mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 15:45:38 +00:00
9cdc8e6182
InputLayout is the abstraction for the mapping between vertex data and shader inputs. The mapping is implicit in OpenGL but explicit in Direct3D. Infer the attribute name location index using shader reflection data, and get rid of a parameter to NewProgram. Signed-off-by: Elias Naur <mail@eliasnaur.com>
942 lines
23 KiB
Go
942 lines
23 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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/*
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Package gpu implements the rendering of Gio drawing operations. It
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is used by package app and package app/headless and is otherwise not
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useful except for integrating with external window implementations.
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*/
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package gpu
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import (
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"encoding/binary"
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"fmt"
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"image"
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"image/color"
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"math"
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"time"
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"unsafe"
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"gioui.org/f32"
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"gioui.org/internal/opconst"
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"gioui.org/internal/ops"
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"gioui.org/internal/path"
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gunsafe "gioui.org/internal/unsafe"
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"gioui.org/op"
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"gioui.org/op/paint"
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)
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type GPU struct {
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pathCache *opCache
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cache *resourceCache
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profile string
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timers *timers
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frameStart time.Time
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zopsTimer, stencilTimer, coverTimer, cleanupTimer *timer
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drawOps drawOps
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ctx Backend
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renderer *renderer
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}
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type renderer struct {
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ctx Backend
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blitter *blitter
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pather *pather
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packer packer
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intersections packer
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}
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type drawOps struct {
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profile bool
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reader ops.Reader
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cache *resourceCache
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viewport image.Point
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clearColor [3]float32
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imageOps []imageOp
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// zimageOps are the rectangle clipped opaque images
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// that can use fast front-to-back rendering with z-test
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// and no blending.
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zimageOps []imageOp
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pathOps []*pathOp
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pathOpCache []pathOp
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}
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type drawState struct {
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clip f32.Rectangle
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t op.TransformOp
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cpath *pathOp
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rect bool
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z int
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matType materialType
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// Current paint.ImageOp
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image imageOpData
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// Current paint.ColorOp, if any.
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color color.RGBA
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}
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type pathOp struct {
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off f32.Point
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// clip is the union of all
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// later clip rectangles.
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clip image.Rectangle
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pathKey ops.Key
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path bool
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pathVerts []byte
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parent *pathOp
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place placement
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}
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type imageOp struct {
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z float32
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path *pathOp
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off f32.Point
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clip image.Rectangle
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material material
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clipType clipType
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place placement
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}
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type material struct {
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material materialType
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opaque bool
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// For materialTypeColor.
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color [4]float32
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// For materialTypeTexture.
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texture *texture
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uvScale f32.Point
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uvOffset f32.Point
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}
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// clipOp is the shadow of clip.Op.
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type clipOp struct {
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bounds f32.Rectangle
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}
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// imageOpData is the shadow of paint.ImageOp.
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type imageOpData struct {
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rect image.Rectangle
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src *image.RGBA
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handle interface{}
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}
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func (op *clipOp) decode(data []byte) {
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if opconst.OpType(data[0]) != opconst.TypeClip {
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panic("invalid op")
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}
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bo := binary.LittleEndian
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r := f32.Rectangle{
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Min: f32.Point{
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X: math.Float32frombits(bo.Uint32(data[1:])),
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Y: math.Float32frombits(bo.Uint32(data[5:])),
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},
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Max: f32.Point{
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X: math.Float32frombits(bo.Uint32(data[9:])),
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Y: math.Float32frombits(bo.Uint32(data[13:])),
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},
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}
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*op = clipOp{
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bounds: r,
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}
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}
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func decodeImageOp(data []byte, refs []interface{}) imageOpData {
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if opconst.OpType(data[0]) != opconst.TypeImage {
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panic("invalid op")
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}
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handle := refs[1]
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if handle == nil {
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return imageOpData{}
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}
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bo := binary.LittleEndian
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return imageOpData{
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rect: image.Rectangle{
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Min: image.Point{
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X: int(bo.Uint32(data[1:])),
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Y: int(bo.Uint32(data[5:])),
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},
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Max: image.Point{
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X: int(bo.Uint32(data[9:])),
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Y: int(bo.Uint32(data[13:])),
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},
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},
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src: refs[0].(*image.RGBA),
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handle: handle,
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}
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}
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func decodeColorOp(data []byte) color.RGBA {
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if opconst.OpType(data[0]) != opconst.TypeColor {
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panic("invalid op")
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}
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return color.RGBA{
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R: data[1],
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G: data[2],
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B: data[3],
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A: data[4],
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}
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}
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func decodePaintOp(data []byte) paint.PaintOp {
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bo := binary.LittleEndian
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if opconst.OpType(data[0]) != opconst.TypePaint {
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panic("invalid op")
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}
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r := f32.Rectangle{
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Min: f32.Point{
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X: math.Float32frombits(bo.Uint32(data[1:])),
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Y: math.Float32frombits(bo.Uint32(data[5:])),
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},
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Max: f32.Point{
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X: math.Float32frombits(bo.Uint32(data[9:])),
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Y: math.Float32frombits(bo.Uint32(data[13:])),
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},
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}
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return paint.PaintOp{
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Rect: r,
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}
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}
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type clipType uint8
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type resource interface {
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release()
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}
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type texture struct {
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src *image.RGBA
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tex Texture
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}
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type blitter struct {
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ctx Backend
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viewport image.Point
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prog [2]Program
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layout InputLayout
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vars [2]struct {
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z Uniform
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uScale, uOffset Uniform
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uUVScale, uUVOffset Uniform
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uColor Uniform
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}
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quadVerts Buffer
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}
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type materialType uint8
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const (
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clipTypeNone clipType = iota
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clipTypePath
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clipTypeIntersection
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)
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const (
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materialColor materialType = iota
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materialTexture
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)
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const (
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attribPos = 0
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attribUV = 1
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)
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func New(ctx Backend) (*GPU, error) {
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g := &GPU{
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pathCache: newOpCache(),
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cache: newResourceCache(),
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}
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if err := g.init(ctx); err != nil {
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return nil, err
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}
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return g, nil
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}
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func (g *GPU) init(ctx Backend) error {
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g.ctx = ctx
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g.renderer = newRenderer(ctx)
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return nil
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}
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func (g *GPU) Release() {
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g.renderer.release()
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g.pathCache.release()
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g.cache.release()
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if g.timers != nil {
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g.timers.release()
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}
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}
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func (g *GPU) Collect(viewport image.Point, frameOps *op.Ops) {
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g.renderer.blitter.viewport = viewport
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g.renderer.pather.viewport = viewport
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g.drawOps.reset(g.cache, viewport)
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g.drawOps.collect(g.cache, frameOps, viewport)
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g.frameStart = time.Now()
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if g.drawOps.profile && g.timers == nil && g.ctx.Caps().Features.Has(FeatureTimers) {
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g.timers = newTimers(g.ctx)
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g.zopsTimer = g.timers.newTimer()
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g.stencilTimer = g.timers.newTimer()
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g.coverTimer = g.timers.newTimer()
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g.cleanupTimer = g.timers.newTimer()
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}
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for _, p := range g.drawOps.pathOps {
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if _, exists := g.pathCache.get(p.pathKey); !exists {
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data := buildPath(g.ctx, p.pathVerts)
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g.pathCache.put(p.pathKey, data)
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}
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p.pathVerts = nil
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}
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}
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func (g *GPU) BeginFrame() {
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g.ctx.BeginFrame()
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defer g.ctx.EndFrame()
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viewport := g.renderer.blitter.viewport
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for _, img := range g.drawOps.imageOps {
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expandPathOp(img.path, img.clip)
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}
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if g.drawOps.profile {
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g.zopsTimer.begin()
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}
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g.ctx.DepthFunc(DepthFuncGreater)
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g.ctx.ClearColor(g.drawOps.clearColor[0], g.drawOps.clearColor[1], g.drawOps.clearColor[2], 1.0)
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g.ctx.ClearDepth(0.0)
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g.ctx.Clear(BufferAttachmentColor | BufferAttachmentDepth)
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g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
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g.renderer.drawZOps(g.drawOps.zimageOps)
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g.zopsTimer.end()
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g.stencilTimer.begin()
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g.ctx.SetBlend(true)
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g.renderer.packStencils(&g.drawOps.pathOps)
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g.renderer.stencilClips(g.pathCache, g.drawOps.pathOps)
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g.renderer.packIntersections(g.drawOps.imageOps)
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g.renderer.intersect(g.drawOps.imageOps)
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g.stencilTimer.end()
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g.coverTimer.begin()
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g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
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g.renderer.drawOps(g.drawOps.imageOps)
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g.ctx.SetBlend(false)
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g.renderer.pather.stenciler.invalidateFBO()
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g.coverTimer.end()
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}
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func (g *GPU) EndFrame() {
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g.cleanupTimer.begin()
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g.cache.frame()
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g.pathCache.frame()
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g.cleanupTimer.end()
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if g.drawOps.profile && g.timers.ready() {
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zt, st, covt, cleant := g.zopsTimer.Elapsed, g.stencilTimer.Elapsed, g.coverTimer.Elapsed, g.cleanupTimer.Elapsed
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ft := zt + st + covt + cleant
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q := 100 * time.Microsecond
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zt, st, covt = zt.Round(q), st.Round(q), covt.Round(q)
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frameDur := time.Since(g.frameStart).Round(q)
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ft = ft.Round(q)
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g.profile = fmt.Sprintf("draw:%7s gpu:%7s zt:%7s st:%7s cov:%7s", frameDur, ft, zt, st, covt)
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}
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}
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func (g *GPU) Profile() string {
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return g.profile
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}
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func (r *renderer) texHandle(t *texture) Texture {
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if t.tex != nil {
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return t.tex
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}
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t.tex = r.ctx.NewTexture(FilterLinear, FilterLinear)
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t.tex.Upload(t.src)
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return t.tex
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}
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func (t *texture) release() {
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if t.tex != nil {
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t.tex.Release()
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}
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}
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func newRenderer(ctx Backend) *renderer {
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r := &renderer{
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ctx: ctx,
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blitter: newBlitter(ctx),
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pather: newPather(ctx),
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}
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r.packer.maxDim = ctx.Caps().MaxTextureSize
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r.intersections.maxDim = r.packer.maxDim
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return r
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}
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func (r *renderer) release() {
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r.pather.release()
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r.blitter.release()
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}
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func newBlitter(ctx Backend) *blitter {
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prog, layout, err := createColorPrograms(ctx, shader_blit_vert, shader_blit_frag)
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if err != nil {
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panic(err)
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}
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quadVerts := ctx.NewBuffer(BufferTypeData,
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gunsafe.BytesView([]float32{
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-1, +1, 0, 0,
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+1, +1, 1, 0,
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-1, -1, 0, 1,
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+1, -1, 1, 1,
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}),
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)
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b := &blitter{
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ctx: ctx,
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prog: prog,
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layout: layout,
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quadVerts: quadVerts,
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}
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for i, prog := range prog {
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switch materialType(i) {
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case materialTexture:
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uTex := prog.UniformFor("tex")
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prog.Uniform1i(uTex, 0)
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b.vars[i].uUVScale = prog.UniformFor("uniforms.uvScale")
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b.vars[i].uUVOffset = prog.UniformFor("uniforms.uvOffset")
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case materialColor:
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b.vars[i].uColor = prog.UniformFor("color.color")
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}
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b.vars[i].z = prog.UniformFor("uniforms.z")
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b.vars[i].uScale = prog.UniformFor("uniforms.scale")
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b.vars[i].uOffset = prog.UniformFor("uniforms.offset")
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}
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return b
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}
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func (b *blitter) release() {
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b.quadVerts.Release()
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for _, p := range b.prog {
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p.Release()
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}
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b.layout.Release()
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}
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func createColorPrograms(ctx Backend, vsSrc ShaderSources, fsSrc [2]ShaderSources) ([2]Program, InputLayout, error) {
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var prog [2]Program
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var err error
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prog[materialTexture], err = ctx.NewProgram(vsSrc, fsSrc[materialTexture])
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if err != nil {
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return prog, nil, err
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}
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prog[materialColor], err = ctx.NewProgram(vsSrc, fsSrc[materialColor])
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if err != nil {
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prog[materialTexture].Release()
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return prog, nil, err
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}
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layout, err := ctx.NewInputLayout(vsSrc, []InputDesc{
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{Type: DataTypeFloat, Size: 2, Offset: 0},
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{Type: DataTypeFloat, Size: 2, Offset: 4 * 2},
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})
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if err != nil {
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prog[materialTexture].Release()
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prog[materialColor].Release()
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return prog, nil, err
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}
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return prog, layout, nil
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}
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func (r *renderer) stencilClips(pathCache *opCache, ops []*pathOp) {
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if len(r.packer.sizes) == 0 {
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return
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}
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fbo := -1
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r.pather.begin(r.packer.sizes)
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for _, p := range ops {
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if fbo != p.place.Idx {
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fbo = p.place.Idx
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f := r.pather.stenciler.cover(fbo)
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bindFramebuffer(f.fbo)
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r.ctx.Clear(BufferAttachmentColor)
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}
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data, _ := pathCache.get(p.pathKey)
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r.pather.stencilPath(p.clip, p.off, p.place.Pos, data.(*pathData))
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}
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r.pather.end()
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}
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func (r *renderer) intersect(ops []imageOp) {
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if len(r.intersections.sizes) == 0 {
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return
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}
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fbo := -1
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r.pather.stenciler.beginIntersect(r.intersections.sizes)
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r.blitter.quadVerts.BindVertex(4*4, 0)
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r.pather.stenciler.iprogLayout.Bind()
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for _, img := range ops {
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if img.clipType != clipTypeIntersection {
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continue
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}
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if fbo != img.place.Idx {
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fbo = img.place.Idx
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f := r.pather.stenciler.intersections.fbos[fbo]
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bindFramebuffer(f.fbo)
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r.ctx.Clear(BufferAttachmentColor)
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}
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r.ctx.Viewport(img.place.Pos.X, img.place.Pos.Y, img.clip.Dx(), img.clip.Dy())
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r.intersectPath(img.path, img.clip)
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}
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r.pather.stenciler.endIntersect()
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}
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func (r *renderer) intersectPath(p *pathOp, clip image.Rectangle) {
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if p.parent != nil {
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r.intersectPath(p.parent, clip)
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}
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if !p.path {
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return
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}
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o := p.place.Pos.Add(clip.Min).Sub(p.clip.Min)
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uv := image.Rectangle{
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Min: o,
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Max: o.Add(clip.Size()),
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}
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fbo := r.pather.stenciler.cover(p.place.Idx)
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fbo.tex.Bind(0)
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coverScale, coverOff := texSpaceTransform(toRectF(uv), fbo.size)
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r.pather.stenciler.iprog.Uniform2f(r.pather.stenciler.uIntersectUVScale, coverScale.X, coverScale.Y)
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r.pather.stenciler.iprog.Uniform2f(r.pather.stenciler.uIntersectUVOffset, coverOff.X, coverOff.Y)
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r.ctx.DrawArrays(DrawModeTriangleStrip, 0, 4)
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}
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|
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func (r *renderer) packIntersections(ops []imageOp) {
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r.intersections.clear()
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for i, img := range ops {
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var npaths int
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var onePath *pathOp
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for p := img.path; p != nil; p = p.parent {
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if p.path {
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onePath = p
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npaths++
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}
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}
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switch npaths {
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case 0:
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case 1:
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place := onePath.place
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place.Pos = place.Pos.Sub(onePath.clip.Min).Add(img.clip.Min)
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ops[i].place = place
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ops[i].clipType = clipTypePath
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default:
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sz := image.Point{X: img.clip.Dx(), Y: img.clip.Dy()}
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place, ok := r.intersections.add(sz)
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if !ok {
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panic("internal error: if the intersection fit, the intersection should fit as well")
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}
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ops[i].clipType = clipTypeIntersection
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ops[i].place = place
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}
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}
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}
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|
|
func (r *renderer) packStencils(pops *[]*pathOp) {
|
|
r.packer.clear()
|
|
ops := *pops
|
|
// Allocate atlas space for cover textures.
|
|
var i int
|
|
for i < len(ops) {
|
|
p := ops[i]
|
|
if p.clip.Empty() {
|
|
ops[i] = ops[len(ops)-1]
|
|
ops = ops[:len(ops)-1]
|
|
continue
|
|
}
|
|
sz := image.Point{X: p.clip.Dx(), Y: p.clip.Dy()}
|
|
place, ok := r.packer.add(sz)
|
|
if !ok {
|
|
// The clip area is at most the entire screen. Hopefully no
|
|
// screen is larger than GL_MAX_TEXTURE_SIZE.
|
|
panic(fmt.Errorf("clip area %v is larger than maximum texture size %dx%d", p.clip, r.packer.maxDim, r.packer.maxDim))
|
|
}
|
|
p.place = place
|
|
i++
|
|
}
|
|
*pops = ops
|
|
}
|
|
|
|
// intersects intersects clip and b where b is offset by off.
|
|
// ceilRect returns a bounding image.Rectangle for a f32.Rectangle.
|
|
func boundRectF(r f32.Rectangle) image.Rectangle {
|
|
return image.Rectangle{
|
|
Min: image.Point{
|
|
X: int(floor(r.Min.X)),
|
|
Y: int(floor(r.Min.Y)),
|
|
},
|
|
Max: image.Point{
|
|
X: int(ceil(r.Max.X)),
|
|
Y: int(ceil(r.Max.Y)),
|
|
},
|
|
}
|
|
}
|
|
|
|
func toRectF(r image.Rectangle) f32.Rectangle {
|
|
return f32.Rectangle{
|
|
Min: f32.Point{
|
|
X: float32(r.Min.X),
|
|
Y: float32(r.Min.Y),
|
|
},
|
|
Max: f32.Point{
|
|
X: float32(r.Max.X),
|
|
Y: float32(r.Max.Y),
|
|
},
|
|
}
|
|
}
|
|
|
|
func ceil(v float32) int {
|
|
return int(math.Ceil(float64(v)))
|
|
}
|
|
|
|
func floor(v float32) int {
|
|
return int(math.Floor(float64(v)))
|
|
}
|
|
|
|
func (d *drawOps) reset(cache *resourceCache, viewport image.Point) {
|
|
d.profile = false
|
|
d.clearColor = [3]float32{1.0, 1.0, 1.0}
|
|
d.cache = cache
|
|
d.viewport = viewport
|
|
d.imageOps = d.imageOps[:0]
|
|
d.zimageOps = d.zimageOps[:0]
|
|
d.pathOps = d.pathOps[:0]
|
|
d.pathOpCache = d.pathOpCache[:0]
|
|
}
|
|
|
|
func (d *drawOps) collect(cache *resourceCache, root *op.Ops, viewport image.Point) {
|
|
d.reset(cache, viewport)
|
|
clip := f32.Rectangle{
|
|
Max: f32.Point{X: float32(viewport.X), Y: float32(viewport.Y)},
|
|
}
|
|
d.reader.Reset(root)
|
|
state := drawState{
|
|
clip: clip,
|
|
rect: true,
|
|
color: color.RGBA{A: 0xff},
|
|
}
|
|
d.collectOps(&d.reader, state)
|
|
}
|
|
|
|
func (d *drawOps) newPathOp() *pathOp {
|
|
d.pathOpCache = append(d.pathOpCache, pathOp{})
|
|
return &d.pathOpCache[len(d.pathOpCache)-1]
|
|
}
|
|
|
|
func (d *drawOps) collectOps(r *ops.Reader, state drawState) int {
|
|
var aux []byte
|
|
var auxKey ops.Key
|
|
loop:
|
|
for encOp, ok := r.Decode(); ok; encOp, ok = r.Decode() {
|
|
switch opconst.OpType(encOp.Data[0]) {
|
|
case opconst.TypeProfile:
|
|
d.profile = true
|
|
case opconst.TypeTransform:
|
|
dop := ops.DecodeTransformOp(encOp.Data)
|
|
state.t = state.t.Multiply(op.TransformOp(dop))
|
|
case opconst.TypeAux:
|
|
aux = encOp.Data[opconst.TypeAuxLen:]
|
|
// The first data byte stores whether the MaxY
|
|
// fields have been initialized.
|
|
maxyFilled := aux[0] == 1
|
|
aux[0] = 1
|
|
aux = aux[1:]
|
|
if !maxyFilled {
|
|
fillMaxY(aux)
|
|
}
|
|
auxKey = encOp.Key
|
|
case opconst.TypeClip:
|
|
var op clipOp
|
|
op.decode(encOp.Data)
|
|
off := state.t.Transform(f32.Point{})
|
|
state.clip = state.clip.Intersect(op.bounds.Add(off))
|
|
if state.clip.Empty() {
|
|
continue
|
|
}
|
|
npath := d.newPathOp()
|
|
*npath = pathOp{
|
|
parent: state.cpath,
|
|
off: off,
|
|
}
|
|
state.cpath = npath
|
|
if len(aux) > 0 {
|
|
state.rect = false
|
|
state.cpath.pathKey = auxKey
|
|
state.cpath.path = true
|
|
state.cpath.pathVerts = aux
|
|
d.pathOps = append(d.pathOps, state.cpath)
|
|
}
|
|
aux = nil
|
|
auxKey = ops.Key{}
|
|
case opconst.TypeColor:
|
|
state.matType = materialColor
|
|
state.color = decodeColorOp(encOp.Data)
|
|
case opconst.TypeImage:
|
|
state.matType = materialTexture
|
|
state.image = decodeImageOp(encOp.Data, encOp.Refs)
|
|
case opconst.TypePaint:
|
|
op := decodePaintOp(encOp.Data)
|
|
off := state.t.Transform(f32.Point{})
|
|
clip := state.clip.Intersect(op.Rect.Add(off))
|
|
if clip.Empty() {
|
|
continue
|
|
}
|
|
bounds := boundRectF(clip)
|
|
mat := state.materialFor(d.cache, op.Rect, off, bounds)
|
|
if bounds.Min == (image.Point{}) && bounds.Max == d.viewport && state.rect && mat.opaque && mat.material == materialColor {
|
|
// The image is a uniform opaque color and takes up the whole screen.
|
|
// Scrap images up to and including this image and set clear color.
|
|
d.zimageOps = d.zimageOps[:0]
|
|
d.imageOps = d.imageOps[:0]
|
|
state.z = 0
|
|
copy(d.clearColor[:], mat.color[:3])
|
|
continue
|
|
}
|
|
state.z++
|
|
// Assume 16-bit depth buffer.
|
|
const zdepth = 1 << 16
|
|
// Convert z to window-space, assuming depth range [0;1].
|
|
zf := float32(state.z)*2/zdepth - 1.0
|
|
img := imageOp{
|
|
z: zf,
|
|
path: state.cpath,
|
|
off: off,
|
|
clip: bounds,
|
|
material: mat,
|
|
}
|
|
if state.rect && img.material.opaque {
|
|
d.zimageOps = append(d.zimageOps, img)
|
|
} else {
|
|
d.imageOps = append(d.imageOps, img)
|
|
}
|
|
case opconst.TypePush:
|
|
state.z = d.collectOps(r, state)
|
|
case opconst.TypePop:
|
|
break loop
|
|
}
|
|
}
|
|
return state.z
|
|
}
|
|
|
|
func expandPathOp(p *pathOp, clip image.Rectangle) {
|
|
for p != nil {
|
|
pclip := p.clip
|
|
if !pclip.Empty() {
|
|
clip = clip.Union(pclip)
|
|
}
|
|
p.clip = clip
|
|
p = p.parent
|
|
}
|
|
}
|
|
|
|
func (d *drawState) materialFor(cache *resourceCache, rect f32.Rectangle, off f32.Point, clip image.Rectangle) material {
|
|
var m material
|
|
switch d.matType {
|
|
case materialColor:
|
|
m.material = materialColor
|
|
m.color = gamma(d.color.RGBA())
|
|
m.opaque = m.color[3] == 1.0
|
|
case materialTexture:
|
|
m.material = materialTexture
|
|
dr := boundRectF(rect.Add(off))
|
|
sz := d.image.src.Bounds().Size()
|
|
sr := toRectF(d.image.rect)
|
|
if dx := float32(dr.Dx()); dx != 0 {
|
|
// Don't clip 1 px width sources.
|
|
if sdx := sr.Dx(); sdx > 1 {
|
|
sr.Min.X += (float32(clip.Min.X-dr.Min.X)*sdx + dx/2) / dx
|
|
sr.Max.X -= (float32(dr.Max.X-clip.Max.X)*sdx + dx/2) / dx
|
|
}
|
|
}
|
|
if dy := float32(dr.Dy()); dy != 0 {
|
|
// Don't clip 1 px height sources.
|
|
if sdy := sr.Dy(); sdy > 1 {
|
|
sr.Min.Y += (float32(clip.Min.Y-dr.Min.Y)*sdy + dy/2) / dy
|
|
sr.Max.Y -= (float32(dr.Max.Y-clip.Max.Y)*sdy + dy/2) / dy
|
|
}
|
|
}
|
|
tex, exists := cache.get(d.image.handle)
|
|
if !exists {
|
|
t := &texture{
|
|
src: d.image.src,
|
|
}
|
|
cache.put(d.image.handle, t)
|
|
tex = t
|
|
}
|
|
m.texture = tex.(*texture)
|
|
m.uvScale, m.uvOffset = texSpaceTransform(sr, sz)
|
|
}
|
|
return m
|
|
}
|
|
|
|
func (r *renderer) drawZOps(ops []imageOp) {
|
|
r.ctx.SetDepthTest(true)
|
|
r.blitter.quadVerts.BindVertex(4*4, 0)
|
|
r.blitter.layout.Bind()
|
|
// Render front to back.
|
|
for i := len(ops) - 1; i >= 0; i-- {
|
|
img := ops[i]
|
|
m := img.material
|
|
switch m.material {
|
|
case materialTexture:
|
|
r.texHandle(m.texture).Bind(0)
|
|
}
|
|
drc := img.clip
|
|
scale, off := clipSpaceTransform(drc, r.blitter.viewport)
|
|
r.blitter.blit(img.z, m.material, m.color, scale, off, m.uvScale, m.uvOffset)
|
|
}
|
|
r.ctx.SetDepthTest(false)
|
|
}
|
|
|
|
func (r *renderer) drawOps(ops []imageOp) {
|
|
r.ctx.SetDepthTest(true)
|
|
r.ctx.DepthMask(false)
|
|
r.ctx.BlendFunc(BlendFactorOne, BlendFactorOneMinusSrcAlpha)
|
|
r.blitter.quadVerts.BindVertex(4*4, 0)
|
|
r.pather.coverer.layout.Bind()
|
|
var coverTex Texture
|
|
for _, img := range ops {
|
|
m := img.material
|
|
switch m.material {
|
|
case materialTexture:
|
|
r.texHandle(m.texture).Bind(0)
|
|
}
|
|
drc := img.clip
|
|
scale, off := clipSpaceTransform(drc, r.blitter.viewport)
|
|
var fbo stencilFBO
|
|
switch img.clipType {
|
|
case clipTypeNone:
|
|
r.blitter.blit(img.z, m.material, m.color, scale, off, m.uvScale, m.uvOffset)
|
|
continue
|
|
case clipTypePath:
|
|
fbo = r.pather.stenciler.cover(img.place.Idx)
|
|
case clipTypeIntersection:
|
|
fbo = r.pather.stenciler.intersections.fbos[img.place.Idx]
|
|
}
|
|
if coverTex != fbo.tex {
|
|
coverTex = fbo.tex
|
|
coverTex.Bind(1)
|
|
}
|
|
uv := image.Rectangle{
|
|
Min: img.place.Pos,
|
|
Max: img.place.Pos.Add(drc.Size()),
|
|
}
|
|
coverScale, coverOff := texSpaceTransform(toRectF(uv), fbo.size)
|
|
r.pather.cover(img.z, m.material, m.color, scale, off, m.uvScale, m.uvOffset, coverScale, coverOff)
|
|
}
|
|
r.ctx.DepthMask(true)
|
|
r.ctx.SetDepthTest(false)
|
|
}
|
|
|
|
func gamma(r, g, b, a uint32) [4]float32 {
|
|
color := [4]float32{float32(r) / 0xffff, float32(g) / 0xffff, float32(b) / 0xffff, float32(a) / 0xffff}
|
|
// Assume that image.Uniform colors are in sRGB space. Linearize.
|
|
for i := 0; i <= 2; i++ {
|
|
c := color[i]
|
|
// Use the formula from EXT_sRGB.
|
|
if c <= 0.04045 {
|
|
c = c / 12.92
|
|
} else {
|
|
c = float32(math.Pow(float64((c+0.055)/1.055), 2.4))
|
|
}
|
|
color[i] = c
|
|
}
|
|
return color
|
|
}
|
|
|
|
func (b *blitter) blit(z float32, mat materialType, col [4]float32, scale, off, uvScale, uvOff f32.Point) {
|
|
p := b.prog[mat]
|
|
p.Bind()
|
|
switch mat {
|
|
case materialColor:
|
|
p.Uniform4f(b.vars[mat].uColor, col[0], col[1], col[2], col[3])
|
|
case materialTexture:
|
|
p.Uniform2f(b.vars[mat].uUVScale, uvScale.X, uvScale.Y)
|
|
p.Uniform2f(b.vars[mat].uUVOffset, uvOff.X, uvOff.Y)
|
|
}
|
|
p.Uniform1f(b.vars[mat].z, z)
|
|
p.Uniform2f(b.vars[mat].uScale, scale.X, scale.Y)
|
|
p.Uniform2f(b.vars[mat].uOffset, off.X, off.Y)
|
|
b.ctx.DrawArrays(DrawModeTriangleStrip, 0, 4)
|
|
}
|
|
|
|
// texSpaceTransform return the scale and offset that transforms the given subimage
|
|
// into quad texture coordinates.
|
|
func texSpaceTransform(r f32.Rectangle, bounds image.Point) (f32.Point, f32.Point) {
|
|
size := f32.Point{X: float32(bounds.X), Y: float32(bounds.Y)}
|
|
scale := f32.Point{X: r.Dx() / size.X, Y: r.Dy() / size.Y}
|
|
offset := f32.Point{X: r.Min.X / size.X, Y: r.Min.Y / size.Y}
|
|
return scale, offset
|
|
}
|
|
|
|
// clipSpaceTransform returns the scale and offset that transforms the given
|
|
// rectangle from a viewport into OpenGL clip space.
|
|
func clipSpaceTransform(r image.Rectangle, viewport image.Point) (f32.Point, f32.Point) {
|
|
// First, transform UI coordinates to OpenGL coordinates:
|
|
//
|
|
// [(-1, +1) (+1, +1)]
|
|
// [(-1, -1) (+1, -1)]
|
|
//
|
|
x, y := float32(r.Min.X), float32(r.Min.Y)
|
|
w, h := float32(r.Dx()), float32(r.Dy())
|
|
vx, vy := 2/float32(viewport.X), 2/float32(viewport.Y)
|
|
x = x*vx - 1
|
|
y = 1 - y*vy
|
|
w *= vx
|
|
h *= vy
|
|
|
|
// Then, compute the transformation from the fullscreen quad to
|
|
// the rectangle at (x, y) and dimensions (w, h).
|
|
scale := f32.Point{X: w * .5, Y: h * .5}
|
|
offset := f32.Point{X: x + w*.5, Y: y - h*.5}
|
|
return scale, offset
|
|
}
|
|
|
|
func bindFramebuffer(fbo Framebuffer) {
|
|
fbo.Bind()
|
|
if err := fbo.IsComplete(); err != nil {
|
|
panic(fmt.Errorf("AA FBO not complete: %v", err))
|
|
}
|
|
}
|
|
|
|
// Fill in maximal Y coordinates of the NW and NE corners.
|
|
func fillMaxY(verts []byte) {
|
|
contour := 0
|
|
bo := binary.LittleEndian
|
|
for len(verts) > 0 {
|
|
maxy := float32(math.Inf(-1))
|
|
i := 0
|
|
for ; i+path.VertStride*4 <= len(verts); i += path.VertStride * 4 {
|
|
vert := verts[i : i+path.VertStride]
|
|
// MaxY contains the integer contour index.
|
|
pathContour := int(bo.Uint32(vert[int(unsafe.Offsetof(((*path.Vertex)(nil)).MaxY)):]))
|
|
if contour != pathContour {
|
|
contour = pathContour
|
|
break
|
|
}
|
|
fromy := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*path.Vertex)(nil)).FromY)):]))
|
|
ctrly := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*path.Vertex)(nil)).CtrlY)):]))
|
|
toy := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*path.Vertex)(nil)).ToY)):]))
|
|
if fromy > maxy {
|
|
maxy = fromy
|
|
}
|
|
if ctrly > maxy {
|
|
maxy = ctrly
|
|
}
|
|
if toy > maxy {
|
|
maxy = toy
|
|
}
|
|
}
|
|
fillContourMaxY(maxy, verts[:i])
|
|
verts = verts[i:]
|
|
}
|
|
}
|
|
|
|
func fillContourMaxY(maxy float32, verts []byte) {
|
|
bo := binary.LittleEndian
|
|
for i := 0; i < len(verts); i += path.VertStride {
|
|
off := int(unsafe.Offsetof(((*path.Vertex)(nil)).MaxY))
|
|
bo.PutUint32(verts[i+off:], math.Float32bits(maxy))
|
|
}
|
|
}
|