Files
gio/gpu/compute.go
T
Elias Naur 8c8d1dc16f internal/stroke,gpu: create internal package for stroke to path conversion
Complex strokes are not yet supported in either of the current renderers,
so they are converted to filled outlines in package gpu.

We're about to move that complexity up to the op/clip package, so we're
going to need the converter available from outside package gpu. This
change extracts the conversion code and related types to the separate,
internal package stroke.

No functional changes; a follow-up moves the stroke conversion.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-23 12:35:41 +01:00

1084 lines
28 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package gpu
import (
"encoding/binary"
"errors"
"fmt"
"image"
"image/color"
"math/bits"
"time"
"unsafe"
"gioui.org/f32"
"gioui.org/gpu/internal/driver"
"gioui.org/internal/byteslice"
"gioui.org/internal/f32color"
"gioui.org/internal/ops"
"gioui.org/internal/scene"
"gioui.org/internal/stroke"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
)
type compute struct {
ctx driver.Device
enc encoder
drawOps drawOps
texOps []textureOp
cache *resourceCache
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 {
size image.Point
// image is the output texture. Note that it is in RGBA format,
// but contains data in sRGB. See blitOutput for more detail.
image driver.Texture
blitProg driver.Program
}
// 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
bufSize int
buffer driver.Buffer
}
timers struct {
profile string
t *timers
elements *timer
tileAlloc *timer
pathCoarse *timer
backdropBinning *timer
coarse *timer
kernel4 *timer
}
// The following fields hold scratch space to avoid garbage.
zeroSlice []byte
memHeader *memoryHeader
conf *config
}
// 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 imageOp 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
key textureKey
img imageOpData
// 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
}
// 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,
cache: newResourceCache(),
maxTextureDim: maxDim,
conf: new(config),
memHeader: new(memoryHeader),
}
blitProg, err := ctx.NewProgram(shader_copy_vert, shader_copy_frag)
if err != nil {
g.Release()
return nil, err
}
g.output.blitProg = blitProg
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.drawOps.pathCache = newOpCache()
g.drawOps.compute = true
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.drawOps.reset(g.cache, viewport)
g.drawOps.collect(g.ctx, g.cache, ops, viewport)
for _, img := range g.drawOps.allImageOps {
expandPathOp(img.path, img.clip)
}
if g.drawOps.profile && g.timers.t == nil && g.ctx.Caps().Features.Has(driver.FeatureTimers) {
t := &g.timers
t.t = newTimers(g.ctx)
t.elements = g.timers.t.newTimer()
t.tileAlloc = g.timers.t.newTimer()
t.pathCoarse = g.timers.t.newTimer()
t.backdropBinning = g.timers.t.newTimer()
t.coarse = g.timers.t.newTimer()
t.kernel4 = g.timers.t.newTimer()
}
}
func (g *compute) Clear(col color.NRGBA) {
g.drawOps.clear = true
g.drawOps.clearColor = f32color.LinearFromSRGB(col)
}
func (g *compute) Frame() error {
viewport := g.drawOps.viewport
tileDims := image.Point{
X: (viewport.X + tileWidthPx - 1) / tileWidthPx,
Y: (viewport.Y + tileHeightPx - 1) / tileHeightPx,
}
defFBO := g.ctx.BeginFrame()
defer g.ctx.EndFrame()
if err := g.encode(viewport); err != nil {
return err
}
if err := g.uploadImages(); err != nil {
return err
}
if err := g.renderMaterials(); err != nil {
return err
}
if err := g.render(tileDims); err != nil {
return err
}
g.ctx.BindFramebuffer(defFBO)
g.blitOutput(viewport)
g.cache.frame()
g.drawOps.pathCache.frame()
t := &g.timers
if g.drawOps.profile && t.t.ready() {
et, tat, pct, bbt := t.elements.Elapsed, t.tileAlloc.Elapsed, t.pathCoarse.Elapsed, t.backdropBinning.Elapsed
ct, k4t := t.coarse.Elapsed, t.kernel4.Elapsed
ft := et + tat + pct + bbt + ct + k4t
q := 100 * time.Microsecond
ft = ft.Round(q)
et, tat, pct, bbt = et.Round(q), tat.Round(q), pct.Round(q), bbt.Round(q)
ct, k4t = ct.Round(q), k4t.Round(q)
t.profile = fmt.Sprintf("ft:%7s et:%7s tat:%7s pct:%7s bbt:%7s ct:%7s k4t:%7s", ft, et, tat, pct, bbt, ct, k4t)
}
g.drawOps.clear = false
return nil
}
func (g *compute) Profile() string {
return g.timers.profile
}
// blitOutput copies the compute render output to the output FBO. We need to
// copy because compute shaders can only write to textures, not FBOs. Compute
// shader can only write to RGBA textures, but since we actually render in sRGB
// format we can't use glBlitFramebuffer, because it does sRGB conversion.
func (g *compute) blitOutput(viewport image.Point) {
if !g.drawOps.clear {
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.BindTexture(0, g.output.image)
g.ctx.BindProgram(g.output.blitProg)
g.ctx.DrawArrays(driver.DrawModeTriangleStrip, 0, 4)
}
func (g *compute) encode(viewport image.Point) error {
g.texOps = g.texOps[:0]
g.enc.reset()
// Flip Y-axis.
flipY := f32.Affine2D{}.Scale(f32.Pt(0, 0), f32.Pt(1, -1)).Offset(f32.Pt(0, float32(viewport.Y)))
g.enc.transform(flipY)
if g.drawOps.clear {
g.enc.rect(f32.Rectangle{Max: layout.FPt(viewport)})
g.enc.fillColor(f32color.NRGBAToRGBA(g.drawOps.clearColor.SRGB()))
}
return g.encodeOps(flipY, viewport, g.drawOps.allImageOps)
}
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)
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)
}
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)
}
m.tex = handle
fbo, err := g.ctx.NewFramebuffer(handle, 0)
if err != nil {
return fmt.Errorf("compute: failed to create material framebuffer: %v", err)
}
m.fbo = fbo
}
// TODO: move to shaders.
// Transform to clip space: [-1, -1] - [1, 1].
clip := f32.Affine2D{}.Scale(f32.Pt(0, 0), f32.Pt(2/float32(texSize), 2/float32(texSize))).Offset(f32.Pt(-1, -1))
for i, v := range m.quads {
p := clip.Transform(f32.Pt(v.posX, v.posY))
m.quads[i].posX = p.X
m.quads[i].posY = p.Y
}
vertexData := byteslice.Slice(m.quads)
if len(vertexData) > m.bufSize {
if m.buffer != nil {
m.buffer.Release()
m.buffer = nil
}
n := pow2Ceil(len(vertexData))
buf, err := g.ctx.NewBuffer(driver.BufferBindingVertices, n)
if err != nil {
return err
}
m.bufSize = n
m.buffer = buf
}
m.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, 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))
bottomPadding := image.Pt(size.X, padding)
a.tex.Upload(image.Pt(pos.X, pos.Y+size.Y), bottomPadding, g.zeros(bottomPadding.X*bottomPadding.Y*4))
}
return nil
}
func pow2Ceil(v int) int {
exp := bits.Len(uint(v))
if bits.OnesCount(uint(v)) == 1 {
exp--
}
return 1 << exp
}
// materialQuad constructs a quad that represents the transformed image. It returns the quad
// and its bounds.
func (g *compute) materialQuad(M f32.Affine2D, img imageOpData, uvPos image.Point) ([4]materialVertex, image.Rectangle) {
imgSize := layout.FPt(img.src.Bounds().Size())
sx, hx, ox, hy, sy, oy := M.Elems()
transOff := f32.Pt(ox, oy)
// The 4 corners of the image rectangle transformed by M, excluding its offset, are:
//
// q0: M * (0, 0) q3: M * (w, 0)
// q1: M * (0, h) q2: M * (w, h)
//
// Note that q0 = M*0 = 0, q2 = q1 + q3.
q0 := f32.Pt(0, 0)
q1 := f32.Pt(hx*imgSize.Y, sy*imgSize.Y)
q3 := f32.Pt(sx*imgSize.X, hy*imgSize.X)
q2 := q1.Add(q3)
q0 = q0.Add(transOff)
q1 = q1.Add(transOff)
q2 = q2.Add(transOff)
q3 = q3.Add(transOff)
boundsf := f32.Rectangle{
Min: min(min(q0, q1), min(q2, q3)),
Max: max(max(q0, q1), max(q2, q3)),
}
bounds := boundRectF(boundsf)
uvPosf := layout.FPt(uvPos)
atlasScale := 1 / float32(g.images.packer.maxDim)
uvBounds := f32.Rectangle{
Min: uvPosf.Mul(atlasScale),
Max: uvPosf.Add(imgSize).Mul(atlasScale),
}
quad := [4]materialVertex{
{posX: q0.X, posY: q0.Y, u: uvBounds.Min.X, v: uvBounds.Min.Y},
{posX: q1.X, posY: q1.Y, u: uvBounds.Min.X, v: uvBounds.Max.Y},
{posX: q2.X, posY: q2.Y, u: uvBounds.Max.X, v: uvBounds.Max.Y},
{posX: q3.X, posY: q3.Y, u: uvBounds.Max.X, v: uvBounds.Min.Y},
}
return quad, bounds
}
func max(p1, p2 f32.Point) f32.Point {
p := p1
if p2.X > p.X {
p.X = p2.X
}
if p2.Y > p.Y {
p.Y = p2.Y
}
return p
}
func min(p1, p2 f32.Point) f32.Point {
p := p1
if p2.X < p.X {
p.X = p2.X
}
if p2.Y < p.Y {
p.Y = p2.Y
}
return p
}
func (g *compute) encodeOps(trans f32.Affine2D, viewport image.Point, ops []imageOp) error {
for _, op := range ops {
bounds := layout.FRect(op.clip)
// clip is the union of all drawing affected by the clipping
// operation. TODO: tighten.
clip := f32.Rect(0, 0, float32(viewport.X), float32(viewport.Y))
nclips := g.encodeClipStack(clip, bounds, op.path, false)
m := op.material
switch m.material {
case materialTexture:
t := trans.Mul(m.trans)
g.texOps = append(g.texOps, textureOp{
sceneIdx: len(g.enc.scene),
img: m.data,
key: textureKey{
transform: t,
handle: m.data.handle,
},
})
// Add fill command, its offset is resolved and filled in renderMaterials.
g.enc.fillImage(0)
case materialColor:
g.enc.fillColor(f32color.NRGBAToRGBA(op.material.color.SRGB()))
case materialLinearGradient:
// TODO: implement.
g.enc.fillColor(f32color.NRGBAToRGBA(op.material.color1.SRGB()))
default:
panic("not implemented")
}
if op.path != nil && op.path.path {
g.enc.fillMode(scene.FillModeNonzero)
g.enc.transform(op.path.trans.Invert())
}
// Pop the clip stack.
for i := 0; i < nclips; i++ {
g.enc.endClip(clip)
}
}
return nil
}
// encodeClips encodes a stack of clip paths and return the stack depth.
func (g *compute) encodeClipStack(clip, bounds f32.Rectangle, p *pathOp, begin bool) int {
nclips := 0
if p != nil && p.parent != nil {
nclips += g.encodeClipStack(clip, bounds, p.parent, true)
nclips += 1
}
s := isStroke(p)
if p != nil && p.path {
if s {
g.enc.fillMode(scene.FillModeStroke)
g.enc.lineWidth(p.stroke.Width)
}
pathData, _ := g.drawOps.pathCache.get(p.pathKey)
g.enc.transform(p.trans)
g.enc.append(pathData.computePath)
} else {
g.enc.rect(bounds)
}
if begin {
g.enc.beginClip(clip)
if s {
g.enc.fillMode(scene.FillModeNonzero)
}
if p != nil && p.path {
g.enc.transform(p.trans.Invert())
}
}
return nclips
}
func supportsStroke(p *pathOp) bool {
return stroke.IsSolidLine(p.dashes) && p.stroke.Miter == 0 && p.stroke.Join == clip.RoundJoin && p.stroke.Cap == clip.RoundCap
}
func isStroke(p *pathOp) bool {
return p.stroke.Width > 0 && supportsStroke(p)
}
func encodePath(p *pathOp) encoder {
var enc encoder
verts := p.pathVerts
if p.stroke.Width > 0 && !supportsStroke(p) {
quads := decodeToStrokeQuads(verts)
quads = quads.Stroke(p.stroke, p.dashes)
for _, quad := range quads {
q := quad.Quad
enc.quad(q.From, q.Ctrl, q.To)
}
return enc
}
for len(verts) >= scene.CommandSize+4 {
cmd := ops.DecodeCommand(verts[4:])
enc.scene = append(enc.scene, cmd)
enc.npathseg++
verts = verts[scene.CommandSize+4:]
}
return enc
}
func (g *compute) render(tileDims image.Point) error {
const (
// wgSize is the largest and most common workgroup size.
wgSize = 128
// PARTITION_SIZE from elements.comp
partitionSize = 32 * 4
)
widthInBins := (tileDims.X + 15) / 16
heightInBins := (tileDims.Y + 7) / 8
if widthInBins*heightInBins > wgSize {
return fmt.Errorf("gpu: output too large (%dx%d)", tileDims.X*tileWidthPx, tileDims.Y*tileHeightPx)
}
// Pad scene with zeroes to avoid reading garbage in elements.comp.
scenePadding := partitionSize - len(g.enc.scene)%partitionSize
g.enc.scene = append(g.enc.scene, make([]scene.Command, scenePadding)...)
realloced := false
scene := byteslice.Slice(g.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, paddedCap); err != nil {
return err
}
}
g.buffers.scene.buffer.Upload(scene)
w, h := tileDims.X*tileWidthPx, tileDims.Y*tileHeightPx
if g.output.size.X != w || g.output.size.Y != h {
if err := g.resizeOutput(image.Pt(w, h)); err != nil {
return err
}
}
g.ctx.BindImageTexture(kernel4OutputUnit, g.output.image, driver.AccessWrite, driver.TextureFormatRGBA8)
if t := g.materials.tex; t != nil {
g.ctx.BindImageTexture(kernel4AtlasUnit, t, driver.AccessRead, driver.TextureFormatRGBA8)
}
// alloc is the number of allocated bytes for static buffers.
var alloc uint32
round := func(v, quantum int) int {
return (v + quantum - 1) &^ (quantum - 1)
}
malloc := func(size int) memAlloc {
size = round(size, 4)
offset := alloc
alloc += uint32(size)
return memAlloc{offset /*, uint32(size)*/}
}
*g.conf = config{
n_elements: uint32(g.enc.npath),
n_pathseg: uint32(g.enc.npathseg),
width_in_tiles: uint32(tileDims.X),
height_in_tiles: uint32(tileDims.Y),
tile_alloc: malloc(g.enc.npath * pathSize),
bin_alloc: malloc(round(g.enc.npath, wgSize) * binSize),
ptcl_alloc: malloc(tileDims.X * tileDims.Y * ptclInitialAlloc),
pathseg_alloc: malloc(g.enc.npathseg * pathsegSize),
anno_alloc: malloc(g.enc.npath * annoSize),
trans_alloc: malloc(g.enc.ntrans * transSize),
}
numPartitions := (g.enc.numElements() + 127) / 128
// clearSize is the atomic partition counter plus flag and 2 states per partition.
clearSize := 4 + numPartitions*stateStride
if clearSize > g.buffers.state.size {
realloced = true
paddedCap := clearSize * 11 / 10
if err := g.buffers.state.ensureCapacity(g.ctx, paddedCap); err != nil {
return err
}
}
g.buffers.config.Upload(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, 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()
}
t := &g.timers
g.ctx.MemoryBarrier()
t.elements.begin()
g.ctx.BindProgram(g.programs.elements)
g.ctx.DispatchCompute(numPartitions, 1, 1)
g.ctx.MemoryBarrier()
t.elements.end()
t.tileAlloc.begin()
g.ctx.BindProgram(g.programs.tileAlloc)
g.ctx.DispatchCompute((g.enc.npath+wgSize-1)/wgSize, 1, 1)
g.ctx.MemoryBarrier()
t.tileAlloc.end()
t.pathCoarse.begin()
g.ctx.BindProgram(g.programs.pathCoarse)
g.ctx.DispatchCompute((g.enc.npathseg+31)/32, 1, 1)
g.ctx.MemoryBarrier()
t.pathCoarse.end()
t.backdropBinning.begin()
g.ctx.BindProgram(g.programs.backdrop)
g.ctx.DispatchCompute((g.enc.npath+wgSize-1)/wgSize, 1, 1)
// No barrier needed between backdrop and binning.
g.ctx.BindProgram(g.programs.binning)
g.ctx.DispatchCompute((g.enc.npath+wgSize-1)/wgSize, 1, 1)
g.ctx.MemoryBarrier()
t.backdropBinning.end()
t.coarse.begin()
g.ctx.BindProgram(g.programs.coarse)
g.ctx.DispatchCompute(widthInBins, heightInBins, 1)
g.ctx.MemoryBarrier()
t.coarse.end()
t.kernel4.begin()
g.ctx.BindProgram(g.programs.kernel4)
g.ctx.DispatchCompute(tileDims.X, tileDims.Y, 1)
g.ctx.MemoryBarrier()
t.kernel4.end()
if err := g.buffers.memory.buffer.Download(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, sz); err != nil {
return err
}
continue
default:
return fmt.Errorf("compute: shader program failed with error %d", errCode)
}
}
}
// zeros returns a byte slice with size bytes of zeros.
func (g *compute) zeros(size int) []byte {
if cap(g.zeroSlice) < size {
g.zeroSlice = append(g.zeroSlice, make([]byte, size)...)
}
return g.zeroSlice[:size]
}
func (g *compute) resizeOutput(size image.Point) error {
if g.output.image != nil {
g.output.image.Release()
g.output.image = nil
}
img, err := g.ctx.NewTexture(driver.TextureFormatRGBA8, size.X, size.Y,
driver.FilterNearest,
driver.FilterNearest,
driver.BufferBindingShaderStorage|driver.BufferBindingTexture)
if err != nil {
return err
}
g.output.image = img
g.output.size = size
return nil
}
func (g *compute) Release() {
if g.drawOps.pathCache != nil {
g.drawOps.pathCache.release()
}
if g.cache != nil {
g.cache.release()
}
progs := []driver.Program{
g.programs.elements,
g.programs.tileAlloc,
g.programs.pathCoarse,
g.programs.backdrop,
g.programs.binning,
g.programs.coarse,
g.programs.kernel4,
}
if p := g.output.blitProg; p != nil {
p.Release()
}
for _, p := range progs {
if p != nil {
p.Release()
}
}
g.buffers.scene.release()
g.buffers.state.release()
g.buffers.memory.release()
if b := g.buffers.config; b != nil {
b.Release()
}
if g.output.image != nil {
g.output.image.Release()
}
if g.images.tex != nil {
g.images.tex.Release()
}
if g.materials.layout != nil {
g.materials.layout.Release()
}
if g.materials.prog != nil {
g.materials.prog.Release()
}
if g.materials.fbo != nil {
g.materials.fbo.Release()
}
if g.materials.tex != nil {
g.materials.tex.Release()
}
if g.materials.buffer != nil {
g.materials.buffer.Release()
}
if g.timers.t != nil {
g.timers.t.release()
}
*g = compute{}
}
func (g *compute) bindBuffers() {
bindStorageBuffers(g.programs.elements, g.buffers.memory.buffer, g.buffers.config, g.buffers.scene.buffer, g.buffers.state.buffer)
bindStorageBuffers(g.programs.tileAlloc, g.buffers.memory.buffer, g.buffers.config)
bindStorageBuffers(g.programs.pathCoarse, g.buffers.memory.buffer, g.buffers.config)
bindStorageBuffers(g.programs.backdrop, g.buffers.memory.buffer, g.buffers.config)
bindStorageBuffers(g.programs.binning, g.buffers.memory.buffer, g.buffers.config)
bindStorageBuffers(g.programs.coarse, g.buffers.memory.buffer, g.buffers.config)
bindStorageBuffers(g.programs.kernel4, g.buffers.memory.buffer, g.buffers.config)
}
func (b *sizedBuffer) release() {
if b.buffer == nil {
return
}
b.buffer.Release()
*b = sizedBuffer{}
}
func (b *sizedBuffer) ensureCapacity(ctx driver.Device, size int) error {
if b.size >= size {
return nil
}
if b.buffer != nil {
b.release()
}
buf, err := ctx.NewBuffer(driver.BufferBindingShaderStorage, size)
if err != nil {
return err
}
b.buffer = buf
b.size = size
return nil
}
func bindStorageBuffers(prog driver.Program, buffers ...driver.Buffer) {
for i, buf := range buffers {
prog.SetStorageBuffer(i, buf)
}
}
var bo = binary.LittleEndian
func (e *encoder) reset() {
e.scene = e.scene[:0]
e.npath = 0
e.npathseg = 0
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) {
x := int16(offset.X)
y := int16(offset.Y)
e.scene[index][2] = uint32(uint16(x)) | uint32(uint16(y))<<16
}
func (e *encoder) fillImage(index int) {
e.scene = append(e.scene, scene.FillImage(index))
e.npath++
}
func (e *encoder) line(start, end f32.Point) {
e.scene = append(e.scene, scene.Line(start, end))
e.npathseg++
}
func (e *encoder) quad(start, ctrl, end f32.Point) {
e.scene = append(e.scene, scene.Quad(start, ctrl, end))
e.npathseg++
}