrier()
|
|
t.elements.begin()
|
|
g.ctx.BindProgram(g.programs.elements)
|
|
g.ctx.DispatchCompute(numPartitions, 1, 1)
|
|
g.ctx.MemoryBarrier()
|
|
t.elements.end()
|
|
t.tileAlloc.begin()
|
|
g.ctx.BindProgram(g.programs.tileAlloc)
|
|
g.ctx.DispatchCompute((g.enc.npath+wgSize-1)/wgSize, 1, 1)
|
|
g.ctx.MemoryBarrier()
|
|
t.tileAlloc.end()
|
|
t.pathCoarse.begin()
|
|
g.ctx.BindProgram(g.programs.pathCoarse)
|
|
g.ctx.DispatchCompute((g.enc.npathseg+31)/32, 1, 1)
|
|
g.ctx.MemoryBarrier()
|
|
t.pathCoarse.end()
|
|
t.backdropBinning.begin()
|
|
g.ctx.BindProgram(g.programs.backdrop)
|
|
g.ctx.DispatchCompute((g.enc.npath+wgSize-1)/wgSize, 1, 1)
|
|
// No barrier needed between backdrop and binning.
|
|
g.ctx.BindProgram(g.programs.binning)
|
|
g.ctx.DispatchCompute((g.enc.npath+wgSize-1)/wgSize, 1, 1)
|
|
g.ctx.MemoryBarrier()
|
|
t.backdropBinning.end()
|
|
t.coarse.begin()
|
|
g.ctx.BindProgram(g.programs.coarse)
|
|
g.ctx.DispatchCompute(widthInBins, heightInBins, 1)
|
|
g.ctx.MemoryBarrier()
|
|
t.coarse.end()
|
|
t.kernel4.begin()
|
|
g.ctx.BindProgram(g.programs.kernel4)
|
|
g.ctx.DispatchCompute(tileDims.X, tileDims.Y, 1)
|
|
g.ctx.MemoryBarrier()
|
|
t.kernel4.end()
|
|
|
|
if err := g.buffers.memory.buffer.Download(gunsafe.StructView(g.memHeader)); err != nil {
|
|
if err == driver.ErrContentLost {
|
|
continue
|
|
}
|
|
return err
|
|
}
|
|
switch errCode := g.memHeader.mem_error; errCode {
|
|
case memNoError:
|
|
return nil
|
|
case memMallocFailed:
|
|
// Resize memory and try again.
|
|
realloced = true
|
|
sz := g.buffers.memory.size * 15 / 10
|
|
if err := g.buffers.memory.ensureCapacity(g.ctx, sz); err != nil {
|
|
return err
|
|
}
|
|
continue
|
|
default:
|
|
return fmt.Errorf("compute: shader program failed with error %d", errCode)
|
|
}
|
|
}
|
|
}
|
|
|
|
// zeros returns a byte slice with size bytes of zeros.
|
|
func (g *compute) zeros(size int) []byte {
|
|
if cap(g.zeroSlice) < size {
|
|
g.zeroSlice = append(g.zeroSlice, make([]byte, size)...)
|
|
}
|
|
return g.zeroSlice[:size]
|
|
}
|
|
|
|
func (g *compute) resizeOutput(size image.Point) error {
|
|
if g.output.image != nil {
|
|
g.output.image.Release()
|
|
g.output.image = nil
|
|
}
|
|
img, err := g.ctx.NewTexture(driver.TextureFormatRGBA8, size.X, size.Y,
|
|
driver.FilterNearest,
|
|
driver.FilterNearest,
|
|
driver.BufferBindingShaderStorage|driver.BufferBindingTexture)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
g.output.image = img
|
|
g.output.size = size
|
|
return nil
|
|
}
|
|
|
|
func (g *compute) Release() {
|
|
if g.drawOps.pathCache != nil {
|
|
g.drawOps.pathCache.release()
|
|
}
|
|
if g.cache != nil {
|
|
g.cache.release()
|
|
}
|
|
progs := []driver.Program{
|
|
g.programs.elements,
|
|
g.programs.tileAlloc,
|
|
g.programs.pathCoarse,
|
|
g.programs.backdrop,
|
|
g.programs.binning,
|
|
g.programs.coarse,
|
|
g.programs.kernel4,
|
|
}
|
|
if p := g.output.blitProg; p != nil {
|
|
p.Release()
|
|
}
|
|
for _, p := range progs {
|
|
if p != nil {
|
|
p.Release()
|
|
}
|
|
}
|
|
g.buffers.scene.release()
|
|
g.buffers.state.release()
|
|
g.buffers.memory.release()
|
|
if b := g.buffers.config; b != nil {
|
|
b.Release()
|
|
}
|
|
if g.output.image != nil {
|
|
g.output.image.Release()
|
|
}
|
|
if g.images.tex != nil {
|
|
g.images.tex.Release()
|
|
}
|
|
if g.materials.layout != nil {
|
|
g.materials.layout.Release()
|
|
}
|
|
if g.materials.prog != nil {
|
|
g.materials.prog.Release()
|
|
}
|
|
if g.materials.fbo != nil {
|
|
g.materials.fbo.Release()
|
|
}
|
|
if g.materials.tex != nil {
|
|
g.materials.tex.Release()
|
|
}
|
|
if g.materials.buffer != nil {
|
|
g.materials.buffer.Release()
|
|
}
|
|
if g.timers.t != nil {
|
|
g.timers.t.release()
|
|
}
|
|
|
|
*g = compute{}
|
|
}
|
|
|
|
func (g *compute) bindBuffers() {
|
|
bindStorageBuffers(g.programs.elements, g.buffers.memory.buffer, g.buffers.config, g.buffers.scene.buffer, g.buffers.state.buffer)
|
|
bindStorageBuffers(g.programs.tileAlloc, g.buffers.memory.buffer, g.buffers.config)
|
|
bindStorageBuffers(g.programs.pathCoarse, g.buffers.memory.buffer, g.buffers.config)
|
|
bindStorageBuffers(g.programs.backdrop, g.buffers.memory.buffer, g.buffers.config)
|
|
bindStorageBuffers(g.programs.binning, g.buffers.memory.buffer, g.buffers.config)
|
|
bindStorageBuffers(g.programs.coarse, g.buffers.memory.buffer, g.buffers.config)
|
|
bindStorageBuffers(g.programs.kernel4, g.buffers.memory.buffer, g.buffers.config)
|
|
}
|
|
|
|
func (b *sizedBuffer) release() {
|
|
if b.buffer == nil {
|
|
return
|
|
}
|
|
b.buffer.Release()
|
|
*b = sizedBuffer{}
|
|
}
|
|
|
|
func (b *sizedBuffer) ensureCapacity(ctx driver.Device, size int) error {
|
|
if b.size >= size {
|
|
return nil
|
|
}
|
|
if b.buffer != nil {
|
|
b.release()
|
|
}
|
|
buf, err := ctx.NewBuffer(driver.BufferBindingShaderStorage, size)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
b.buffer = buf
|
|
b.size = size
|
|
return nil
|
|
}
|
|
|
|
func bindStorageBuffers(prog driver.Program, buffers ...driver.Buffer) {
|
|
for i, buf := range buffers {
|
|
prog.SetStorageBuffer(i, buf)
|
|
}
|
|
}
|
|
|
|
var bo = binary.LittleEndian
|
|
|
|
func (e *encoder) reset() {
|
|
e.scene = e.scene[:0]
|
|
e.npath = 0
|
|
e.npathseg = 0
|
|
}
|
|
|
|
func (e *encoder) numElements() int {
|
|
return len(e.scene)
|
|
}
|
|
|
|
func (e *encoder) append(e2 encoder) {
|
|
e.scene = append(e.scene, e2.scene...)
|
|
e.npath += e2.npath
|
|
e.npathseg += e2.npathseg
|
|
}
|
|
|
|
func (e *encoder) transform(m f32.Affine2D) {
|
|
sx, hx, ox, hy, sy, oy := m.Elems()
|
|
e.scene = append(e.scene, sceneElem{
|
|
0: elemTransform,
|
|
1: math.Float32bits(sx),
|
|
2: math.Float32bits(hy),
|
|
3: math.Float32bits(hx),
|
|
4: math.Float32bits(sy),
|
|
5: math.Float32bits(ox),
|
|
6: math.Float32bits(oy),
|
|
})
|
|
}
|
|
|
|
func (e *encoder) lineWidth(width float32) {
|
|
e.scene = append(e.scene, sceneElem{
|
|
0: elemLineWidth,
|
|
1: math.Float32bits(width),
|
|
})
|
|
}
|
|
|
|
func (e *encoder) stroke(col color.RGBA) {
|
|
e.scene = append(e.scene, sceneElem{
|
|
0: elemStroke,
|
|
1: uint32(col.R)<<24 | uint32(col.G)<<16 | uint32(col.B)<<8 | uint32(col.A),
|
|
})
|
|
e.npath++
|
|
}
|
|
|
|
func (e *encoder) beginClip(bbox f32.Rectangle) {
|
|
e.scene = append(e.scene, sceneElem{
|
|
0: elemBeginClip,
|
|
1: math.Float32bits(bbox.Min.X),
|
|
2: math.Float32bits(bbox.Min.Y),
|
|
3: math.Float32bits(bbox.Max.X),
|
|
4: math.Float32bits(bbox.Max.Y),
|
|
})
|
|
e.npath++
|
|
}
|
|
|
|
func (e *encoder) endClip(bbox f32.Rectangle) {
|
|
e.scene = append(e.scene, sceneElem{
|
|
0: elemEndClip,
|
|
1: math.Float32bits(bbox.Min.X),
|
|
2: math.Float32bits(bbox.Min.Y),
|
|
3: math.Float32bits(bbox.Max.X),
|
|
4: math.Float32bits(bbox.Max.Y),
|
|
})
|
|
e.npath++
|
|
}
|
|
|
|
func (e *encoder) rect(r f32.Rectangle, stroke bool) {
|
|
// Rectangle corners, clock-wise.
|
|
c0, c1, c2, c3 := r.Min, f32.Pt(r.Min.X, r.Max.Y), r.Max, f32.Pt(r.Max.X, r.Min.Y)
|
|
e.line(c0, c1, stroke, 0)
|
|
e.line(c1, c2, stroke, 0)
|
|
e.line(c2, c3, stroke, 0)
|
|
e.line(c3, c0, stroke, flagEndPath)
|
|
}
|
|
|
|
func (e *encoder) fill(col color.RGBA) {
|
|
e.scene = append(e.scene, sceneElem{
|
|
0: elemFill,
|
|
1: uint32(col.R)<<24 | uint32(col.G)<<16 | uint32(col.B)<<8 | uint32(col.A),
|
|
})
|
|
e.npath++
|
|
}
|
|
|
|
func (e *encoder) setFillImageOffset(index int, offset image.Point) {
|
|
x := int16(offset.X)
|
|
y := int16(offset.Y)
|
|
e.scene[index][2] = uint32(uint16(x)) | uint32(uint16(y))<<16
|
|
}
|
|
|
|
func (e *encoder) fillImage(index int) {
|
|
e.scene = append(e.scene, sceneElem{
|
|
0: elemFillImage,
|
|
1: uint32(index),
|
|
})
|
|
e.npath++
|
|
}
|
|
|
|
func (e *encoder) line(start, end f32.Point, stroke bool, flags uint32) {
|
|
tag := uint32(elemFillLine)
|
|
if stroke {
|
|
tag = elemStrokeLine
|
|
}
|
|
e.scene = append(e.scene, sceneElem{
|
|
0: flags<<16 | tag,
|
|
1: math.Float32bits(start.X),
|
|
2: math.Float32bits(start.Y),
|
|
3: math.Float32bits(end.X),
|
|
4: math.Float32bits(end.Y),
|
|
})
|
|
e.npathseg++
|
|
}
|
|
|
|
func (e *encoder) quad(start, ctrl, end f32.Point, stroke bool) {
|
|
tag := uint32(elemFillQuad)
|
|
if stroke {
|
|
tag = elemStrokeQuad
|
|
}
|
|
e.scene = append(e.scene, sceneElem{
|
|
0: tag,
|
|
1: math.Float32bits(start.X),
|
|
2: math.Float32bits(start.Y),
|
|
3: math.Float32bits(ctrl.X),
|
|
4: math.Float32bits(ctrl.Y),
|
|
5: math.Float32bits(end.X),
|
|
6: math.Float32bits(end.Y),
|
|
})
|
|
e.npathseg++
|
|
}
|