Files
gio/gpu/compute.go
T
Elias Naur 5197f637a7 gpu: [compute] compute and store clipping path hashes during construction
The hash of the clipping paths that affect drawing operations are computed
and used to quickly determine that two operations are not equal, the
most likely outcome of a comparison.

However, for paths that are constructed once and cached computing the
hash at every frame is wasteful. This is especially true for text, which
is both cached and also among the largest paths in a frame.

This change moves the hashing to op/clip.Path construction time, and
stores the hash in the ops list so it won't be re-computed at every use.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-07-27 14:34:18 +02:00

1807 lines
46 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"
"sort"
"time"
"unsafe"
"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"
)
type compute struct {
ctx driver.Device
collector collector
enc encoder
texOps []textureOp
viewport image.Point
maxTextureDim int
programs struct {
elements driver.Program
tileAlloc driver.Program
pathCoarse driver.Program
backdrop driver.Program
binning driver.Program
coarse driver.Program
kernel4 driver.Program
}
buffers struct {
config driver.Buffer
scene sizedBuffer
state sizedBuffer
memory sizedBuffer
}
output struct {
blitProg driver.Program
layout driver.InputLayout
buffer sizedBuffer
uniforms *copyUniforms
uniBuf driver.Buffer
layerVertices []layerVertex
layerAtlases []*layerAtlas
packer packer
}
// images contains ImageOp images packed into a texture atlas.
images struct {
packer packer
// positions maps imageOpData.handles to positions inside tex.
positions map[interface{}]image.Point
tex driver.Texture
}
// 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 {
// offsets maps texture ops to the offsets to put in their FillImage commands.
offsets map[textureKey]image.Point
prog driver.Program
layout driver.InputLayout
packer packer
tex driver.Texture
fbo driver.Framebuffer
quads []materialVertex
buffer sizedBuffer
uniforms *materialUniforms
uniBuf driver.Buffer
}
timers struct {
profile string
t *timers
compact *timer
render *timer
blit *timer
}
// The following fields hold scratch space to avoid garbage.
zeroSlice []byte
memHeader *memoryHeader
conf *config
}
type layer struct {
rect image.Rectangle
place layerPlace
newPlace layerPlace
ops []paintOp
}
type layerPlace struct {
atlas *layerAtlas
pos image.Point
}
type layerAtlas struct {
// image is the layer atlas texture. Note that it is in RGBA format,
// but contains data in sRGB. See blitLayers for more detail.
image driver.Texture
fbo driver.Framebuffer
size image.Point
layers int
}
type copyUniforms struct {
scale [2]float32
pos [2]float32
uvScale [2]float32
_ [8]byte // Pad to 16 bytes.
}
type materialUniforms struct {
scale [2]float32
pos [2]float32
}
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
}
// 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
}
// textureOp represents an paintOp that requires texture space.
type textureOp struct {
// sceneIdx is the index in the scene that contains the fill image command
// that corresponds to the operation.
sceneIdx int
img imageOpData
key textureKey
// offset is the integer offset, separated from key.transform to increase cache hit rate.
off image.Point
// pos is the position of the untransformed image in the images texture.
pos image.Point
}
type encoder struct {
scene []scene.Command
npath int
npathseg int
ntrans int
}
type encodeState struct {
trans f32.Affine2D
clip f32.Rectangle
}
type sizedBuffer struct {
size int
buffer driver.Buffer
}
// 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
// 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) {
maxDim := ctx.Caps().MaxTextureSize
// Large atlas textures cause artifacts due to precision loss in
// shaders.
if cap := 8192; maxDim > cap {
maxDim = cap
}
g := &compute{
ctx: ctx,
maxTextureDim: maxDim,
conf: new(config),
memHeader: new(memoryHeader),
}
// Large enough for reasonable fill sizes, yet still spannable by the compute programs.
g.output.packer.maxDim = 4096
blitProg, err := ctx.NewProgram(shader_copy_vert, shader_copy_frag)
if err != nil {
g.Release()
return nil, err
}
g.output.blitProg = blitProg
progLayout, err := ctx.NewInputLayout(shader_copy_vert, []driver.InputDesc{
{Type: driver.DataTypeFloat, Size: 2, Offset: 0},
{Type: driver.DataTypeFloat, Size: 2, Offset: 4 * 2},
})
if err != nil {
g.Release()
return nil, err
}
g.output.layout = progLayout
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
g.output.blitProg.SetVertexUniforms(buf)
materialProg, err := ctx.NewProgram(shader_material_vert, shader_material_frag)
if err != nil {
g.Release()
return nil, err
}
g.materials.prog = materialProg
progLayout, err = ctx.NewInputLayout(shader_material_vert, []driver.InputDesc{
{Type: driver.DataTypeFloat, Size: 2, Offset: 0},
{Type: driver.DataTypeFloat, Size: 2, Offset: 4 * 2},
})
if err != nil {
g.Release()
return nil, err
}
g.materials.layout = progLayout
g.materials.uniforms = new(materialUniforms)
buf, err = ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(*g.materials.uniforms)))
if err != nil {
g.Release()
return nil, err
}
g.materials.uniBuf = buf
g.materials.prog.SetVertexUniforms(buf)
buf, err = ctx.NewBuffer(driver.BufferBindingShaderStorage, int(unsafe.Sizeof(config{})))
if err != nil {
g.Release()
return nil, err
}
g.buffers.config = buf
shaders := []struct {
prog *driver.Program
src driver.ShaderSources
}{
{&g.programs.elements, shader_elements_comp},
{&g.programs.tileAlloc, shader_tile_alloc_comp},
{&g.programs.pathCoarse, shader_path_coarse_comp},
{&g.programs.backdrop, shader_backdrop_comp},
{&g.programs.binning, shader_binning_comp},
{&g.programs.coarse, shader_coarse_comp},
{&g.programs.kernel4, shader_kernel4_comp},
}
for _, shader := range shaders {
p, err := ctx.NewComputeProgram(shader.src)
if err != nil {
g.Release()
return nil, err
}
*shader.prog = p
}
return g, nil
}
func (g *compute) Collect(viewport image.Point, ops *op.Ops) {
g.viewport = viewport
g.collector.reset()
for i := range g.output.layerAtlases {
g.output.layerAtlases[i].layers = 0
}
g.collector.collect(ops, viewport)
g.collector.layer(viewport)
}
func (g *compute) Clear(col color.NRGBA) {
g.collector.clear = true
g.collector.clearColor = f32color.LinearFromSRGB(col)
}
func (g *compute) Frame() error {
viewport := g.viewport
defFBO := g.ctx.BeginFrame(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()
}
g.ctx.BindFramebuffer(defFBO)
if g.collector.clear {
g.collector.clear = false
g.ctx.Clear(g.collector.clearColor.Float32())
}
t.compact.begin()
if err := g.compactLayers(); err != nil {
return err
}
t.compact.end()
t.render.begin()
if err := g.renderLayers(viewport); err != nil {
return err
}
t.render.end()
g.ctx.BindFramebuffer(defFBO)
t.blit.begin()
g.blitLayers(viewport)
t.blit.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.output.layerAtlases {
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) compactLayers() error {
layers := g.collector.frame.layers
for len(layers) > 0 {
var atlas *layerAtlas
addedLayers := false
end := 0
for end < len(layers) {
l := &layers[end]
if l.place.atlas == nil {
end++
continue
}
l.newPlace = l.place
if atlas == nil {
atlas = g.newAtlas()
g.output.packer.clear()
g.output.packer.newPage()
}
size := l.rect.Size()
place, fits := g.output.packer.tryAdd(size.Add(image.Pt(1, 1)))
if !fits {
if !addedLayers {
panic(fmt.Errorf("compute: internal error: empty atlas no longer fits layer (layer: %v)", size))
}
break
}
addedLayers = true
l.newPlace = layerPlace{
atlas: atlas,
pos: place.Pos,
}
atlas.layers++
end++
}
if !addedLayers {
layers = layers[end:]
continue
}
outputSize := g.output.packer.sizes[0]
atlas.ensureSize(g.ctx, outputSize)
for i, l := range layers[:end] {
if l.newPlace == l.place {
continue
}
src := l.place.atlas.fbo
dst := atlas.fbo
sz := l.rect.Size()
sr := image.Rectangle{Min: l.place.pos, Max: l.place.pos.Add(sz)}
dr := image.Rectangle{Min: l.newPlace.pos, Max: l.newPlace.pos.Add(sz)}
g.ctx.BlitFramebuffer(dst, src, sr, dr)
l.place.atlas.layers--
if l.place.atlas.layers == 0 {
l.place.atlas.fbo.Invalidate()
}
layers[i].place = l.newPlace
}
layers = layers[end:]
}
return nil
}
func (g *compute) renderLayers(viewport image.Point) error {
layers := g.collector.frame.layers
for len(layers) > 0 {
var atlas *layerAtlas
addedLayers := false
for len(layers) > 0 {
l := &layers[0]
if a := l.place.atlas; a != nil {
a.layers++
layers = layers[1:]
continue
}
if atlas == nil {
atlas = g.newAtlas()
g.output.packer.clear()
g.output.packer.newPage()
g.enc.reset()
g.texOps = g.texOps[:0]
}
// Position onto atlas; pad to avoid overlap.
size := l.rect.Size()
place, fits := g.output.packer.tryAdd(size.Add(image.Pt(1, 1)))
if !fits {
if !addedLayers {
// The maximum compute output is either smaller than the window, or an operation
// in the layer wasn't clipped to the window.
panic(fmt.Errorf("compute: internal error: layer larger than maximum compute output (viewport: %v, layer: %v)", viewport, size))
}
break
}
addedLayers = true
l.place = layerPlace{
atlas: atlas,
pos: place.Pos,
}
atlas.layers++
encodeLayer(*l, place.Pos, viewport, &g.enc, &g.texOps)
layers = layers[1:]
}
if !addedLayers {
break
}
if err := g.uploadImages(); err != nil {
return err
}
if err := g.renderMaterials(); err != nil {
return err
}
outputSize := g.output.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 := atlas.ensureSize(g.ctx, image.Pt(w, h)); err != nil {
return err
}
if err := g.render(atlas.image, tileDims); err != nil {
return err
}
}
return nil
}
func (g *compute) newAtlas() *layerAtlas {
// Look for empty atlas to re-use.
for _, a := range g.output.layerAtlases {
if a.layers == 0 {
return a
}
}
a := new(layerAtlas)
g.output.layerAtlases = append(g.output.layerAtlases, a)
return a
}
func (g *compute) blitLayers(viewport image.Point) {
if len(g.collector.frame.layers) == 0 {
return
}
layers := g.collector.frame.layers
g.ctx.BlendFunc(driver.BlendFactorOne, driver.BlendFactorOneMinusSrcAlpha)
g.ctx.SetBlend(true)
defer g.ctx.SetBlend(false)
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
g.ctx.BindProgram(g.output.blitProg)
g.ctx.BindInputLayout(g.output.layout)
for len(layers) > 0 {
g.output.layerVertices = g.output.layerVertices[:0]
atlas := layers[0].place.atlas
for len(layers) > 0 {
l := layers[0]
if l.place.atlas != atlas {
break
}
placef := layout.FPt(l.place.pos)
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(g.ctx, driver.BufferBindingVertices, len(vertexData))
g.output.buffer.buffer.Upload(vertexData)
g.ctx.BindVertexBuffer(g.output.buffer.buffer, int(unsafe.Sizeof(g.output.layerVertices[0])), 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
m.quads = m.quads[:0]
resize := false
reclaimed := false
restart:
for {
for _, op := range g.texOps {
if off, exists := m.offsets[op.key]; exists {
g.enc.setFillImageOffset(op.sceneIdx, off.Sub(op.off))
continue
}
quad, bounds := g.materialQuad(op.key.transform, op.img, op.pos)
// A material is clipped to avoid drawing outside its bounds inside the atlas. However,
// imprecision in the clipping may cause a single pixel overflow. Be safe.
size := bounds.Size().Add(image.Pt(1, 1))
place, fits := m.packer.tryAdd(size)
if !fits {
m.offsets = nil
m.quads = m.quads[:0]
m.packer.clear()
if !reclaimed {
// Some images may no longer be in use, try again
// after clearing existing maps.
reclaimed = true
} else {
m.packer.maxDim += 256
resize = true
if m.packer.maxDim > g.maxTextureDim {
return errors.New("compute: no space left in material atlas")
}
}
m.packer.newPage()
continue restart
}
// Position quad to match place.
offset := place.Pos.Sub(bounds.Min)
offsetf := layout.FPt(offset)
for i := range quad {
quad[i].posX += offsetf.X
quad[i].posY += offsetf.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.offsets == nil {
m.offsets = make(map[textureKey]image.Point)
}
m.offsets[op.key] = offset
g.enc.setFillImageOffset(op.sceneIdx, offset.Sub(op.off))
}
break
}
if len(m.quads) == 0 {
return nil
}
texSize := m.packer.maxDim
if resize {
if m.fbo != nil {
m.fbo.Release()
m.fbo = nil
}
if m.tex != nil {
m.tex.Release()
m.tex = nil
}
handle, err := g.ctx.NewTexture(driver.TextureFormatRGBA8, texSize, texSize,
driver.FilterNearest, driver.FilterNearest,
driver.BufferBindingShaderStorage|driver.BufferBindingFramebuffer)
if err != nil {
return fmt.Errorf("compute: failed to create material atlas: %v", err)
}
fbo, err := g.ctx.NewFramebuffer(handle, 0)
if err != nil {
handle.Release()
return fmt.Errorf("compute: failed to create material framebuffer: %v", err)
}
m.tex = handle
m.fbo = fbo
}
// Transform to clip space: [-1, -1] - [1, 1].
g.materials.uniforms.scale = [2]float32{2 / float32(texSize), 2 / float32(texSize)}
g.materials.uniforms.pos = [2]float32{-1, -1}
g.materials.uniBuf.Upload(byteslice.Struct(g.materials.uniforms))
vertexData := byteslice.Slice(m.quads)
n := pow2Ceil(len(vertexData))
m.buffer.ensureCapacity(g.ctx, driver.BufferBindingVertices, n)
m.buffer.buffer.Upload(vertexData)
g.ctx.BindTexture(0, g.images.tex)
g.ctx.BindFramebuffer(m.fbo)
g.ctx.Viewport(0, 0, texSize, texSize)
if reclaimed {
g.ctx.Clear(0, 0, 0, 0)
}
g.ctx.BindProgram(m.prog)
g.ctx.BindVertexBuffer(m.buffer.buffer, int(unsafe.Sizeof(m.quads[0])), 0)
g.ctx.BindInputLayout(m.layout)
g.ctx.DrawArrays(driver.DrawModeTriangles, 0, len(m.quads))
return nil
}
func (g *compute) uploadImages() error {
// padding is the number of pixels added to the right and below
// images, to avoid atlas filtering artifacts.
const padding = 1
a := &g.images
var uploads map[interface{}]*image.RGBA
resize := false
reclaimed := false
restart:
for {
for i, op := range g.texOps {
if pos, exists := a.positions[op.img.handle]; exists {
g.texOps[i].pos = pos
continue
}
size := op.img.src.Bounds().Size().Add(image.Pt(padding, padding))
place, fits := a.packer.tryAdd(size)
if !fits {
a.positions = nil
uploads = nil
a.packer.clear()
if !reclaimed {
// Some images may no longer be in use, try again
// after clearing existing maps.
reclaimed = true
} else {
a.packer.maxDim += 256
resize = true
if a.packer.maxDim > g.maxTextureDim {
return errors.New("compute: no space left in image atlas")
}
}
a.packer.newPage()
continue restart
}
if a.positions == nil {
a.positions = make(map[interface{}]image.Point)
}
a.positions[op.img.handle] = place.Pos
g.texOps[i].pos = place.Pos
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), 0)
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), 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(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 (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(dst driver.Texture, 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)
}
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)...)
realloced := false
scene := byteslice.Slice(enc.scene)
if s := len(scene); s > g.buffers.scene.size {
realloced = true
paddedCap := s * 11 / 10
if err := g.buffers.scene.ensureCapacity(g.ctx, driver.BufferBindingShaderStorage, paddedCap); err != nil {
return err
}
}
g.buffers.scene.buffer.Upload(scene)
g.ctx.BindImageTexture(kernel4OutputUnit, dst, 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(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 {
realloced = true
paddedCap := clearSize * 11 / 10
if err := g.buffers.state.ensureCapacity(g.ctx, driver.BufferBindingShaderStorage, paddedCap); err != nil {
return err
}
}
g.buffers.config.Upload(byteslice.Struct(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, driver.BufferBindingShaderStorage, minSize); err != nil {
return err
}
}
for {
*g.memHeader = memoryHeader{
mem_offset: alloc,
}
g.buffers.memory.buffer.Upload(byteslice.Struct(g.memHeader))
g.buffers.state.buffer.Upload(g.zeros(clearSize))
if realloced {
realloced = false
g.bindBuffers()
}
g.ctx.MemoryBarrier()
g.ctx.BindProgram(g.programs.elements)
g.ctx.DispatchCompute(numPartitions, 1, 1)
g.ctx.MemoryBarrier()
g.ctx.BindProgram(g.programs.tileAlloc)
g.ctx.DispatchCompute((enc.npath+wgSize-1)/wgSize, 1, 1)
g.ctx.MemoryBarrier()
g.ctx.BindProgram(g.programs.pathCoarse)
g.ctx.DispatchCompute((enc.npathseg+31)/32, 1, 1)
g.ctx.MemoryBarrier()
g.ctx.BindProgram(g.programs.backdrop)
g.ctx.DispatchCompute((enc.npath+wgSize-1)/wgSize, 1, 1)
// No barrier needed between backdrop and binning.
g.ctx.BindProgram(g.programs.binning)
g.ctx.DispatchCompute((enc.npath+wgSize-1)/wgSize, 1, 1)
g.ctx.MemoryBarrier()
g.ctx.BindProgram(g.programs.coarse)
g.ctx.DispatchCompute(widthInBins, heightInBins, 1)
g.ctx.MemoryBarrier()
g.ctx.BindProgram(g.programs.kernel4)
g.ctx.DispatchCompute(tileDims.X, tileDims.Y, 1)
g.ctx.MemoryBarrier()
if err := g.buffers.memory.buffer.Download(byteslice.Struct(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, driver.BufferBindingShaderStorage, 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 (a *layerAtlas) ensureSize(ctx driver.Device, size image.Point) error {
if a.size.X >= size.X && a.size.Y >= size.Y {
return nil
}
size.X, size.Y = pow2Ceil(size.X), pow2Ceil(size.Y)
if a.fbo != nil {
a.fbo.Release()
a.fbo = nil
}
if a.image != nil {
a.image.Release()
a.image = nil
}
img, err := ctx.NewTexture(driver.TextureFormatRGBA8, size.X, size.Y,
driver.FilterNearest,
driver.FilterNearest,
driver.BufferBindingShaderStorage|driver.BufferBindingTexture|driver.BufferBindingFramebuffer)
if err != nil {
return err
}
fbo, err := ctx.NewFramebuffer(img, 0)
if err != nil {
img.Release()
return err
}
a.fbo = fbo
a.image = img
a.size = size
return nil
}
func (g *compute) Release() {
type resource interface {
Release()
}
res := []resource{
g.programs.elements,
g.programs.tileAlloc,
g.programs.pathCoarse,
g.programs.backdrop,
g.programs.binning,
g.programs.coarse,
g.programs.kernel4,
g.output.blitProg,
&g.output.buffer,
g.output.uniBuf,
&g.buffers.scene,
&g.buffers.state,
&g.buffers.memory,
g.buffers.config,
g.images.tex,
g.materials.layout,
g.materials.prog,
g.materials.fbo,
g.materials.tex,
&g.materials.buffer,
g.materials.uniBuf,
g.timers.t,
}
for _, r := range res {
if r != nil {
r.Release()
}
}
for _, a := range g.output.layerAtlases {
if a.fbo != nil {
a.fbo.Release()
}
if a.image != nil {
a.image.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, binding driver.BufferBinding, size int) error {
if b.size >= size {
return nil
}
if b.buffer != nil {
b.Release()
}
buf, err := ctx.NewBuffer(binding, 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
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) setFillImageOffset(index int, offset image.Point) {
if e.scene[index].Op() != scene.OpFillImage {
panic("invalid fill image command")
}
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) int {
idx := len(e.scene)
e.scene = append(e.scene, scene.FillImage(index))
e.npath++
return idx
}
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) {
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)
}
}
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 (c *collector) layer(viewport image.Point) {
// Sort ops from previous frames by hash.
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
})
addLayer := func(l layer) {
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)
if l.place.atlas != nil {
l.place.atlas.layers++
}
}
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, layerIdx := 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.
addLayer(layer{ops: unmatched})
ops = ops[idx:]
idx = 0
}
l := c.prevFrame.layers[layerIdx]
var place layerPlace
if len(l.ops) == len(layerOps) {
place = l.place
}
addLayer(layer{ops: layerOps, place: place})
ops = ops[len(layerOps):]
}
if len(ops) > 0 {
addLayer(layer{ops: ops})
}
}
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 on layer boundaries.
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, offf, enc, texOps, op)
}
enc.transform(f32.Affine2D{}.Offset(offf.Mul(-1)))
}
func encodeOp(viewport image.Point, absOff f32.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
}
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(absOff))
}
}
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:
// Add fill command. Its offset is resolved and filled in renderMaterials.
idx := enc.fillImage(0)
// 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(absOff.Add(opOff))
t, off := separateTransform(t)
*texOps = append(*texOps, textureOp{
sceneIdx: idx,
img: op.state.image,
off: off,
key: textureKey{
transform: t,
handle: op.state.image.handle,
},
})
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(absOff))
}
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
}