Files
gio/gpu/path.go
T
Elias Naur 744a962beb gpu: remove Backend.NilTexture
It serves no purpose other than paranoia. Perhaps buggy drivers exists that
require unused texture slots cleared before drawing to a texture, but if so the
workaround belongs in the GL backend.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:22 +01:00

368 lines
8.9 KiB
Go

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