Files
gio/gpu/compute.go
T
Elias Naur 41e812d5e8 gpu: [compute] always bind valid materials texture
Currently, we run kernel4.comp with whatever texture was
bound (or none) when there are no materials in the set of layers.

However, Vulkan require every image binding to a compute shader to be
non-null and valid. This change works around that limitation by binding
a small dummy texture when no materials are needed.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-09-20 15:13:00 +02:00

2206 lines
56 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package gpu
import (
"bytes"
"encoding/binary"
"errors"
"fmt"
"hash/maphash"
"image"
"image/color"
"image/png"
"io/ioutil"
"math"
"math/bits"
"runtime"
"sort"
"time"
"unsafe"
"gioui.org/cpu"
"gioui.org/f32"
"gioui.org/gpu/internal/driver"
"gioui.org/internal/byteslice"
"gioui.org/internal/f32color"
"gioui.org/internal/opconst"
"gioui.org/internal/ops"
"gioui.org/internal/scene"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/shader"
"gioui.org/shader/gio"
"gioui.org/shader/piet"
)
type compute struct {
ctx driver.Device
collector collector
enc encoder
texOps []textureOp
viewport image.Point
maxTextureDim int
srgb bool
atlases []*textureAtlas
frameCount uint
moves []atlasMove
programs struct {
elements computeProgram
tileAlloc computeProgram
pathCoarse computeProgram
backdrop computeProgram
binning computeProgram
coarse computeProgram
kernel4 computeProgram
}
buffers struct {
config sizedBuffer
scene sizedBuffer
state sizedBuffer
memory sizedBuffer
}
output struct {
blitPipeline driver.Pipeline
buffer sizedBuffer
uniforms *copyUniforms
uniBuf driver.Buffer
layerVertices []layerVertex
descriptors *piet.Kernel4DescriptorSetLayout
nullMaterials driver.Texture
}
// imgAllocs maps imageOpData.handles to allocs.
imgAllocs map[interface{}]*atlasAlloc
// materials contains the pre-processed materials (transformed images for
// now, gradients etc. later) packed in a texture atlas. The atlas is used
// as source in kernel4.
materials struct {
// allocs maps texture ops the their atlases and FillImage offsets.
allocs map[textureKey]materialAlloc
pipeline driver.Pipeline
buffer sizedBuffer
quads []materialVertex
vert struct {
uniforms *materialVertUniforms
buf driver.Buffer
}
frag struct {
buf driver.Buffer
}
}
timers struct {
profile string
t *timers
compact *timer
render *timer
blit *timer
}
// CPU fallback fields.
useCPU bool
dispatcher *dispatcher
// The following fields hold scratch space to avoid garbage.
zeroSlice []byte
memHeader *memoryHeader
conf *config
}
type materialAlloc struct {
alloc *atlasAlloc
offset image.Point
}
type layer struct {
rect image.Rectangle
alloc *atlasAlloc
ops []paintOp
materials *textureAtlas
}
type allocQuery struct {
atlas *textureAtlas
size image.Point
empty bool
format driver.TextureFormat
bindings driver.BufferBinding
nocompact bool
}
type atlasAlloc struct {
atlas *textureAtlas
rect image.Rectangle
cpu bool
dead bool
frameCount uint
}
type atlasMove struct {
src *textureAtlas
dstPos image.Point
srcRect image.Rectangle
cpu bool
}
type textureAtlas struct {
image driver.Texture
fbo driver.Framebuffer
format driver.TextureFormat
bindings driver.BufferBinding
hasCPU bool
cpuImage cpu.ImageDescriptor
size image.Point
allocs []*atlasAlloc
packer packer
realized bool
lastFrame uint
compact bool
}
type copyUniforms struct {
scale [2]float32
pos [2]float32
uvScale [2]float32
_ [8]byte // Pad to 16 bytes.
}
type materialVertUniforms struct {
scale [2]float32
pos [2]float32
}
type materialFragUniforms struct {
emulateSRGB float32
_ [12]byte // Pad to 16 bytes
}
type collector struct {
hasher maphash.Hash
profile bool
reader ops.Reader
states []encoderState
clear bool
clearColor f32color.RGBA
clipStates []clipState
order []hashIndex
prevFrame opsCollector
frame opsCollector
}
type hashIndex struct {
index int
hash uint64
}
type opsCollector struct {
paths []byte
clipCmds []clipCmd
ops []paintOp
layers []layer
}
type paintOp struct {
clipStack []clipCmd
offset image.Point
state paintKey
intersect f32.Rectangle
hash uint64
layer int
texOpIdx int
}
// clipCmd describes a clipping command ready to be used for the compute
// pipeline.
type clipCmd struct {
// union of the bounds of the operations that are clipped.
union f32.Rectangle
state clipKey
path []byte
pathKey ops.Key
absBounds f32.Rectangle
}
type encoderState struct {
relTrans f32.Affine2D
clip *clipState
intersect f32.Rectangle
paintKey
}
// clipKey completely describes a clip operation (along with its path) and is appropriate
// for hashing and equality checks.
type clipKey struct {
bounds f32.Rectangle
stroke clip.StrokeStyle
relTrans f32.Affine2D
pathHash uint64
}
// paintKey completely defines a paint operation. It is suitable for hashing and
// equality checks.
type paintKey struct {
t f32.Affine2D
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 clipState struct {
absBounds f32.Rectangle
parent *clipState
path []byte
pathKey ops.Key
clipKey
}
type layerVertex struct {
posX, posY float32
u, v float32
}
// materialVertex describes a vertex of a quad used to render a transformed
// material.
type materialVertex struct {
posX, posY float32
u, v float32
}
// textureKey identifies textureOp.
type textureKey struct {
handle interface{}
transform f32.Affine2D
bounds image.Rectangle
}
// textureOp represents an paintOp that requires texture space.
type textureOp struct {
img imageOpData
key textureKey
// offset is the integer offset separated from key.transform to increase cache hit rate.
off image.Point
// matAlloc is the atlas placement for material.
matAlloc materialAlloc
// imgAlloc is the atlas placement for the source image
imgAlloc *atlasAlloc
}
type encoder struct {
scene []scene.Command
npath int
npathseg int
ntrans int
}
type encodeState struct {
trans f32.Affine2D
clip f32.Rectangle
}
// sizedBuffer holds a GPU buffer, or its equivalent CPU memory.
type sizedBuffer struct {
size int
buffer driver.Buffer
// cpuBuf is initialized when useCPU is true.
cpuBuf cpu.BufferDescriptor
}
// computeProgram holds a compute program, or its equivalent CPU implementation.
type computeProgram struct {
prog driver.Program
// CPU fields.
progInfo *cpu.ProgramInfo
descriptors unsafe.Pointer
buffers []*cpu.BufferDescriptor
}
// config matches Config in setup.h
type config struct {
n_elements uint32 // paths
n_pathseg uint32
width_in_tiles uint32
height_in_tiles uint32
tile_alloc memAlloc
bin_alloc memAlloc
ptcl_alloc memAlloc
pathseg_alloc memAlloc
anno_alloc memAlloc
trans_alloc memAlloc
}
// memAlloc matches Alloc in mem.h
type memAlloc struct {
offset uint32
//size uint32
}
// memoryHeader matches the header of Memory in mem.h.
type memoryHeader struct {
mem_offset uint32
mem_error uint32
}
// rect is a oriented rectangle.
type rectangle [4]f32.Point
const (
layersBindings = driver.BufferBindingShaderStorageWrite | driver.BufferBindingTexture | driver.BufferBindingFramebuffer
materialsBindings = driver.BufferBindingFramebuffer | driver.BufferBindingShaderStorageRead
// Materials and layers can share texture storage if their bindings match.
combinedBindings = layersBindings | materialsBindings
)
// GPU structure sizes and constants.
const (
tileWidthPx = 32
tileHeightPx = 32
ptclInitialAlloc = 1024
kernel4OutputUnit = 2
kernel4AtlasUnit = 3
pathSize = 12
binSize = 8
pathsegSize = 52
annoSize = 32
transSize = 24
stateSize = 60
stateStride = 4 + 2*stateSize
)
// mem.h constants.
const (
memNoError = 0 // NO_ERROR
memMallocFailed = 1 // ERR_MALLOC_FAILED
)
func newCompute(ctx driver.Device) (*compute, error) {
caps := ctx.Caps()
maxDim := caps.MaxTextureSize
// Large atlas textures cause artifacts due to precision loss in
// shaders.
if cap := 8192; maxDim > cap {
maxDim = cap
}
// The compute programs can only span 128x64 tiles. Limit to 64 for now, and leave the
// complexity of a rectangular limit for later.
if computeCap := 4096; maxDim > computeCap {
maxDim = computeCap
}
g := &compute{
ctx: ctx,
maxTextureDim: maxDim,
srgb: caps.Features.Has(driver.FeatureSRGB),
conf: new(config),
memHeader: new(memoryHeader),
}
null, err := ctx.NewTexture(driver.TextureFormatRGBA8, 1, 1, driver.FilterNearest, driver.FilterNearest, driver.BufferBindingShaderStorageRead)
if err != nil {
g.Release()
return nil, err
}
g.output.nullMaterials = null
shaders := []struct {
prog *computeProgram
src shader.Sources
info *cpu.ProgramInfo
}{
{&g.programs.elements, piet.Shader_elements_comp, piet.ElementsProgramInfo},
{&g.programs.tileAlloc, piet.Shader_tile_alloc_comp, piet.Tile_allocProgramInfo},
{&g.programs.pathCoarse, piet.Shader_path_coarse_comp, piet.Path_coarseProgramInfo},
{&g.programs.backdrop, piet.Shader_backdrop_comp, piet.BackdropProgramInfo},
{&g.programs.binning, piet.Shader_binning_comp, piet.BinningProgramInfo},
{&g.programs.coarse, piet.Shader_coarse_comp, piet.CoarseProgramInfo},
{&g.programs.kernel4, piet.Shader_kernel4_comp, piet.Kernel4ProgramInfo},
}
if !caps.Features.Has(driver.FeatureCompute) {
if !cpu.Supported {
return nil, errors.New("gpu: missing support for compute programs")
}
g.useCPU = true
}
if g.useCPU {
g.dispatcher = newDispatcher(runtime.NumCPU())
}
copyVert, copyFrag, err := newShaders(ctx, gio.Shader_copy_vert, gio.Shader_copy_frag)
if err != nil {
g.Release()
return nil, err
}
defer copyVert.Release()
defer copyFrag.Release()
pipe, err := ctx.NewPipeline(driver.PipelineDesc{
VertexShader: copyVert,
FragmentShader: copyFrag,
VertexLayout: driver.VertexLayout{
Inputs: []driver.InputDesc{
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
},
Stride: int(unsafe.Sizeof(g.output.layerVertices[0])),
},
PixelFormat: driver.TextureFormatOutput,
BlendDesc: driver.BlendDesc{
Enable: true,
SrcFactor: driver.BlendFactorOne,
DstFactor: driver.BlendFactorOneMinusSrcAlpha,
},
})
if err != nil {
g.Release()
return nil, err
}
g.output.blitPipeline = pipe
g.output.uniforms = new(copyUniforms)
buf, err := ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(*g.output.uniforms)))
if err != nil {
g.Release()
return nil, err
}
g.output.uniBuf = buf
materialVert, materialFrag, err := newShaders(ctx, gio.Shader_material_vert, gio.Shader_material_frag)
if err != nil {
g.Release()
return nil, err
}
defer materialVert.Release()
defer materialFrag.Release()
pipe, err = ctx.NewPipeline(driver.PipelineDesc{
VertexShader: materialVert,
FragmentShader: materialFrag,
VertexLayout: driver.VertexLayout{
Inputs: []driver.InputDesc{
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
},
Stride: int(unsafe.Sizeof(g.materials.quads[0])),
},
PixelFormat: driver.TextureFormatRGBA8,
})
if err != nil {
g.Release()
return nil, err
}
g.materials.pipeline = pipe
g.materials.vert.uniforms = new(materialVertUniforms)
buf, err = ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(*g.materials.vert.uniforms)))
if err != nil {
g.Release()
return nil, err
}
g.materials.vert.buf = buf
var emulateSRGB materialFragUniforms
if !g.srgb {
emulateSRGB.emulateSRGB = 1.0
}
buf, err = ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(emulateSRGB)))
if err != nil {
g.Release()
return nil, err
}
buf.Upload(byteslice.Struct(&emulateSRGB))
g.materials.frag.buf = buf
for _, shader := range shaders {
if !g.useCPU {
p, err := ctx.NewComputeProgram(shader.src)
if err != nil {
g.Release()
return nil, err
}
shader.prog.prog = p
} else {
shader.prog.progInfo = shader.info
}
}
if g.useCPU {
{
desc := new(piet.ElementsDescriptorSetLayout)
g.programs.elements.descriptors = unsafe.Pointer(desc)
g.programs.elements.buffers = []*cpu.BufferDescriptor{desc.Binding0(), desc.Binding1(), desc.Binding2(), desc.Binding3()}
}
{
desc := new(piet.Tile_allocDescriptorSetLayout)
g.programs.tileAlloc.descriptors = unsafe.Pointer(desc)
g.programs.tileAlloc.buffers = []*cpu.BufferDescriptor{desc.Binding0(), desc.Binding1()}
}
{
desc := new(piet.Path_coarseDescriptorSetLayout)
g.programs.pathCoarse.descriptors = unsafe.Pointer(desc)
g.programs.pathCoarse.buffers = []*cpu.BufferDescriptor{desc.Binding0(), desc.Binding1()}
}
{
desc := new(piet.BackdropDescriptorSetLayout)
g.programs.backdrop.descriptors = unsafe.Pointer(desc)
g.programs.backdrop.buffers = []*cpu.BufferDescriptor{desc.Binding0(), desc.Binding1()}
}
{
desc := new(piet.BinningDescriptorSetLayout)
g.programs.binning.descriptors = unsafe.Pointer(desc)
g.programs.binning.buffers = []*cpu.BufferDescriptor{desc.Binding0(), desc.Binding1()}
}
{
desc := new(piet.CoarseDescriptorSetLayout)
g.programs.coarse.descriptors = unsafe.Pointer(desc)
g.programs.coarse.buffers = []*cpu.BufferDescriptor{desc.Binding0(), desc.Binding1()}
}
{
desc := new(piet.Kernel4DescriptorSetLayout)
g.programs.kernel4.descriptors = unsafe.Pointer(desc)
g.programs.kernel4.buffers = []*cpu.BufferDescriptor{desc.Binding0(), desc.Binding1()}
g.output.descriptors = desc
}
}
return g, nil
}
func newShaders(ctx driver.Device, vsrc, fsrc shader.Sources) (vert driver.VertexShader, frag driver.FragmentShader, err error) {
vert, err = ctx.NewVertexShader(vsrc)
if err != nil {
return
}
frag, err = ctx.NewFragmentShader(fsrc)
if err != nil {
vert.Release()
}
return
}
func (g *compute) Frame(frameOps *op.Ops, target RenderTarget, viewport image.Point) error {
g.frameCount++
g.collect(viewport, frameOps)
return g.frame(target)
}
func (g *compute) collect(viewport image.Point, ops *op.Ops) {
g.viewport = viewport
g.collector.reset()
g.texOps = g.texOps[:0]
g.collector.collect(ops, viewport, &g.texOps)
}
func (g *compute) Clear(col color.NRGBA) {
g.collector.clear = true
g.collector.clearColor = f32color.LinearFromSRGB(col)
}
func (g *compute) frame(target RenderTarget) error {
viewport := g.viewport
defFBO := g.ctx.BeginFrame(target, g.collector.clear, viewport)
defer g.ctx.EndFrame()
t := &g.timers
if g.collector.profile && t.t == nil && g.ctx.Caps().Features.Has(driver.FeatureTimers) {
t.t = newTimers(g.ctx)
t.compact = t.t.newTimer()
t.render = t.t.newTimer()
t.blit = t.t.newTimer()
}
if err := g.uploadImages(); err != nil {
return err
}
if err := g.renderMaterials(); err != nil {
return err
}
g.layer(viewport, g.texOps)
t.render.begin()
if err := g.renderLayers(viewport); err != nil {
return err
}
t.render.end()
d := driver.LoadDesc{
ClearColor: g.collector.clearColor,
}
if g.collector.clear {
g.collector.clear = false
d.Action = driver.LoadActionClear
}
g.ctx.BeginRenderPass(defFBO, d)
t.blit.begin()
g.blitLayers(viewport)
t.blit.end()
g.ctx.EndRenderPass()
t.compact.begin()
if err := g.compactAllocs(); err != nil {
return err
}
t.compact.end()
if g.collector.profile && t.t.ready() {
com, ren, blit := t.compact.Elapsed, t.render.Elapsed, t.blit.Elapsed
ft := com + ren + blit
q := 100 * time.Microsecond
ft = ft.Round(q)
com, ren, blit = com.Round(q), ren.Round(q), blit.Round(q)
t.profile = fmt.Sprintf("ft:%7s com: %7s ren:%7s blit:%7s", ft, com, ren, blit)
}
return nil
}
func (g *compute) dumpAtlases() {
for i, a := range g.atlases {
dump, err := driver.DownloadImage(g.ctx, a.fbo, image.Rectangle{Max: a.size})
if err != nil {
panic(err)
}
nrgba := image.NewNRGBA(dump.Bounds())
bnd := dump.Bounds()
for x := bnd.Min.X; x < bnd.Max.X; x++ {
for y := bnd.Min.Y; y < bnd.Max.Y; y++ {
nrgba.SetNRGBA(x, y, f32color.RGBAToNRGBA(dump.RGBAAt(x, y)))
}
}
var buf bytes.Buffer
if err := png.Encode(&buf, nrgba); err != nil {
panic(err)
}
if err := ioutil.WriteFile(fmt.Sprintf("dump-%d.png", i), buf.Bytes(), 0600); err != nil {
panic(err)
}
}
}
func (g *compute) Profile() string {
return g.timers.profile
}
func (g *compute) compactAllocs() error {
const (
maxAllocAge = 3
maxAtlasAge = 10
)
atlases := g.atlases
for _, a := range atlases {
if len(a.allocs) > 0 && g.frameCount-a.lastFrame > maxAtlasAge {
a.compact = true
}
}
for len(atlases) > 0 {
var (
dstAtlas *textureAtlas
format driver.TextureFormat
bindings driver.BufferBinding
)
g.moves = g.moves[:0]
addedLayers := false
useCPU := false
fill:
for len(atlases) > 0 {
srcAtlas := atlases[0]
allocs := srcAtlas.allocs
if !srcAtlas.compact {
atlases = atlases[1:]
continue
}
if addedLayers && (format != srcAtlas.format || srcAtlas.bindings&bindings != srcAtlas.bindings) {
break
}
format = srcAtlas.format
bindings = srcAtlas.bindings
for len(srcAtlas.allocs) > 0 {
a := srcAtlas.allocs[0]
n := len(srcAtlas.allocs)
if g.frameCount-a.frameCount > maxAllocAge {
a.dead = true
srcAtlas.allocs[0] = srcAtlas.allocs[n-1]
srcAtlas.allocs = srcAtlas.allocs[:n-1]
continue
}
size := a.rect.Size()
alloc, fits := g.atlasAlloc(allocQuery{
atlas: dstAtlas,
size: size,
format: format,
bindings: bindings,
nocompact: true,
})
if !fits {
break fill
}
dstAtlas = alloc.atlas
allocs = append(allocs, a)
addedLayers = true
useCPU = useCPU || a.cpu
dstAtlas.allocs = append(dstAtlas.allocs, a)
pos := alloc.rect.Min
g.moves = append(g.moves, atlasMove{
src: srcAtlas, dstPos: pos, srcRect: a.rect, cpu: a.cpu,
})
a.atlas = dstAtlas
a.rect = image.Rectangle{Min: pos, Max: pos.Add(a.rect.Size())}
srcAtlas.allocs[0] = srcAtlas.allocs[n-1]
srcAtlas.allocs = srcAtlas.allocs[:n-1]
}
srcAtlas.compact = false
srcAtlas.realized = false
srcAtlas.packer.clear()
srcAtlas.packer.newPage()
srcAtlas.packer.maxDims = image.Pt(g.maxTextureDim, g.maxTextureDim)
atlases = atlases[1:]
}
if !addedLayers {
break
}
outputSize := dstAtlas.packer.sizes[0]
if err := g.realizeAtlas(dstAtlas, useCPU, outputSize); err != nil {
return err
}
for _, move := range g.moves {
if !move.cpu {
g.ctx.CopyTexture(dstAtlas.image, move.dstPos, move.src.fbo, move.srcRect)
} else {
src := move.src.cpuImage.Data()
dst := dstAtlas.cpuImage.Data()
sstride := move.src.size.X * 4
dstride := dstAtlas.size.X * 4
copyImage(dst, dstride, move.dstPos, src, sstride, move.srcRect)
}
}
}
for i := len(g.atlases) - 1; i >= 0; i-- {
a := g.atlases[i]
if len(a.allocs) == 0 && g.frameCount-a.lastFrame > maxAtlasAge {
a.Release()
n := len(g.atlases)
g.atlases[i] = g.atlases[n-1]
g.atlases = g.atlases[:n-1]
}
}
return nil
}
func copyImage(dst []byte, dstStride int, dstPos image.Point, src []byte, srcStride int, srcRect image.Rectangle) {
sz := srcRect.Size()
soff := srcRect.Min.Y*srcStride + srcRect.Min.X*4
doff := dstPos.Y*dstStride + dstPos.X*4
rowLen := sz.X * 4
for y := 0; y < sz.Y; y++ {
srow := src[soff : soff+rowLen]
drow := dst[doff : doff+rowLen]
copy(drow, srow)
soff += srcStride
doff += dstStride
}
}
func (g *compute) renderLayers(viewport image.Point) error {
layers := g.collector.frame.layers
for len(layers) > 0 {
var materials, dst *textureAtlas
addedLayers := false
g.enc.reset()
for len(layers) > 0 {
l := &layers[0]
if l.alloc != nil {
layers = layers[1:]
continue
}
if materials != nil {
if l.materials != nil && materials != l.materials {
// Only one materials texture per compute pass.
break
}
} else {
materials = l.materials
}
size := l.rect.Size()
alloc, fits := g.atlasAlloc(allocQuery{
atlas: dst,
empty: true,
format: driver.TextureFormatRGBA8,
bindings: combinedBindings,
// Pad to avoid overlap.
size: size.Add(image.Pt(1, 1)),
})
if !fits {
// Only one output atlas per compute pass.
break
}
dst = alloc.atlas
dst.compact = true
addedLayers = true
l.alloc = &alloc
dst.allocs = append(dst.allocs, l.alloc)
encodeLayer(*l, alloc.rect.Min, viewport, &g.enc, g.texOps)
layers = layers[1:]
}
if !addedLayers {
break
}
outputSize := dst.packer.sizes[0]
tileDims := image.Point{
X: (outputSize.X + tileWidthPx - 1) / tileWidthPx,
Y: (outputSize.Y + tileHeightPx - 1) / tileHeightPx,
}
w, h := tileDims.X*tileWidthPx, tileDims.Y*tileHeightPx
if err := g.realizeAtlas(dst, g.useCPU, image.Pt(w, h)); err != nil {
return err
}
if err := g.render(materials, dst.image, dst.cpuImage, tileDims, dst.size.X*4); err != nil {
return err
}
}
return nil
}
func (g *compute) blitLayers(viewport image.Point) {
if len(g.collector.frame.layers) == 0 {
return
}
layers := g.collector.frame.layers
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
g.ctx.BindPipeline(g.output.blitPipeline)
g.ctx.BindVertexUniforms(g.output.uniBuf)
for len(layers) > 0 {
g.output.layerVertices = g.output.layerVertices[:0]
atlas := layers[0].alloc.atlas
for len(layers) > 0 {
l := layers[0]
if l.alloc.atlas != atlas {
break
}
placef := layout.FPt(l.alloc.rect.Min)
sizef := layout.FPt(l.rect.Size())
quad := [4]layerVertex{
{posX: float32(l.rect.Min.X), posY: float32(l.rect.Min.Y), u: placef.X, v: placef.Y},
{posX: float32(l.rect.Max.X), posY: float32(l.rect.Min.Y), u: placef.X + sizef.X, v: placef.Y},
{posX: float32(l.rect.Max.X), posY: float32(l.rect.Max.Y), u: placef.X + sizef.X, v: placef.Y + sizef.Y},
{posX: float32(l.rect.Min.X), posY: float32(l.rect.Max.Y), u: placef.X, v: placef.Y + sizef.Y},
}
g.output.layerVertices = append(g.output.layerVertices, quad[0], quad[1], quad[3], quad[3], quad[2], quad[1])
layers = layers[1:]
}
// Transform positions to clip space: [-1, -1] - [1, 1], and texture
// coordinates to texture space: [0, 0] - [1, 1].
clip := f32.Affine2D{}.Scale(f32.Pt(0, 0), f32.Pt(2/float32(viewport.X), 2/float32(viewport.Y))).Offset(f32.Pt(-1, -1))
// Flip y-axis to match framebuffer output space.
flipY := f32.Affine2D{}.Scale(f32.Pt(0, 0), f32.Pt(1, -1)).Offset(f32.Pt(0, float32(viewport.Y)))
clip = clip.Mul(flipY)
sx, _, ox, _, sy, oy := clip.Elems()
g.output.uniforms.scale = [2]float32{sx, sy}
g.output.uniforms.pos = [2]float32{ox, oy}
g.output.uniforms.uvScale = [2]float32{1 / float32(atlas.size.X), 1 / float32(atlas.size.Y)}
g.output.uniBuf.Upload(byteslice.Struct(g.output.uniforms))
vertexData := byteslice.Slice(g.output.layerVertices)
g.output.buffer.ensureCapacity(false, g.ctx, driver.BufferBindingVertices, len(vertexData))
g.output.buffer.buffer.Upload(vertexData)
g.ctx.BindVertexBuffer(g.output.buffer.buffer, 0)
g.ctx.BindTexture(0, atlas.image)
g.ctx.DrawArrays(driver.DrawModeTriangles, 0, len(g.output.layerVertices))
}
}
func (g *compute) renderMaterials() error {
m := &g.materials
for k, place := range m.allocs {
if place.alloc.dead {
delete(m.allocs, k)
}
}
texOps := g.texOps
for len(texOps) > 0 {
m.quads = m.quads[:0]
var (
atlas *textureAtlas
imgAtlas *textureAtlas
)
// A material is clipped to avoid drawing outside its atlas bounds.
// However, imprecision in the clipping may cause a single pixel
// overflow.
var padding = image.Pt(1, 1)
var allocStart int
for len(texOps) > 0 {
op := &texOps[0]
if a, exists := m.allocs[op.key]; exists {
g.touchAlloc(a.alloc)
op.matAlloc = a
texOps = texOps[1:]
continue
}
if imgAtlas != nil && op.imgAlloc.atlas != imgAtlas {
// Only one image atlas per render pass.
break
}
imgAtlas = op.imgAlloc.atlas
quad := g.materialQuad(imgAtlas.size, op.key.transform, op.img, op.imgAlloc.rect.Min)
boundsf := quadBounds(quad)
bounds := boundRectF(boundsf)
bounds = bounds.Intersect(op.key.bounds)
size := bounds.Size()
alloc, fits := g.atlasAlloc(allocQuery{
atlas: atlas,
size: size.Add(padding),
format: driver.TextureFormatRGBA8,
bindings: combinedBindings,
})
if !fits {
break
}
if atlas == nil {
allocStart = len(alloc.atlas.allocs)
}
atlas = alloc.atlas
alloc.cpu = g.useCPU
offsetf := layout.FPt(bounds.Min.Mul(-1))
scale := f32.Pt(float32(size.X), float32(size.Y))
for i := range quad {
// Position quad to match place.
quad[i].posX += offsetf.X
quad[i].posY += offsetf.Y
// Scale to match viewport [0, 1].
quad[i].posX /= scale.X
quad[i].posY /= scale.Y
}
// Draw quad as two triangles.
m.quads = append(m.quads, quad[0], quad[1], quad[3], quad[3], quad[1], quad[2])
if m.allocs == nil {
m.allocs = make(map[textureKey]materialAlloc)
}
atlasAlloc := materialAlloc{
alloc: &alloc,
offset: bounds.Min.Mul(-1),
}
atlas.allocs = append(atlas.allocs, atlasAlloc.alloc)
m.allocs[op.key] = atlasAlloc
op.matAlloc = atlasAlloc
texOps = texOps[1:]
}
if len(m.quads) == 0 {
break
}
realized := atlas.realized
if err := g.realizeAtlas(atlas, g.useCPU, atlas.packer.sizes[0]); err != nil {
return err
}
// Transform to clip space: [-1, -1] - [1, 1] and flip Y-axis to cancel the implied transformation
// between framebuffer and texture space.
m.vert.uniforms.scale = [2]float32{2, -2}
m.vert.uniforms.pos = [2]float32{-1, +1}
m.vert.buf.Upload(byteslice.Struct(m.vert.uniforms))
vertexData := byteslice.Slice(m.quads)
n := pow2Ceil(len(vertexData))
m.buffer.ensureCapacity(false, g.ctx, driver.BufferBindingVertices, n)
m.buffer.buffer.Upload(vertexData)
var d driver.LoadDesc
if !realized {
d.Action = driver.LoadActionClear
}
g.ctx.BeginRenderPass(atlas.fbo, d)
g.ctx.BindVertexUniforms(m.vert.buf)
g.ctx.BindFragmentUniforms(m.frag.buf)
g.ctx.BindTexture(0, imgAtlas.image)
g.ctx.BindPipeline(m.pipeline)
g.ctx.BindVertexBuffer(m.buffer.buffer, 0)
newAllocs := atlas.allocs[allocStart:]
for i, a := range newAllocs {
sz := a.rect.Size().Sub(padding)
g.ctx.Viewport(a.rect.Min.X, a.rect.Min.Y, sz.X, sz.Y)
g.ctx.DrawArrays(driver.DrawModeTriangles, i*6, 6)
}
g.ctx.EndRenderPass()
if !g.useCPU {
continue
}
copyFBO := atlas.fbo
data := atlas.cpuImage.Data()
for _, a := range newAllocs {
stride := atlas.size.X * 4
col := a.rect.Min.X * 4
row := stride * a.rect.Min.Y
off := col + row
copyFBO.ReadPixels(a.rect, data[off:], stride)
}
}
return nil
}
func (g *compute) uploadImages() error {
for k, a := range g.imgAllocs {
if a.dead {
delete(g.imgAllocs, k)
}
}
type upload struct {
pos image.Point
img *image.RGBA
}
var uploads []upload
format := driver.TextureFormatSRGBA
if !g.srgb {
format = driver.TextureFormatRGBA8
}
// padding is the number of pixels added to the right and below
// images, to avoid atlas filtering artifacts.
const padding = 1
texOps := g.texOps
for len(texOps) > 0 {
uploads = uploads[:0]
var atlas *textureAtlas
for len(texOps) > 0 {
op := &texOps[0]
if a, exists := g.imgAllocs[op.img.handle]; exists {
g.touchAlloc(a)
op.imgAlloc = a
texOps = texOps[1:]
continue
}
size := op.img.src.Bounds().Size().Add(image.Pt(padding, padding))
alloc, fits := g.atlasAlloc(allocQuery{
atlas: atlas,
size: size,
format: format,
bindings: driver.BufferBindingTexture | driver.BufferBindingFramebuffer,
})
if !fits {
break
}
atlas = alloc.atlas
if g.imgAllocs == nil {
g.imgAllocs = make(map[interface{}]*atlasAlloc)
}
op.imgAlloc = &alloc
atlas.allocs = append(atlas.allocs, op.imgAlloc)
g.imgAllocs[op.img.handle] = op.imgAlloc
uploads = append(uploads, upload{pos: alloc.rect.Min, img: op.img.src})
texOps = texOps[1:]
}
if len(uploads) == 0 {
break
}
if err := g.realizeAtlas(atlas, false, atlas.packer.sizes[0]); err != nil {
return err
}
for _, u := range uploads {
size := u.img.Bounds().Size()
driver.UploadImage(atlas.image, u.pos, u.img)
rightPadding := image.Pt(padding, size.Y)
atlas.image.Upload(image.Pt(u.pos.X+size.X, u.pos.Y), rightPadding, g.zeros(rightPadding.X*rightPadding.Y*4), 0)
bottomPadding := image.Pt(size.X, padding)
atlas.image.Upload(image.Pt(u.pos.X, u.pos.Y+size.Y), bottomPadding, g.zeros(bottomPadding.X*bottomPadding.Y*4), 0)
}
}
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(imgAtlasSize image.Point, M f32.Affine2D, img imageOpData, uvPos image.Point) [4]materialVertex {
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)
uvPosf := layout.FPt(uvPos)
atlasScale := f32.Pt(1/float32(imgAtlasSize.X), 1/float32(imgAtlasSize.Y))
uvBounds := f32.Rectangle{
Min: uvPosf,
Max: uvPosf.Add(imgSize),
}
uvBounds.Min.X *= atlasScale.X
uvBounds.Min.Y *= atlasScale.Y
uvBounds.Max.X *= atlasScale.X
uvBounds.Max.Y *= atlasScale.Y
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
}
func quadBounds(q [4]materialVertex) f32.Rectangle {
q0 := f32.Pt(q[0].posX, q[0].posY)
q1 := f32.Pt(q[1].posX, q[1].posY)
q2 := f32.Pt(q[2].posX, q[2].posY)
q3 := f32.Pt(q[3].posX, q[3].posY)
return f32.Rectangle{
Min: min(min(q0, q1), min(q2, q3)),
Max: max(max(q0, q1), max(q2, q3)),
}
}
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 (enc *encoder) encodePath(verts []byte) {
for len(verts) >= scene.CommandSize+4 {
cmd := ops.DecodeCommand(verts[4:])
enc.scene = append(enc.scene, cmd)
enc.npathseg++
verts = verts[scene.CommandSize+4:]
}
}
func (g *compute) render(images *textureAtlas, dst driver.Texture, cpuDst cpu.ImageDescriptor, tileDims image.Point, stride int) 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)
}
enc := &g.enc
// Pad scene with zeroes to avoid reading garbage in elements.comp.
scenePadding := partitionSize - len(enc.scene)%partitionSize
enc.scene = append(enc.scene, make([]scene.Command, scenePadding)...)
scene := byteslice.Slice(enc.scene)
if s := len(scene); s > g.buffers.scene.size {
paddedCap := s * 11 / 10
if err := g.buffers.scene.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorageRead, paddedCap); err != nil {
return err
}
}
g.buffers.scene.upload(scene)
// 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(enc.npath),
n_pathseg: uint32(enc.npathseg),
width_in_tiles: uint32(tileDims.X),
height_in_tiles: uint32(tileDims.Y),
tile_alloc: malloc(enc.npath * pathSize),
bin_alloc: malloc(round(enc.npath, wgSize) * binSize),
ptcl_alloc: malloc(tileDims.X * tileDims.Y * ptclInitialAlloc),
pathseg_alloc: malloc(enc.npathseg * pathsegSize),
anno_alloc: malloc(enc.npath * annoSize),
trans_alloc: malloc(enc.ntrans * transSize),
}
numPartitions := (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 {
paddedCap := clearSize * 11 / 10
if err := g.buffers.state.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite, paddedCap); err != nil {
return err
}
}
confData := byteslice.Struct(g.conf)
g.buffers.config.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorageRead, len(confData))
g.buffers.config.upload(confData)
minSize := int(unsafe.Sizeof(memoryHeader{})) + int(alloc)
if minSize > g.buffers.memory.size {
// Add space for dynamic GPU allocations.
const sizeBump = 4 * 1024 * 1024
minSize += sizeBump
if err := g.buffers.memory.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite, minSize); err != nil {
return err
}
}
for {
*g.memHeader = memoryHeader{
mem_offset: alloc,
}
g.buffers.memory.upload(byteslice.Struct(g.memHeader))
g.buffers.state.upload(g.zeros(clearSize))
if !g.useCPU {
g.ctx.BeginCompute()
g.ctx.BindImageTexture(kernel4OutputUnit, dst, driver.AccessWrite, driver.TextureFormatRGBA8)
img := g.output.nullMaterials
if images != nil {
img = images.image
}
g.ctx.BindImageTexture(kernel4AtlasUnit, img, driver.AccessRead, driver.TextureFormatRGBA8)
} else {
*g.output.descriptors.Binding2() = cpuDst
if images != nil {
*g.output.descriptors.Binding3() = images.cpuImage
}
}
g.bindBuffers()
g.memoryBarrier()
g.dispatch(g.programs.elements, numPartitions, 1, 1)
g.memoryBarrier()
g.dispatch(g.programs.tileAlloc, (enc.npath+wgSize-1)/wgSize, 1, 1)
g.memoryBarrier()
g.dispatch(g.programs.pathCoarse, (enc.npathseg+31)/32, 1, 1)
g.memoryBarrier()
g.dispatch(g.programs.backdrop, (enc.npath+wgSize-1)/wgSize, 1, 1)
// No barrier needed between backdrop and binning.
g.dispatch(g.programs.binning, (enc.npath+wgSize-1)/wgSize, 1, 1)
g.memoryBarrier()
g.dispatch(g.programs.coarse, widthInBins, heightInBins, 1)
g.memoryBarrier()
g.dispatch(g.programs.kernel4, tileDims.X, tileDims.Y, 1)
g.memoryBarrier()
if !g.useCPU {
g.ctx.EndCompute()
} else {
g.dispatcher.Sync()
}
if err := g.buffers.memory.download(byteslice.Struct(g.memHeader)); err != nil {
if err == driver.ErrContentLost {
continue
}
return err
}
switch errCode := g.memHeader.mem_error; errCode {
case memNoError:
if g.useCPU {
w, h := tileDims.X*tileWidthPx, tileDims.Y*tileHeightPx
dst.Upload(image.Pt(0, 0), image.Pt(w, h), cpuDst.Data(), stride)
}
return nil
case memMallocFailed:
// Resize memory and try again.
sz := g.buffers.memory.size * 15 / 10
if err := g.buffers.memory.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite, sz); err != nil {
return err
}
continue
default:
return fmt.Errorf("compute: shader program failed with error %d", errCode)
}
}
}
func (g *compute) memoryBarrier() {
if !g.useCPU {
g.ctx.MemoryBarrier()
} else {
g.dispatcher.Barrier()
}
}
func (g *compute) dispatch(p computeProgram, x, y, z int) {
if !g.useCPU {
g.ctx.BindProgram(p.prog)
g.ctx.DispatchCompute(x, y, z)
} else {
g.dispatcher.Dispatch(p.progInfo, p.descriptors, x, y, z)
}
}
// 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) touchAlloc(a *atlasAlloc) {
if a.dead {
panic("re-use of dead allocation")
}
a.frameCount = g.frameCount
a.atlas.lastFrame = a.frameCount
}
func (g *compute) atlasAlloc(q allocQuery) (atlasAlloc, bool) {
var (
place placement
fits bool
atlas = q.atlas
)
if atlas != nil {
place, fits = atlas.packer.tryAdd(q.size)
if !fits {
atlas.compact = true
}
}
if atlas == nil {
// Look for matching atlas to re-use.
for _, a := range g.atlases {
if q.empty && len(a.allocs) > 0 {
continue
}
if q.nocompact && a.compact {
continue
}
if a.format != q.format || a.bindings&q.bindings != q.bindings {
continue
}
place, fits = a.packer.tryAdd(q.size)
if !fits {
a.compact = true
continue
}
atlas = a
break
}
}
if atlas == nil {
atlas = &textureAtlas{
format: q.format,
bindings: q.bindings,
}
atlas.packer.maxDims = image.Pt(g.maxTextureDim, g.maxTextureDim)
atlas.packer.newPage()
g.atlases = append(g.atlases, atlas)
place, fits = atlas.packer.tryAdd(q.size)
if !fits {
panic(fmt.Errorf("compute: atlas allocation too large (%v)", q.size))
}
}
if !fits {
return atlasAlloc{}, false
}
atlas.lastFrame = g.frameCount
return atlasAlloc{
frameCount: g.frameCount,
atlas: atlas,
rect: image.Rectangle{Min: place.Pos, Max: place.Pos.Add(q.size)},
}, true
}
func (g *compute) realizeAtlas(atlas *textureAtlas, useCPU bool, size image.Point) error {
defer func() {
atlas.packer.maxDims = atlas.size
atlas.realized = true
atlas.ensureCPUImage(useCPU)
}()
if atlas.size.X >= size.X && atlas.size.Y >= size.Y {
return nil
}
if atlas.realized {
panic("resizing a realized atlas")
}
if err := atlas.resize(g.ctx, size); err != nil {
return err
}
return nil
}
func (a *textureAtlas) resize(ctx driver.Device, size image.Point) error {
a.Release()
img, err := ctx.NewTexture(a.format, size.X, size.Y,
driver.FilterNearest,
driver.FilterNearest,
a.bindings)
if err != nil {
return err
}
fbo, err := ctx.NewFramebuffer(img)
if err != nil {
img.Release()
return err
}
a.fbo = fbo
a.image = img
a.size = size
return nil
}
func (a *textureAtlas) ensureCPUImage(useCPU bool) {
if !useCPU || a.hasCPU {
return
}
a.hasCPU = true
a.cpuImage = cpu.NewImageRGBA(a.size.X, a.size.Y)
}
func (g *compute) Release() {
if g.useCPU {
g.dispatcher.Stop()
}
type resource interface {
Release()
}
res := []resource{
g.output.nullMaterials,
&g.programs.elements,
&g.programs.tileAlloc,
&g.programs.pathCoarse,
&g.programs.backdrop,
&g.programs.binning,
&g.programs.coarse,
&g.programs.kernel4,
g.output.blitPipeline,
&g.output.buffer,
g.output.uniBuf,
&g.buffers.scene,
&g.buffers.state,
&g.buffers.memory,
&g.buffers.config,
g.materials.pipeline,
&g.materials.buffer,
g.materials.vert.buf,
g.materials.frag.buf,
g.timers.t,
}
for _, r := range res {
if r != nil {
r.Release()
}
}
for _, a := range g.atlases {
a.Release()
}
g.ctx.Release()
*g = compute{}
}
func (a *textureAtlas) Release() {
if a.fbo != nil {
a.fbo.Release()
a.fbo = nil
}
if a.image != nil {
a.image.Release()
a.image = nil
}
a.cpuImage.Free()
a.hasCPU = false
}
func (g *compute) bindBuffers() {
g.bindStorageBuffers(g.programs.elements, g.buffers.memory, g.buffers.config, g.buffers.scene, g.buffers.state)
g.bindStorageBuffers(g.programs.tileAlloc, g.buffers.memory, g.buffers.config)
g.bindStorageBuffers(g.programs.pathCoarse, g.buffers.memory, g.buffers.config)
g.bindStorageBuffers(g.programs.backdrop, g.buffers.memory, g.buffers.config)
g.bindStorageBuffers(g.programs.binning, g.buffers.memory, g.buffers.config)
g.bindStorageBuffers(g.programs.coarse, g.buffers.memory, g.buffers.config)
g.bindStorageBuffers(g.programs.kernel4, g.buffers.memory, g.buffers.config)
}
func (p *computeProgram) Release() {
if p.prog != nil {
p.prog.Release()
}
*p = computeProgram{}
}
func (b *sizedBuffer) Release() {
if b.buffer != nil {
b.buffer.Release()
}
b.cpuBuf.Free()
*b = sizedBuffer{}
}
func (b *sizedBuffer) ensureCapacity(useCPU bool, ctx driver.Device, binding driver.BufferBinding, size int) error {
if b.size >= size {
return nil
}
if b.buffer != nil {
b.Release()
}
b.cpuBuf.Free()
if !useCPU {
buf, err := ctx.NewBuffer(binding, size)
if err != nil {
return err
}
b.buffer = buf
} else {
b.cpuBuf = cpu.NewBuffer(size)
}
b.size = size
return nil
}
func (b *sizedBuffer) download(data []byte) error {
if b.buffer != nil {
return b.buffer.Download(data)
} else {
copy(data, b.cpuBuf.Data())
return nil
}
}
func (b *sizedBuffer) upload(data []byte) {
if b.buffer != nil {
b.buffer.Upload(data)
} else {
copy(b.cpuBuf.Data(), data)
}
}
func (g *compute) bindStorageBuffers(prog computeProgram, buffers ...sizedBuffer) {
for i, buf := range buffers {
if !g.useCPU {
g.ctx.BindStorageBuffer(i, buf.buffer)
} else {
*prog.buffers[i] = buf.cpuBuf
}
}
}
var bo = binary.LittleEndian
func (e *encoder) reset() {
e.scene = e.scene[:0]
e.npath = 0
e.npathseg = 0
e.ntrans = 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
e.ntrans += e2.ntrans
}
func (e *encoder) transform(m f32.Affine2D) {
e.scene = append(e.scene, scene.Transform(m))
e.ntrans++
}
func (e *encoder) lineWidth(width float32) {
e.scene = append(e.scene, scene.SetLineWidth(width))
}
func (e *encoder) fillMode(mode scene.FillMode) {
e.scene = append(e.scene, scene.SetFillMode(mode))
}
func (e *encoder) beginClip(bbox f32.Rectangle) {
e.scene = append(e.scene, scene.BeginClip(bbox))
e.npath++
}
func (e *encoder) endClip(bbox f32.Rectangle) {
e.scene = append(e.scene, scene.EndClip(bbox))
e.npath++
}
func (e *encoder) rect(r f32.Rectangle) {
// 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)
e.line(c1, c2)
e.line(c2, c3)
e.line(c3, c0)
}
func (e *encoder) fillColor(col color.RGBA) {
e.scene = append(e.scene, scene.FillColor(col))
e.npath++
}
func (e *encoder) fillImage(index int, offset image.Point) {
e.scene = append(e.scene, scene.FillImage(index, offset))
e.npath++
}
func (e *encoder) line(start, end f32.Point) {
e.scene = append(e.scene, scene.Line(start, end))
e.npathseg++
}
func (e *encoder) quad(start, ctrl, end f32.Point) {
e.scene = append(e.scene, scene.Quad(start, ctrl, end))
e.npathseg++
}
func (c *collector) reset() {
c.prevFrame, c.frame = c.frame, c.prevFrame
c.profile = false
c.clipStates = c.clipStates[:0]
c.frame.reset()
}
func (c *opsCollector) reset() {
c.paths = c.paths[:0]
c.clipCmds = c.clipCmds[:0]
c.ops = c.ops[:0]
c.layers = c.layers[:0]
}
func (c *collector) addClip(state *encoderState, viewport, bounds f32.Rectangle, path []byte, key ops.Key, hash uint64, stroke clip.StrokeStyle) {
// Rectangle clip regions.
if len(path) == 0 {
// If the rectangular clip region contains a previous path it can be discarded.
p := state.clip
t := state.relTrans.Invert()
for p != nil {
// rect is the parent bounds transformed relative to the rectangle.
rect := transformBounds(t, p.bounds)
if rect.In(bounds) {
return
}
t = p.relTrans.Invert().Mul(t)
p = p.parent
}
}
absBounds := transformBounds(state.t, bounds).Bounds()
c.clipStates = append(c.clipStates, clipState{
parent: state.clip,
absBounds: absBounds,
path: path,
pathKey: key,
clipKey: clipKey{
bounds: bounds,
relTrans: state.relTrans,
stroke: stroke,
pathHash: hash,
},
})
state.intersect = state.intersect.Intersect(absBounds)
state.clip = &c.clipStates[len(c.clipStates)-1]
state.relTrans = f32.Affine2D{}
}
func (c *collector) collect(root *op.Ops, viewport image.Point, texOps *[]textureOp) {
fview := f32.Rectangle{Max: layout.FPt(viewport)}
c.reader.Reset(root)
state := encoderState{
intersect: fview,
paintKey: paintKey{
color: color.NRGBA{A: 0xff},
},
}
r := &c.reader
var (
pathData struct {
data []byte
key ops.Key
hash uint64
}
str clip.StrokeStyle
)
c.save(opconst.InitialStateID, state)
c.addClip(&state, fview, fview, nil, ops.Key{}, 0, clip.StrokeStyle{})
for encOp, ok := r.Decode(); ok; encOp, ok = r.Decode() {
switch opconst.OpType(encOp.Data[0]) {
case opconst.TypeProfile:
c.profile = true
case opconst.TypeTransform:
dop := ops.DecodeTransform(encOp.Data)
state.t = state.t.Mul(dop)
state.relTrans = state.relTrans.Mul(dop)
case opconst.TypeStroke:
str = decodeStrokeOp(encOp.Data)
case opconst.TypePath:
hash := bo.Uint64(encOp.Data[1:])
encOp, ok = r.Decode()
if !ok {
panic("unexpected end of path operation")
}
pathData.data = encOp.Data[opconst.TypeAuxLen:]
pathData.key = encOp.Key
pathData.hash = hash
case opconst.TypeClip:
var op clipOp
op.decode(encOp.Data)
c.addClip(&state, fview, op.bounds, pathData.data, pathData.key, pathData.hash, str)
pathData.data = nil
str = clip.StrokeStyle{}
case opconst.TypeColor:
state.matType = materialColor
state.color = decodeColorOp(encOp.Data)
case opconst.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 opconst.TypeImage:
state.matType = materialTexture
state.image = decodeImageOp(encOp.Data, encOp.Refs)
case opconst.TypePaint:
paintState := state
if paintState.matType == materialTexture {
// Clip to the bounds of the image, to hide other images in the atlas.
bounds := paintState.image.src.Bounds()
c.addClip(&paintState, fview, layout.FRect(bounds), nil, ops.Key{}, 0, clip.StrokeStyle{})
}
if paintState.intersect.Empty() {
break
}
// If the paint is a uniform opaque color that takes up the whole
// screen, it covers all previous paints and we can discard all
// rendering commands recorded so far.
if paintState.clip == nil && paintState.matType == materialColor && paintState.color.A == 255 {
c.clearColor = f32color.LinearFromSRGB(paintState.color).Opaque()
c.clear = true
c.frame.reset()
break
}
// Flatten clip stack.
p := paintState.clip
startIdx := len(c.frame.clipCmds)
for p != nil {
idx := len(c.frame.paths)
c.frame.paths = append(c.frame.paths, make([]byte, len(p.path))...)
path := c.frame.paths[idx:]
copy(path, p.path)
c.frame.clipCmds = append(c.frame.clipCmds, clipCmd{
state: p.clipKey,
path: path,
pathKey: p.pathKey,
absBounds: p.absBounds,
})
p = p.parent
}
clipStack := c.frame.clipCmds[startIdx:]
c.frame.ops = append(c.frame.ops, paintOp{
clipStack: clipStack,
state: paintState.paintKey,
intersect: paintState.intersect,
})
case opconst.TypeSave:
id := ops.DecodeSave(encOp.Data)
c.save(id, state)
case opconst.TypeLoad:
id, mask := ops.DecodeLoad(encOp.Data)
s := c.states[id]
if mask&opconst.TransformState != 0 {
state.t = s.t
}
if mask&^opconst.TransformState != 0 {
state = s
}
}
}
for i := range c.frame.ops {
op := &c.frame.ops[i]
// For each clip, cull rectangular clip regions that contain its
// (transformed) bounds. addClip already handled the converse case.
// TODO: do better than O(n²) to efficiently deal with deep stacks.
for j := 0; j < len(op.clipStack)-1; j++ {
cl := op.clipStack[j]
p := cl.state
r := transformBounds(p.relTrans, p.bounds)
for k := j + 1; k < len(op.clipStack); k++ {
cl2 := op.clipStack[k]
p2 := cl2.state
if len(cl2.path) == 0 && r.In(cl2.state.bounds) {
op.clipStack = append(op.clipStack[:k], op.clipStack[k+1:]...)
k--
op.clipStack[k].state.relTrans = p2.relTrans.Mul(op.clipStack[k].state.relTrans)
}
r = transformRect(p2.relTrans, r)
}
}
// Separate the integer offset from the first transform. Two ops that differ
// only in integer offsets may share backing storage.
if len(op.clipStack) > 0 {
c := &op.clipStack[len(op.clipStack)-1]
t := c.state.relTrans
t, off := separateTransform(t)
c.state.relTrans = t
op.offset = off
op.state.t = op.state.t.Offset(layout.FPt(off.Mul(-1)))
}
op.hash = c.hashOp(*op)
op.texOpIdx = -1
switch op.state.matType {
case materialTexture:
op.texOpIdx = len(*texOps)
// Separate integer offset from transformation. TextureOps that have identical transforms
// except for their integer offsets can share a transformed image.
t := op.state.t.Offset(layout.FPt(op.offset))
t, off := separateTransform(t)
bounds := boundRectF(op.intersect).Sub(off)
*texOps = append(*texOps, textureOp{
img: op.state.image,
off: off,
key: textureKey{
bounds: bounds,
transform: t,
handle: op.state.image.handle,
},
})
}
}
}
func (c *collector) hashOp(op paintOp) uint64 {
c.hasher.Reset()
for _, cl := range op.clipStack {
k := cl.state
keyBytes := (*[unsafe.Sizeof(k)]byte)(unsafe.Pointer(unsafe.Pointer(&k)))
c.hasher.Write(keyBytes[:])
}
k := op.state
keyBytes := (*[unsafe.Sizeof(k)]byte)(unsafe.Pointer(unsafe.Pointer(&k)))
c.hasher.Write(keyBytes[:])
return c.hasher.Sum64()
}
func (g *compute) layer(viewport image.Point, texOps []textureOp) {
// Sort ops from previous frames by hash.
c := &g.collector
prevOps := c.prevFrame.ops
c.order = c.order[:0]
for i, op := range prevOps {
c.order = append(c.order, hashIndex{
index: i,
hash: op.hash,
})
}
sort.Slice(c.order, func(i, j int) bool {
return c.order[i].hash < c.order[j].hash
})
// Split layers with different materials atlas; the compute stage has only
// one materials slot.
splitLayer := func(ops []paintOp, prevLayerIdx int) {
for len(ops) > 0 {
var materials *textureAtlas
idx := 0
for idx < len(ops) {
if i := ops[idx].texOpIdx; i != -1 {
omats := texOps[i].matAlloc.alloc.atlas
if materials != nil && omats != nil && omats != materials {
break
}
materials = omats
}
idx++
}
l := layer{ops: ops[:idx], materials: materials}
if prevLayerIdx != -1 {
prev := c.prevFrame.layers[prevLayerIdx]
if !prev.alloc.dead && len(prev.ops) == len(l.ops) {
l.alloc = prev.alloc
l.materials = prev.materials
g.touchAlloc(l.alloc)
}
}
for i, op := range l.ops {
l.rect = l.rect.Union(boundRectF(op.intersect))
l.ops[i].layer = len(c.frame.layers)
}
c.frame.layers = append(c.frame.layers, l)
ops = ops[idx:]
}
}
ops := c.frame.ops
idx := 0
for idx < len(ops) {
op := ops[idx]
// Search for longest matching op sequence.
// start is the earliest index of a match.
start := searchOp(c.order, op.hash)
layerOps, prevLayerIdx := longestLayer(prevOps, c.order[start:], ops[idx:])
if len(layerOps) == 0 {
idx++
continue
}
if unmatched := ops[:idx]; len(unmatched) > 0 {
// Flush layer of unmatched ops.
splitLayer(unmatched, -1)
ops = ops[idx:]
idx = 0
}
splitLayer(layerOps, prevLayerIdx)
ops = ops[len(layerOps):]
}
if len(ops) > 0 {
splitLayer(ops, -1)
}
}
func longestLayer(prev []paintOp, order []hashIndex, ops []paintOp) ([]paintOp, int) {
longest := 0
longestIdx := -1
outer:
for len(order) > 0 {
first := order[0]
order = order[1:]
match := prev[first.index:]
// Potential match found. Now find longest matching sequence.
end := 0
layer := match[0].layer
off := match[0].offset.Sub(ops[0].offset)
for end < len(match) && end < len(ops) {
m := match[end]
o := ops[end]
// End layers on previous match.
if m.layer != layer {
break
}
// End layer when the next op doesn't match.
if m.hash != o.hash {
if end == 0 {
// Hashes are sorted so if the first op doesn't match, no
// more matches are possible.
break outer
}
break
}
if !opEqual(off, m, o) {
break
}
end++
}
if end > longest {
longest = end
longestIdx = layer
}
}
return ops[:longest], longestIdx
}
func searchOp(order []hashIndex, hash uint64) int {
lo, hi := 0, len(order)
for lo < hi {
mid := (lo + hi) / 2
if order[mid].hash < hash {
lo = mid + 1
} else {
hi = mid
}
}
return lo
}
func opEqual(off image.Point, o1 paintOp, o2 paintOp) bool {
if len(o1.clipStack) != len(o2.clipStack) {
return false
}
if o1.state != o2.state {
return false
}
if o1.offset.Sub(o2.offset) != off {
return false
}
for i, cl1 := range o1.clipStack {
cl2 := o2.clipStack[i]
if len(cl1.path) != len(cl2.path) {
return false
}
if cl1.state != cl2.state {
return false
}
if cl1.pathKey != cl2.pathKey && !bytes.Equal(cl1.path, cl2.path) {
return false
}
}
return true
}
func encodeLayer(l layer, pos image.Point, viewport image.Point, enc *encoder, texOps []textureOp) {
off := pos.Sub(l.rect.Min)
offf := layout.FPt(off)
enc.transform(f32.Affine2D{}.Offset(offf))
for _, op := range l.ops {
encodeOp(viewport, off, enc, texOps, op)
}
enc.transform(f32.Affine2D{}.Offset(offf.Mul(-1)))
}
func encodeOp(viewport image.Point, absOff image.Point, enc *encoder, texOps []textureOp, op paintOp) {
// Fill in clip bounds, which the shaders expect to be the union
// of all affected bounds.
var union f32.Rectangle
for i, cl := range op.clipStack {
union = union.Union(cl.absBounds)
op.clipStack[i].union = union
}
absOfff := layout.FPt(absOff)
fillMode := scene.FillModeNonzero
opOff := layout.FPt(op.offset)
inv := f32.Affine2D{}.Offset(opOff)
enc.transform(inv)
for i := len(op.clipStack) - 1; i >= 0; i-- {
cl := op.clipStack[i]
if str := cl.state.stroke; str.Width > 0 {
enc.fillMode(scene.FillModeStroke)
enc.lineWidth(str.Width)
fillMode = scene.FillModeStroke
} else if fillMode != scene.FillModeNonzero {
enc.fillMode(scene.FillModeNonzero)
fillMode = scene.FillModeNonzero
}
enc.transform(cl.state.relTrans)
inv = inv.Mul(cl.state.relTrans)
if len(cl.path) == 0 {
enc.rect(cl.state.bounds)
} else {
enc.encodePath(cl.path)
}
if i != 0 {
enc.beginClip(cl.union.Add(absOfff))
}
}
if len(op.clipStack) == 0 {
// No clipping; fill the entire view.
enc.rect(f32.Rectangle{Max: layout.FPt(viewport)})
}
switch op.state.matType {
case materialTexture:
texOp := texOps[op.texOpIdx]
off := texOp.matAlloc.alloc.rect.Min.Add(texOp.matAlloc.offset).Sub(texOp.off).Sub(absOff)
enc.fillImage(0, off)
case materialColor:
enc.fillColor(f32color.NRGBAToRGBA(op.state.color))
case materialLinearGradient:
// TODO: implement.
enc.fillColor(f32color.NRGBAToRGBA(op.state.color1))
default:
panic("not implemented")
}
enc.transform(inv.Invert())
// Pop the clip stack, except the first entry used for fill.
for i := 1; i < len(op.clipStack); i++ {
cl := op.clipStack[i]
enc.endClip(cl.union.Add(absOfff))
}
if fillMode != scene.FillModeNonzero {
enc.fillMode(scene.FillModeNonzero)
}
}
func (c *collector) save(id int, state encoderState) {
if extra := id - len(c.states) + 1; extra > 0 {
c.states = append(c.states, make([]encoderState, extra)...)
}
c.states[id] = state
}
func transformBounds(t f32.Affine2D, bounds f32.Rectangle) rectangle {
return rectangle{
t.Transform(bounds.Min), t.Transform(f32.Pt(bounds.Max.X, bounds.Min.Y)),
t.Transform(bounds.Max), t.Transform(f32.Pt(bounds.Min.X, bounds.Max.Y)),
}
}
func separateTransform(t f32.Affine2D) (f32.Affine2D, image.Point) {
sx, hx, ox, hy, sy, oy := t.Elems()
intx, fracx := math.Modf(float64(ox))
inty, fracy := math.Modf(float64(oy))
t = f32.NewAffine2D(sx, hx, float32(fracx), hy, sy, float32(fracy))
return t, image.Pt(int(intx), int(inty))
}
func transformRect(t f32.Affine2D, r rectangle) rectangle {
var tr rectangle
for i, c := range r {
tr[i] = t.Transform(c)
}
return tr
}
func (r rectangle) In(b f32.Rectangle) bool {
for _, c := range r {
inside := b.Min.X <= c.X && c.X <= b.Max.X &&
b.Min.Y <= c.Y && c.Y <= b.Max.Y
if !inside {
return false
}
}
return true
}
func (r rectangle) Contains(b f32.Rectangle) bool {
return true
}
func (r rectangle) Bounds() f32.Rectangle {
bounds := f32.Rectangle{
Min: f32.Pt(math.MaxFloat32, math.MaxFloat32),
Max: f32.Pt(-math.MaxFloat32, -math.MaxFloat32),
}
for _, c := range r {
if c.X < bounds.Min.X {
bounds.Min.X = c.X
}
if c.Y < bounds.Min.Y {
bounds.Min.Y = c.Y
}
if c.X > bounds.Max.X {
bounds.Max.X = c.X
}
if c.Y > bounds.Max.Y {
bounds.Max.Y = c.Y
}
}
return bounds
}