Files
gio/gpu/gpu.go
T
Elias Naur 84b586ae6c gpu: don't automatically clear screen before rendering
Gio UI may be overlaid on top of custom graphics such as in the glfw example.
That will only work if Gio doesn't clear the screen (to white).

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-01-22 18:33:34 +01:00

1493 lines
40 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
/*
Package gpu implements the rendering of Gio drawing operations. It
is used by package app and package app/headless and is otherwise not
useful except for integrating with external window implementations.
*/
package gpu
import (
"encoding/binary"
"errors"
"fmt"
"image"
"image/color"
"math"
"os"
"reflect"
"time"
"unsafe"
"gioui.org/f32"
"gioui.org/gpu/backend"
"gioui.org/internal/f32color"
"gioui.org/internal/opconst"
"gioui.org/internal/ops"
gunsafe "gioui.org/internal/unsafe"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
)
type GPU interface {
// Release non-Go resources. The GPU is no longer valid after Release.
Release()
// Clear sets the clear color for the next Frame.
Clear(color color.NRGBA)
// Collect the graphics operations from frame, given the viewport.
Collect(viewport image.Point, frame *op.Ops)
// Frame clears the color buffer and draws the collected operations.
Frame() error
// Profile returns the last available profiling information. Profiling
// information is requested when Collect sees a ProfileOp, and the result
// is available through Profile at some later time.
Profile() string
}
type gpu struct {
cache *resourceCache
defFBO backend.Framebuffer
profile string
timers *timers
frameStart time.Time
zopsTimer, stencilTimer, coverTimer, cleanupTimer *timer
drawOps drawOps
ctx backend.Device
renderer *renderer
}
type renderer struct {
ctx backend.Device
blitter *blitter
pather *pather
packer packer
intersections packer
}
type drawOps struct {
profile bool
reader ops.Reader
states []drawState
cache *resourceCache
vertCache []byte
viewport image.Point
clear bool
clearColor f32color.RGBA
// allImageOps is the combined list of imageOps and
// zimageOps, in drawing order.
allImageOps []imageOp
imageOps []imageOp
// zimageOps are the rectangle clipped opaque images
// that can use fast front-to-back rendering with z-test
// and no blending.
zimageOps []imageOp
pathOps []*pathOp
pathOpCache []pathOp
qs quadSplitter
pathCache *opCache
// hack for the compute renderer to access
// converted path data.
retainPathData bool
}
type drawState struct {
clip f32.Rectangle
t f32.Affine2D
cpath *pathOp
rect bool
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 pathOp struct {
off f32.Point
// clip is the union of all
// later clip rectangles.
clip image.Rectangle
bounds f32.Rectangle
pathKey ops.Key
path bool
pathVerts []byte
parent *pathOp
place placement
}
type imageOp struct {
z float32
path *pathOp
clip image.Rectangle
material material
clipType clipType
place placement
}
type dashOp struct {
phase float32
dashes []float32
}
func decodeDashOp(data []byte) dashOp {
_ = data[5]
if opconst.OpType(data[0]) != opconst.TypeDash {
panic("invalid op")
}
bo := binary.LittleEndian
return dashOp{
phase: math.Float32frombits(bo.Uint32(data[1:])),
dashes: make([]float32, data[5]),
}
}
func decodeStrokeOp(data []byte) clip.StrokeStyle {
_ = data[10]
if opconst.OpType(data[0]) != opconst.TypeStroke {
panic("invalid op")
}
bo := binary.LittleEndian
return clip.StrokeStyle{
Width: math.Float32frombits(bo.Uint32(data[1:])),
Miter: math.Float32frombits(bo.Uint32(data[5:])),
Cap: clip.StrokeCap(data[9]),
Join: clip.StrokeJoin(data[10]),
}
}
type quadsOp struct {
quads uint32
key ops.Key
aux []byte
}
func decodeQuadsOp(data []byte) uint32 {
_ = data[:1+4]
if opconst.OpType(data[0]) != opconst.TypePath {
panic("invalid op")
}
bo := binary.LittleEndian
return bo.Uint32(data[1:])
}
type material struct {
material materialType
opaque bool
// For materialTypeColor.
color f32color.RGBA
// For materialTypeLinearGradient.
color1 f32color.RGBA
color2 f32color.RGBA
// For materialTypeTexture.
data imageOpData
uvTrans f32.Affine2D
// For the compute backend.
trans f32.Affine2D
}
// clipOp is the shadow of clip.Op.
type clipOp struct {
// TODO: Use image.Rectangle?
bounds f32.Rectangle
outline bool
}
// imageOpData is the shadow of paint.ImageOp.
type imageOpData struct {
src *image.RGBA
handle interface{}
}
type linearGradientOpData struct {
stop1 f32.Point
color1 color.NRGBA
stop2 f32.Point
color2 color.NRGBA
}
func (op *clipOp) decode(data []byte) {
if opconst.OpType(data[0]) != opconst.TypeClip {
panic("invalid op")
}
bo := binary.LittleEndian
r := image.Rectangle{
Min: image.Point{
X: int(int32(bo.Uint32(data[1:]))),
Y: int(int32(bo.Uint32(data[5:]))),
},
Max: image.Point{
X: int(int32(bo.Uint32(data[9:]))),
Y: int(int32(bo.Uint32(data[13:]))),
},
}
*op = clipOp{
bounds: layout.FRect(r),
outline: data[17] == 1,
}
}
func decodeImageOp(data []byte, refs []interface{}) imageOpData {
if opconst.OpType(data[0]) != opconst.TypeImage {
panic("invalid op")
}
handle := refs[1]
if handle == nil {
return imageOpData{}
}
return imageOpData{
src: refs[0].(*image.RGBA),
handle: handle,
}
}
func decodeColorOp(data []byte) color.NRGBA {
if opconst.OpType(data[0]) != opconst.TypeColor {
panic("invalid op")
}
return color.NRGBA{
R: data[1],
G: data[2],
B: data[3],
A: data[4],
}
}
func decodeLinearGradientOp(data []byte) linearGradientOpData {
if opconst.OpType(data[0]) != opconst.TypeLinearGradient {
panic("invalid op")
}
bo := binary.LittleEndian
return linearGradientOpData{
stop1: f32.Point{
X: math.Float32frombits(bo.Uint32(data[1:])),
Y: math.Float32frombits(bo.Uint32(data[5:])),
},
stop2: f32.Point{
X: math.Float32frombits(bo.Uint32(data[9:])),
Y: math.Float32frombits(bo.Uint32(data[13:])),
},
color1: color.NRGBA{
R: data[17+0],
G: data[17+1],
B: data[17+2],
A: data[17+3],
},
color2: color.NRGBA{
R: data[21+0],
G: data[21+1],
B: data[21+2],
A: data[21+3],
},
}
}
type clipType uint8
type resource interface {
release()
}
type texture struct {
src *image.RGBA
tex backend.Texture
}
type blitter struct {
ctx backend.Device
viewport image.Point
prog [3]*program
layout backend.InputLayout
colUniforms *blitColUniforms
texUniforms *blitTexUniforms
linearGradientUniforms *blitLinearGradientUniforms
quadVerts backend.Buffer
}
type blitColUniforms struct {
vert struct {
blitUniforms
_ [12]byte // Padding to a multiple of 16.
}
frag struct {
colorUniforms
}
}
type blitTexUniforms struct {
vert struct {
blitUniforms
_ [12]byte // Padding to a multiple of 16.
}
}
type blitLinearGradientUniforms struct {
vert struct {
blitUniforms
_ [12]byte // Padding to a multiple of 16.
}
frag struct {
gradientUniforms
}
}
type uniformBuffer struct {
buf backend.Buffer
ptr []byte
}
type program struct {
prog backend.Program
vertUniforms *uniformBuffer
fragUniforms *uniformBuffer
}
type blitUniforms struct {
transform [4]float32
uvTransformR1 [4]float32
uvTransformR2 [4]float32
z float32
}
type colorUniforms struct {
color f32color.RGBA
}
type gradientUniforms struct {
color1 f32color.RGBA
color2 f32color.RGBA
}
type materialType uint8
const (
clipTypeNone clipType = iota
clipTypePath
clipTypeIntersection
)
const (
materialColor materialType = iota
materialLinearGradient
materialTexture
)
func New(ctx backend.Device) (GPU, error) {
forceCompute := os.Getenv("GIORENDERER") == "forcecompute"
feats := ctx.Caps().Features
switch {
case !forceCompute && feats.Has(backend.FeatureFloatRenderTargets):
return newGPU(ctx)
case feats.Has(backend.FeatureCompute):
return newCompute(ctx)
default:
return nil, errors.New("gpu: no support for float render targets nor compute")
}
}
func newGPU(ctx backend.Device) (*gpu, error) {
defFBO := ctx.CurrentFramebuffer()
g := &gpu{
defFBO: defFBO,
cache: newResourceCache(),
}
g.drawOps.pathCache = newOpCache()
if err := g.init(ctx); err != nil {
return nil, err
}
return g, nil
}
func (g *gpu) init(ctx backend.Device) error {
g.ctx = ctx
g.renderer = newRenderer(ctx)
return nil
}
func (g *gpu) Clear(col color.NRGBA) {
g.drawOps.clear = true
g.drawOps.clearColor = f32color.LinearFromSRGB(col)
}
func (g *gpu) Release() {
g.renderer.release()
g.drawOps.pathCache.release()
g.cache.release()
if g.timers != nil {
g.timers.release()
}
}
func (g *gpu) Collect(viewport image.Point, frameOps *op.Ops) {
g.renderer.blitter.viewport = viewport
g.renderer.pather.viewport = viewport
g.drawOps.reset(g.cache, viewport)
g.drawOps.collect(g.ctx, g.cache, frameOps, viewport)
g.frameStart = time.Now()
if g.drawOps.profile && g.timers == nil && g.ctx.Caps().Features.Has(backend.FeatureTimers) {
g.timers = newTimers(g.ctx)
g.zopsTimer = g.timers.newTimer()
g.stencilTimer = g.timers.newTimer()
g.coverTimer = g.timers.newTimer()
g.cleanupTimer = g.timers.newTimer()
}
}
func (g *gpu) Frame() error {
g.ctx.BeginFrame()
defer g.ctx.EndFrame()
viewport := g.renderer.blitter.viewport
for _, img := range g.drawOps.imageOps {
expandPathOp(img.path, img.clip)
}
if g.drawOps.profile {
g.zopsTimer.begin()
}
g.ctx.BindFramebuffer(g.defFBO)
g.ctx.DepthFunc(backend.DepthFuncGreater)
// Note that Clear must be before ClearDepth if nothing else is rendered
// (len(zimageOps) == 0). If not, the Fairphone 2 will corrupt the depth buffer.
if g.drawOps.clear {
g.drawOps.clear = false
g.ctx.Clear(g.drawOps.clearColor.Float32())
}
g.ctx.ClearDepth(0.0)
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
g.renderer.drawZOps(g.cache, g.drawOps.zimageOps)
g.zopsTimer.end()
g.stencilTimer.begin()
g.ctx.SetBlend(true)
g.renderer.packStencils(&g.drawOps.pathOps)
g.renderer.stencilClips(g.drawOps.pathCache, g.drawOps.pathOps)
g.renderer.packIntersections(g.drawOps.imageOps)
g.renderer.intersect(g.drawOps.imageOps)
g.stencilTimer.end()
g.coverTimer.begin()
g.ctx.BindFramebuffer(g.defFBO)
g.ctx.Viewport(0, 0, viewport.X, viewport.Y)
g.renderer.drawOps(g.cache, g.drawOps.imageOps)
g.ctx.SetBlend(false)
g.renderer.pather.stenciler.invalidateFBO()
g.coverTimer.end()
g.ctx.BindFramebuffer(g.defFBO)
g.cleanupTimer.begin()
g.cache.frame()
g.drawOps.pathCache.frame()
g.cleanupTimer.end()
if g.drawOps.profile && g.timers.ready() {
zt, st, covt, cleant := g.zopsTimer.Elapsed, g.stencilTimer.Elapsed, g.coverTimer.Elapsed, g.cleanupTimer.Elapsed
ft := zt + st + covt + cleant
q := 100 * time.Microsecond
zt, st, covt = zt.Round(q), st.Round(q), covt.Round(q)
frameDur := time.Since(g.frameStart).Round(q)
ft = ft.Round(q)
g.profile = fmt.Sprintf("draw:%7s gpu:%7s zt:%7s st:%7s cov:%7s", frameDur, ft, zt, st, covt)
}
return nil
}
func (g *gpu) Profile() string {
return g.profile
}
func (r *renderer) texHandle(cache *resourceCache, data imageOpData) backend.Texture {
var tex *texture
t, exists := cache.get(data.handle)
if !exists {
t = &texture{
src: data.src,
}
cache.put(data.handle, t)
}
tex = t.(*texture)
if tex.tex != nil {
return tex.tex
}
handle, err := r.ctx.NewTexture(backend.TextureFormatSRGB, data.src.Bounds().Dx(), data.src.Bounds().Dy(), backend.FilterLinear, backend.FilterLinear, backend.BufferBindingTexture)
if err != nil {
panic(err)
}
backend.UploadImage(handle, image.Pt(0, 0), data.src)
tex.tex = handle
return tex.tex
}
func (t *texture) release() {
if t.tex != nil {
t.tex.Release()
}
}
func newRenderer(ctx backend.Device) *renderer {
r := &renderer{
ctx: ctx,
blitter: newBlitter(ctx),
pather: newPather(ctx),
}
maxDim := ctx.Caps().MaxTextureSize
// Large atlas textures cause artifacts due to precision loss in
// shaders.
if cap := 8192; maxDim > cap {
maxDim = cap
}
r.packer.maxDim = maxDim
r.intersections.maxDim = maxDim
return r
}
func (r *renderer) release() {
r.pather.release()
r.blitter.release()
}
func newBlitter(ctx backend.Device) *blitter {
quadVerts, err := ctx.NewImmutableBuffer(backend.BufferBindingVertices,
gunsafe.BytesView([]float32{
-1, +1, 0, 0,
+1, +1, 1, 0,
-1, -1, 0, 1,
+1, -1, 1, 1,
}),
)
if err != nil {
panic(err)
}
b := &blitter{
ctx: ctx,
quadVerts: quadVerts,
}
b.colUniforms = new(blitColUniforms)
b.texUniforms = new(blitTexUniforms)
b.linearGradientUniforms = new(blitLinearGradientUniforms)
prog, layout, err := createColorPrograms(ctx, shader_blit_vert, shader_blit_frag,
[3]interface{}{&b.colUniforms.vert, &b.linearGradientUniforms.vert, &b.texUniforms.vert},
[3]interface{}{&b.colUniforms.frag, &b.linearGradientUniforms.frag, nil},
)
if err != nil {
panic(err)
}
b.prog = prog
b.layout = layout
return b
}
func (b *blitter) release() {
b.quadVerts.Release()
for _, p := range b.prog {
p.Release()
}
b.layout.Release()
}
func createColorPrograms(b backend.Device, vsSrc backend.ShaderSources, fsSrc [3]backend.ShaderSources, vertUniforms, fragUniforms [3]interface{}) ([3]*program, backend.InputLayout, error) {
var progs [3]*program
{
prog, err := b.NewProgram(vsSrc, fsSrc[materialTexture])
if err != nil {
return progs, nil, err
}
var vertBuffer, fragBuffer *uniformBuffer
if u := vertUniforms[materialTexture]; u != nil {
vertBuffer = newUniformBuffer(b, u)
prog.SetVertexUniforms(vertBuffer.buf)
}
if u := fragUniforms[materialTexture]; u != nil {
fragBuffer = newUniformBuffer(b, u)
prog.SetFragmentUniforms(fragBuffer.buf)
}
progs[materialTexture] = newProgram(prog, vertBuffer, fragBuffer)
}
{
var vertBuffer, fragBuffer *uniformBuffer
prog, err := b.NewProgram(vsSrc, fsSrc[materialColor])
if err != nil {
progs[materialTexture].Release()
return progs, nil, err
}
if u := vertUniforms[materialColor]; u != nil {
vertBuffer = newUniformBuffer(b, u)
prog.SetVertexUniforms(vertBuffer.buf)
}
if u := fragUniforms[materialColor]; u != nil {
fragBuffer = newUniformBuffer(b, u)
prog.SetFragmentUniforms(fragBuffer.buf)
}
progs[materialColor] = newProgram(prog, vertBuffer, fragBuffer)
}
{
var vertBuffer, fragBuffer *uniformBuffer
prog, err := b.NewProgram(vsSrc, fsSrc[materialLinearGradient])
if err != nil {
progs[materialTexture].Release()
progs[materialColor].Release()
return progs, nil, err
}
if u := vertUniforms[materialLinearGradient]; u != nil {
vertBuffer = newUniformBuffer(b, u)
prog.SetVertexUniforms(vertBuffer.buf)
}
if u := fragUniforms[materialLinearGradient]; u != nil {
fragBuffer = newUniformBuffer(b, u)
prog.SetFragmentUniforms(fragBuffer.buf)
}
progs[materialLinearGradient] = newProgram(prog, vertBuffer, fragBuffer)
}
layout, err := b.NewInputLayout(vsSrc, []backend.InputDesc{
{Type: backend.DataTypeFloat, Size: 2, Offset: 0},
{Type: backend.DataTypeFloat, Size: 2, Offset: 4 * 2},
})
if err != nil {
progs[materialTexture].Release()
progs[materialColor].Release()
progs[materialLinearGradient].Release()
return progs, nil, err
}
return progs, layout, nil
}
func (r *renderer) stencilClips(pathCache *opCache, ops []*pathOp) {
if len(r.packer.sizes) == 0 {
return
}
fbo := -1
r.pather.begin(r.packer.sizes)
for _, p := range ops {
if fbo != p.place.Idx {
fbo = p.place.Idx
f := r.pather.stenciler.cover(fbo)
r.ctx.BindFramebuffer(f.fbo)
r.ctx.Clear(0.0, 0.0, 0.0, 0.0)
}
v, _ := pathCache.get(p.pathKey)
r.pather.stencilPath(p.clip, p.off, p.place.Pos, v.data)
}
}
func (r *renderer) intersect(ops []imageOp) {
if len(r.intersections.sizes) == 0 {
return
}
fbo := -1
r.pather.stenciler.beginIntersect(r.intersections.sizes)
r.ctx.BindVertexBuffer(r.blitter.quadVerts, 4*4, 0)
r.ctx.BindInputLayout(r.pather.stenciler.iprog.layout)
for _, img := range ops {
if img.clipType != clipTypeIntersection {
continue
}
if fbo != img.place.Idx {
fbo = img.place.Idx
f := r.pather.stenciler.intersections.fbos[fbo]
r.ctx.BindFramebuffer(f.fbo)
r.ctx.Clear(1.0, 0.0, 0.0, 0.0)
}
r.ctx.Viewport(img.place.Pos.X, img.place.Pos.Y, img.clip.Dx(), img.clip.Dy())
r.intersectPath(img.path, img.clip)
}
}
func (r *renderer) intersectPath(p *pathOp, clip image.Rectangle) {
if p.parent != nil {
r.intersectPath(p.parent, clip)
}
if !p.path {
return
}
uv := image.Rectangle{
Min: p.place.Pos,
Max: p.place.Pos.Add(p.clip.Size()),
}
o := clip.Min.Sub(p.clip.Min)
sub := image.Rectangle{
Min: o,
Max: o.Add(clip.Size()),
}
fbo := r.pather.stenciler.cover(p.place.Idx)
r.ctx.BindTexture(0, fbo.tex)
coverScale, coverOff := texSpaceTransform(toRectF(uv), fbo.size)
subScale, subOff := texSpaceTransform(toRectF(sub), p.clip.Size())
r.pather.stenciler.iprog.uniforms.vert.uvTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
r.pather.stenciler.iprog.uniforms.vert.subUVTransform = [4]float32{subScale.X, subScale.Y, subOff.X, subOff.Y}
r.pather.stenciler.iprog.prog.UploadUniforms()
r.ctx.DrawArrays(backend.DrawModeTriangleStrip, 0, 4)
}
func (r *renderer) packIntersections(ops []imageOp) {
r.intersections.clear()
for i, img := range ops {
var npaths int
var onePath *pathOp
for p := img.path; p != nil; p = p.parent {
if p.path {
onePath = p
npaths++
}
}
switch npaths {
case 0:
case 1:
place := onePath.place
place.Pos = place.Pos.Sub(onePath.clip.Min).Add(img.clip.Min)
ops[i].place = place
ops[i].clipType = clipTypePath
default:
sz := image.Point{X: img.clip.Dx(), Y: img.clip.Dy()}
place, ok := r.intersections.add(sz)
if !ok {
panic("internal error: if the intersection fit, the intersection should fit as well")
}
ops[i].clipType = clipTypeIntersection
ops[i].place = place
}
}
}
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.cache = cache
d.viewport = viewport
d.imageOps = d.imageOps[:0]
d.allImageOps = d.allImageOps[:0]
d.zimageOps = d.zimageOps[:0]
d.pathOps = d.pathOps[:0]
d.pathOpCache = d.pathOpCache[:0]
d.vertCache = d.vertCache[:0]
}
func (d *drawOps) collect(ctx backend.Device, cache *resourceCache, root *op.Ops, viewport image.Point) {
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.NRGBA{A: 0xff},
}
d.collectOps(&d.reader, state)
for _, p := range d.pathOps {
if v, exists := d.pathCache.get(p.pathKey); !exists || v.data.data == nil {
data := buildPath(ctx, p.pathVerts)
var computePath encoder
if d.retainPathData {
computePath = encodePath(p.pathVerts)
}
d.pathCache.put(p.pathKey, opCacheValue{
data: data,
bounds: p.bounds,
computePath: computePath,
})
}
p.pathVerts = nil
}
}
func (d *drawOps) newPathOp() *pathOp {
d.pathOpCache = append(d.pathOpCache, pathOp{})
return &d.pathOpCache[len(d.pathOpCache)-1]
}
func (d *drawOps) addClipPath(state *drawState, aux []byte, auxKey ops.Key, bounds f32.Rectangle, off f32.Point) {
npath := d.newPathOp()
*npath = pathOp{
parent: state.cpath,
bounds: bounds,
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)
}
}
// split a transform into two parts, one which is pur offset and the
// other representing the scaling, shearing and rotation part
func splitTransform(t f32.Affine2D) (srs f32.Affine2D, offset f32.Point) {
sx, hx, ox, hy, sy, oy := t.Elems()
offset = f32.Point{X: ox, Y: oy}
srs = f32.NewAffine2D(sx, hx, 0, hy, sy, 0)
return
}
func (d *drawOps) save(id int, state drawState) {
if extra := id - len(d.states) + 1; extra > 0 {
d.states = append(d.states, make([]drawState, extra)...)
}
d.states[id] = state
}
func (d *drawOps) collectOps(r *ops.Reader, state drawState) {
var (
quads quadsOp
stroke clip.StrokeStyle
dashes dashOp
z int
)
d.save(opconst.InitialStateID, state)
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.DecodeTransform(encOp.Data)
state.t = state.t.Mul(dop)
case opconst.TypeDash:
dashes = decodeDashOp(encOp.Data)
if len(dashes.dashes) > 0 {
encOp, ok = r.Decode()
if !ok {
panic("gpu: could not decode dashes pattern")
}
data := encOp.Data[1:]
bo := binary.LittleEndian
for i := range dashes.dashes {
dashes.dashes[i] = math.Float32frombits(bo.Uint32(
data[i*4:],
))
}
}
case opconst.TypeStroke:
stroke = decodeStrokeOp(encOp.Data)
case opconst.TypePath:
quads.quads = decodeQuadsOp(encOp.Data)
if quads.quads > 0 {
encOp, ok = r.Decode()
if !ok {
break loop
}
quads.aux = encOp.Data[opconst.TypeAuxLen:]
quads.key = encOp.Key
}
case opconst.TypeClip:
var op clipOp
op.decode(encOp.Data)
bounds := op.bounds
trans, off := splitTransform(state.t)
if len(quads.aux) > 0 {
// There is a clipping path, build the gpu data and update the
// cache key such that it will be equal only if the transform is the
// same also. Use cached data if we have it.
quads.key = quads.key.SetTransform(trans)
if v, ok := d.pathCache.get(quads.key); ok {
// Since the GPU data exists in the cache aux will not be used.
// Why is this not used for the offset shapes?
op.bounds = v.bounds
} else {
quads.aux, op.bounds = d.buildVerts(
quads.aux, trans, op.outline, stroke, dashes,
)
// add it to the cache, without GPU data, so the transform can be
// reused.
d.pathCache.put(quads.key, opCacheValue{bounds: op.bounds})
}
} else {
quads.aux, op.bounds, _ = d.boundsForTransformedRect(bounds, trans)
quads.key = encOp.Key
quads.key.SetTransform(trans)
}
state.clip = state.clip.Intersect(op.bounds.Add(off))
d.addClipPath(&state, quads.aux, quads.key, op.bounds, off)
quads = quadsOp{}
stroke = clip.StrokeStyle{}
dashes = dashOp{}
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:
// Transform (if needed) the painting rectangle and if so generate a clip path,
// for those cases also compute a partialTrans that maps texture coordinates between
// the new bounding rectangle and the transformed original paint rectangle.
trans, off := splitTransform(state.t)
// Fill the clip area, unless the material is a (bounded) image.
// TODO: Find a tighter bound.
inf := float32(1e6)
dst := f32.Rect(-inf, -inf, inf, inf)
if state.matType == materialTexture {
dst = layout.FRect(state.image.src.Rect)
}
clipData, bnd, partialTrans := d.boundsForTransformedRect(dst, trans)
clip := state.clip.Intersect(bnd.Add(off))
if clip.Empty() {
continue
}
wasrect := state.rect
if clipData != nil {
// The paint operation is sheared or rotated, add a clip path representing
// this transformed rectangle.
encOp.Key.SetTransform(trans)
d.addClipPath(&state, clipData, encOp.Key, bnd, off)
}
bounds := boundRectF(clip)
mat := state.materialFor(bnd, off, partialTrans, bounds, state.t)
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.allImageOps = d.allImageOps[:0]
d.zimageOps = d.zimageOps[:0]
d.imageOps = d.imageOps[:0]
z = 0
d.clearColor = mat.color.Opaque()
d.clear = true
continue
}
z++
if z != int(uint16(z)) {
// TODO(eliasnaur) gioui.org/issue/127.
panic("more than 65k paint objects not supported")
}
// Assume 16-bit depth buffer.
const zdepth = 1 << 16
// Convert z to window-space, assuming depth range [0;1].
zf := float32(z)*2/zdepth - 1.0
img := imageOp{
z: zf,
path: state.cpath,
clip: bounds,
material: mat,
}
d.allImageOps = append(d.allImageOps, img)
if state.rect && img.material.opaque {
d.zimageOps = append(d.zimageOps, img)
} else {
d.imageOps = append(d.imageOps, img)
}
if clipData != nil {
// we added a clip path that should not remain
state.cpath = state.cpath.parent
state.rect = wasrect
}
case opconst.TypeSave:
id := ops.DecodeSave(encOp.Data)
d.save(id, state)
case opconst.TypeLoad:
id, mask := ops.DecodeLoad(encOp.Data)
s := d.states[id]
if mask&opconst.TransformState != 0 {
state.t = s.t
}
if mask&^opconst.TransformState != 0 {
state = s
}
}
}
}
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(rect f32.Rectangle, off f32.Point, partTrans f32.Affine2D, clip image.Rectangle, trans f32.Affine2D) material {
var m material
switch d.matType {
case materialColor:
m.material = materialColor
m.color = f32color.LinearFromSRGB(d.color)
m.opaque = m.color.A == 1.0
case materialLinearGradient:
m.material = materialLinearGradient
m.color1 = f32color.LinearFromSRGB(d.color1)
m.color2 = f32color.LinearFromSRGB(d.color2)
m.opaque = m.color1.A == 1.0 && m.color2.A == 1.0
m.uvTrans = partTrans.Mul(gradientSpaceTransform(clip, off, d.stop1, d.stop2))
case materialTexture:
m.material = materialTexture
dr := boundRectF(rect.Add(off))
sz := d.image.src.Bounds().Size()
sr := f32.Rectangle{
Max: f32.Point{
X: float32(sz.X),
Y: float32(sz.Y),
},
}
dx := float32(dr.Dx())
sdx := sr.Dx()
sr.Min.X += float32(clip.Min.X-dr.Min.X) * sdx / dx
sr.Max.X -= float32(dr.Max.X-clip.Max.X) * sdx / dx
dy := float32(dr.Dy())
sdy := sr.Dy()
sr.Min.Y += float32(clip.Min.Y-dr.Min.Y) * sdy / dy
sr.Max.Y -= float32(dr.Max.Y-clip.Max.Y) * sdy / dy
uvScale, uvOffset := texSpaceTransform(sr, sz)
m.uvTrans = partTrans.Mul(f32.Affine2D{}.Scale(f32.Point{}, uvScale).Offset(uvOffset))
m.trans = trans
m.data = d.image
}
return m
}
func (r *renderer) drawZOps(cache *resourceCache, ops []imageOp) {
r.ctx.SetDepthTest(true)
r.ctx.BindVertexBuffer(r.blitter.quadVerts, 4*4, 0)
r.ctx.BindInputLayout(r.blitter.layout)
// Render front to back.
for i := len(ops) - 1; i >= 0; i-- {
img := ops[i]
m := img.material
switch m.material {
case materialTexture:
r.ctx.BindTexture(0, r.texHandle(cache, m.data))
}
drc := img.clip
scale, off := clipSpaceTransform(drc, r.blitter.viewport)
r.blitter.blit(img.z, m.material, m.color, m.color1, m.color2, scale, off, m.uvTrans)
}
r.ctx.SetDepthTest(false)
}
func (r *renderer) drawOps(cache *resourceCache, ops []imageOp) {
r.ctx.SetDepthTest(true)
r.ctx.DepthMask(false)
r.ctx.BlendFunc(backend.BlendFactorOne, backend.BlendFactorOneMinusSrcAlpha)
r.ctx.BindVertexBuffer(r.blitter.quadVerts, 4*4, 0)
r.ctx.BindInputLayout(r.pather.coverer.layout)
var coverTex backend.Texture
for _, img := range ops {
m := img.material
switch m.material {
case materialTexture:
r.ctx.BindTexture(0, r.texHandle(cache, m.data))
}
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, m.color1, m.color2, scale, off, m.uvTrans)
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
r.ctx.BindTexture(1, coverTex)
}
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, m.color1, m.color2, scale, off, m.uvTrans, coverScale, coverOff)
}
r.ctx.DepthMask(true)
r.ctx.SetDepthTest(false)
}
func (b *blitter) blit(z float32, mat materialType, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D) {
p := b.prog[mat]
b.ctx.BindProgram(p.prog)
var uniforms *blitUniforms
switch mat {
case materialColor:
b.colUniforms.frag.color = col
uniforms = &b.colUniforms.vert.blitUniforms
case materialTexture:
t1, t2, t3, t4, t5, t6 := uvTrans.Elems()
b.texUniforms.vert.blitUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
b.texUniforms.vert.blitUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
uniforms = &b.texUniforms.vert.blitUniforms
case materialLinearGradient:
b.linearGradientUniforms.frag.color1 = col1
b.linearGradientUniforms.frag.color2 = col2
t1, t2, t3, t4, t5, t6 := uvTrans.Elems()
b.linearGradientUniforms.vert.blitUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
b.linearGradientUniforms.vert.blitUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
uniforms = &b.linearGradientUniforms.vert.blitUniforms
}
uniforms.z = z
uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
p.UploadUniforms()
b.ctx.DrawArrays(backend.DrawModeTriangleStrip, 0, 4)
}
// newUniformBuffer creates a new GPU uniform buffer backed by the
// structure uniformBlock points to.
func newUniformBuffer(b backend.Device, uniformBlock interface{}) *uniformBuffer {
ref := reflect.ValueOf(uniformBlock)
// Determine the size of the uniforms structure, *uniforms.
size := ref.Elem().Type().Size()
// Map the uniforms structure as a byte slice.
ptr := (*[1 << 30]byte)(unsafe.Pointer(ref.Pointer()))[:size:size]
ubuf, err := b.NewBuffer(backend.BufferBindingUniforms, len(ptr))
if err != nil {
panic(err)
}
return &uniformBuffer{buf: ubuf, ptr: ptr}
}
func (u *uniformBuffer) Upload() {
u.buf.Upload(u.ptr)
}
func (u *uniformBuffer) Release() {
u.buf.Release()
u.buf = nil
}
func newProgram(prog backend.Program, vertUniforms, fragUniforms *uniformBuffer) *program {
if vertUniforms != nil {
prog.SetVertexUniforms(vertUniforms.buf)
}
if fragUniforms != nil {
prog.SetFragmentUniforms(fragUniforms.buf)
}
return &program{prog: prog, vertUniforms: vertUniforms, fragUniforms: fragUniforms}
}
func (p *program) UploadUniforms() {
if p.vertUniforms != nil {
p.vertUniforms.Upload()
}
if p.fragUniforms != nil {
p.fragUniforms.Upload()
}
}
func (p *program) Release() {
p.prog.Release()
p.prog = nil
if p.vertUniforms != nil {
p.vertUniforms.Release()
p.vertUniforms = nil
}
if p.fragUniforms != nil {
p.fragUniforms.Release()
p.fragUniforms = nil
}
}
// 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
}
// gradientSpaceTransform transforms stop1 and stop2 to [(0,0), (1,1)].
func gradientSpaceTransform(clip image.Rectangle, off f32.Point, stop1, stop2 f32.Point) f32.Affine2D {
d := stop2.Sub(stop1)
l := float32(math.Sqrt(float64(d.X*d.X + d.Y*d.Y)))
a := float32(math.Atan2(float64(-d.Y), float64(d.X)))
// TODO: optimize
zp := f32.Point{}
return f32.Affine2D{}.
Scale(zp, layout.FPt(clip.Size())). // scale to pixel space
Offset(zp.Sub(off).Add(layout.FPt(clip.Min))). // offset to clip space
Offset(zp.Sub(stop1)). // offset to first stop point
Rotate(zp, a). // rotate to align gradient
Scale(zp, f32.Pt(1/l, 1/l)) // scale gradient to right size
}
// 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
}
// 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+vertStride*4 <= len(verts); i += vertStride * 4 {
vert := verts[i : i+vertStride]
// MaxY contains the integer contour index.
pathContour := int(bo.Uint32(vert[int(unsafe.Offsetof(((*vertex)(nil)).MaxY)):]))
if contour != pathContour {
contour = pathContour
break
}
fromy := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*vertex)(nil)).FromY)):]))
ctrly := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*vertex)(nil)).CtrlY)):]))
toy := math.Float32frombits(bo.Uint32(vert[int(unsafe.Offsetof(((*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 += vertStride {
off := int(unsafe.Offsetof(((*vertex)(nil)).MaxY))
bo.PutUint32(verts[i+off:], math.Float32bits(maxy))
}
}
func (d *drawOps) writeVertCache(n int) []byte {
d.vertCache = append(d.vertCache, make([]byte, n)...)
return d.vertCache[len(d.vertCache)-n:]
}
// transform, split paths as needed, calculate maxY, bounds and create GPU vertices.
func (d *drawOps) buildVerts(aux []byte, tr f32.Affine2D, outline bool, stroke clip.StrokeStyle, dashes dashOp) (verts []byte, bounds f32.Rectangle) {
inf := float32(math.Inf(+1))
d.qs.bounds = f32.Rectangle{
Min: f32.Point{X: inf, Y: inf},
Max: f32.Point{X: -inf, Y: -inf},
}
d.qs.d = d
bo := binary.LittleEndian
startLength := len(d.vertCache)
switch {
case stroke.Width > 0:
// Stroke path.
quads := make(strokeQuads, 0, 2*len(aux)/(ops.QuadSize+4))
for len(aux) >= ops.QuadSize+4 {
quad := strokeQuad{
contour: bo.Uint32(aux),
quad: ops.DecodeQuad(aux[4:]),
}
quads = append(quads, quad)
aux = aux[ops.QuadSize+4:]
}
quads = quads.stroke(stroke, dashes)
for _, quad := range quads {
d.qs.contour = quad.contour
quad.quad = quad.quad.Transform(tr)
d.qs.splitAndEncode(quad.quad)
}
case outline:
// Outline path.
first := true
var firstPt, lastPt f32.Point
for len(aux) >= ops.QuadSize+4 {
d.qs.contour = bo.Uint32(aux)
quad := ops.DecodeQuad(aux[4:])
quad = quad.Transform(tr)
if first {
first = false
firstPt = quad.From
lastPt = quad.From
}
if quad.From != lastPt {
if lastPt != firstPt {
// Close outline before starting a new.
mid := firstPt.Add(lastPt).Mul(.5)
d.qs.splitAndEncode(ops.Quad{From: lastPt, To: firstPt, Ctrl: mid})
}
firstPt = quad.From
}
lastPt = quad.To
d.qs.splitAndEncode(quad)
aux = aux[ops.QuadSize+4:]
}
// Close last outline if necessary.
if !first && lastPt != firstPt {
mid := firstPt.Add(lastPt).Mul(.5)
d.qs.splitAndEncode(ops.Quad{From: lastPt, To: firstPt, Ctrl: mid})
}
}
fillMaxY(d.vertCache[startLength:])
return d.vertCache[startLength:], d.qs.bounds
}
// create GPU vertices for transformed r, find the bounds and establish texture transform.
func (d *drawOps) boundsForTransformedRect(r f32.Rectangle, tr f32.Affine2D) (aux []byte, bnd f32.Rectangle, ptr f32.Affine2D) {
if isPureOffset(tr) {
// fast-path to allow blitting of pure rectangles
_, _, ox, _, _, oy := tr.Elems()
off := f32.Pt(ox, oy)
bnd.Min = r.Min.Add(off)
bnd.Max = r.Max.Add(off)
return
}
// transform all corners, find new bounds
corners := [4]f32.Point{
tr.Transform(r.Min), tr.Transform(f32.Pt(r.Max.X, r.Min.Y)),
tr.Transform(r.Max), tr.Transform(f32.Pt(r.Min.X, r.Max.Y)),
}
bnd.Min = f32.Pt(math.MaxFloat32, math.MaxFloat32)
bnd.Max = f32.Pt(-math.MaxFloat32, -math.MaxFloat32)
for _, c := range corners {
if c.X < bnd.Min.X {
bnd.Min.X = c.X
}
if c.Y < bnd.Min.Y {
bnd.Min.Y = c.Y
}
if c.X > bnd.Max.X {
bnd.Max.X = c.X
}
if c.Y > bnd.Max.Y {
bnd.Max.Y = c.Y
}
}
// build the GPU vertices
l := len(d.vertCache)
d.vertCache = append(d.vertCache, make([]byte, vertStride*4*4)...)
aux = d.vertCache[l:]
encodeQuadTo(aux, 0, corners[0], corners[0].Add(corners[1]).Mul(0.5), corners[1])
encodeQuadTo(aux[vertStride*4:], 0, corners[1], corners[1].Add(corners[2]).Mul(0.5), corners[2])
encodeQuadTo(aux[vertStride*4*2:], 0, corners[2], corners[2].Add(corners[3]).Mul(0.5), corners[3])
encodeQuadTo(aux[vertStride*4*3:], 0, corners[3], corners[3].Add(corners[0]).Mul(0.5), corners[0])
fillMaxY(aux)
// establish the transform mapping from bounds rectangle to transformed corners
var P1, P2, P3 f32.Point
P1.X = (corners[1].X - bnd.Min.X) / (bnd.Max.X - bnd.Min.X)
P1.Y = (corners[1].Y - bnd.Min.Y) / (bnd.Max.Y - bnd.Min.Y)
P2.X = (corners[2].X - bnd.Min.X) / (bnd.Max.X - bnd.Min.X)
P2.Y = (corners[2].Y - bnd.Min.Y) / (bnd.Max.Y - bnd.Min.Y)
P3.X = (corners[3].X - bnd.Min.X) / (bnd.Max.X - bnd.Min.X)
P3.Y = (corners[3].Y - bnd.Min.Y) / (bnd.Max.Y - bnd.Min.Y)
sx, sy := P2.X-P3.X, P2.Y-P3.Y
ptr = f32.NewAffine2D(sx, P2.X-P1.X, P1.X-sx, sy, P2.Y-P1.Y, P1.Y-sy).Invert()
return
}
func isPureOffset(t f32.Affine2D) bool {
a, b, _, d, e, _ := t.Elems()
return a == 1 && b == 0 && d == 0 && e == 1
}