Files
gio/gpu/compute.go
T
Elias Naur b87cbc04f3 gpu: [compute] add compute renderer specific decoding of ops
Until now, the two renderers have shared structures and code for
decoding drawing ops and convert them to GPU-friendly structures.

However, the decoder is tailored to the old renderer and use
structures that poorly fits the new compute renderer.

This change copies the decoder and specializes the copy for the compute
renderer, avoiding a round-trip through the old renderer decoder.

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

1349 lines
35 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package gpu
import (
"encoding/binary"
"errors"
"fmt"
"image"
"image/color"
"math"
"math/bits"
"time"
"unsafe"
"gioui.org/f32"
"gioui.org/gpu/internal/driver"
"gioui.org/internal/byteslice"
"gioui.org/internal/f32color"
"gioui.org/internal/opconst"
"gioui.org/internal/ops"
"gioui.org/internal/scene"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
)
type compute struct {
ctx driver.Device
collector collector
enc encoder
texOps []textureOp
viewport image.Point
maxTextureDim int
programs struct {
elements driver.Program
tileAlloc driver.Program
pathCoarse driver.Program
backdrop driver.Program
binning driver.Program
coarse driver.Program
kernel4 driver.Program
}
buffers struct {
config driver.Buffer
scene sizedBuffer
state sizedBuffer
memory sizedBuffer
}
output struct {
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
buffer sizedBuffer
uniforms *materialUniforms
uniBuf driver.Buffer
}
timers struct {
profile string
t *timers
materials *timer
elements *timer
tileAlloc *timer
pathCoarse *timer
backdropBinning *timer
coarse *timer
kernel4 *timer
blit *timer
}
// The following fields hold scratch space to avoid garbage.
zeroSlice []byte
memHeader *memoryHeader
conf *config
}
type materialUniforms struct {
scale [2]float32
pos [2]float32
}
type collector struct {
profile bool
reader ops.Reader
states []encoderState
clear bool
clearColor f32color.RGBA
clipCache []clipState
clipCmdCache []clipCmd
paintOps []paintOp
}
type paintOp struct {
clipStack []clipCmd
state encoderState
}
// clipCmd describes a clipping command ready to be used for the compute
// pipeline.
type clipCmd struct {
// union of the bounds of the operations that are clipped.
union f32.Rectangle
state *clipState
relTrans f32.Affine2D
}
type encoderState struct {
t f32.Affine2D
relTrans f32.Affine2D
clip *clipState
intersect f32.Rectangle
matType materialType
// Current paint.ImageOp
image imageOpData
// Current paint.ColorOp, if any.
color color.NRGBA
// Current paint.LinearGradientOp.
stop1 f32.Point
stop2 f32.Point
color1 color.NRGBA
color2 color.NRGBA
}
type clipState struct {
bounds f32.Rectangle
absBounds f32.Rectangle
pathVerts []byte
parent *clipState
relTrans f32.Affine2D
stroke clip.StrokeStyle
}
// materialVertex describes a vertex of a quad used to render a transformed
// material.
type materialVertex struct {
posX, posY float32
u, v float32
}
// textureKey identifies textureOp.
type textureKey struct {
handle interface{}
transform f32.Affine2D
}
// textureOp represents an paintOp that requires texture space.
type textureOp struct {
// sceneIdx is the index in the scene that contains the fill image command
// that corresponds to the operation.
sceneIdx int
img imageOpData
key textureKey
// offset is the integer offset, separated from key.transform to increase cache hit rate.
off image.Point
// pos is the position of the untransformed image in the images texture.
pos image.Point
}
type encoder struct {
scene []scene.Command
npath int
npathseg int
ntrans int
}
type encodeState struct {
trans f32.Affine2D
clip f32.Rectangle
}
type sizedBuffer struct {
size int
buffer driver.Buffer
}
// config matches Config in setup.h
type config struct {
n_elements uint32 // paths
n_pathseg uint32
width_in_tiles uint32
height_in_tiles uint32
tile_alloc memAlloc
bin_alloc memAlloc
ptcl_alloc memAlloc
pathseg_alloc memAlloc
anno_alloc memAlloc
trans_alloc memAlloc
}
// memAlloc matches Alloc in mem.h
type memAlloc struct {
offset uint32
//size uint32
}
// memoryHeader matches the header of Memory in mem.h.
type memoryHeader struct {
mem_offset uint32
mem_error uint32
}
// rect is a oriented rectangle.
type rectangle [4]f32.Point
// GPU structure sizes and constants.
const (
tileWidthPx = 32
tileHeightPx = 32
ptclInitialAlloc = 1024
kernel4OutputUnit = 2
kernel4AtlasUnit = 3
pathSize = 12
binSize = 8
pathsegSize = 52
annoSize = 32
transSize = 24
stateSize = 60
stateStride = 4 + 2*stateSize
)
// mem.h constants.
const (
memNoError = 0 // NO_ERROR
memMallocFailed = 1 // ERR_MALLOC_FAILED
)
func newCompute(ctx driver.Device) (*compute, error) {
maxDim := ctx.Caps().MaxTextureSize
// Large atlas textures cause artifacts due to precision loss in
// shaders.
if cap := 8192; maxDim > cap {
maxDim = cap
}
g := &compute{
ctx: ctx,
maxTextureDim: maxDim,
conf: new(config),
memHeader: new(memoryHeader),
}
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.materials.uniforms = new(materialUniforms)
buf, err := ctx.NewBuffer(driver.BufferBindingUniforms, int(unsafe.Sizeof(*g.materials.uniforms)))
if err != nil {
g.Release()
return nil, err
}
g.materials.uniBuf = buf
g.materials.prog.SetVertexUniforms(buf)
buf, err = ctx.NewBuffer(driver.BufferBindingShaderStorage, int(unsafe.Sizeof(config{})))
if err != nil {
g.Release()
return nil, err
}
g.buffers.config = buf
shaders := []struct {
prog *driver.Program
src driver.ShaderSources
}{
{&g.programs.elements, shader_elements_comp},
{&g.programs.tileAlloc, shader_tile_alloc_comp},
{&g.programs.pathCoarse, shader_path_coarse_comp},
{&g.programs.backdrop, shader_backdrop_comp},
{&g.programs.binning, shader_binning_comp},
{&g.programs.coarse, shader_coarse_comp},
{&g.programs.kernel4, shader_kernel4_comp},
}
for _, shader := range shaders {
p, err := ctx.NewComputeProgram(shader.src)
if err != nil {
g.Release()
return nil, err
}
*shader.prog = p
}
return g, nil
}
func (g *compute) Collect(viewport image.Point, ops *op.Ops) {
g.viewport = viewport
g.collector.reset()
g.enc.reset()
g.texOps = g.texOps[:0]
// Flip Y-axis.
flipY := f32.Affine2D{}.Scale(f32.Pt(0, 0), f32.Pt(1, -1)).Offset(f32.Pt(0, float32(viewport.Y)))
g.collector.collect(ops, flipY, viewport)
g.collector.encode(viewport, &g.enc, &g.texOps)
}
func (g *compute) Clear(col color.NRGBA) {
g.collector.clear = true
g.collector.clearColor = f32color.LinearFromSRGB(col)
}
func (g *compute) Frame() error {
viewport := g.viewport
tileDims := image.Point{
X: (viewport.X + tileWidthPx - 1) / tileWidthPx,
Y: (viewport.Y + tileHeightPx - 1) / tileHeightPx,
}
defFBO := g.ctx.BeginFrame(g.collector.clear, viewport)
defer g.ctx.EndFrame()
if g.collector.profile && g.timers.t == nil && g.ctx.Caps().Features.Has(driver.FeatureTimers) {
t := &g.timers
t.t = newTimers(g.ctx)
t.materials = g.timers.t.newTimer()
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()
t.blit = g.timers.t.newTimer()
}
mat := g.timers.materials
mat.begin()
if err := g.uploadImages(); err != nil {
return err
}
if err := g.renderMaterials(); err != nil {
return err
}
mat.end()
if err := g.render(tileDims); err != nil {
return err
}
g.ctx.BindFramebuffer(defFBO)
g.blitOutput(viewport)
t := &g.timers
if g.collector.profile && t.t.ready() {
mat := t.materials.Elapsed
et, tat, pct, bbt := t.elements.Elapsed, t.tileAlloc.Elapsed, t.pathCoarse.Elapsed, t.backdropBinning.Elapsed
ct, k4t := t.coarse.Elapsed, t.kernel4.Elapsed
blit := t.blit.Elapsed
ft := mat + et + tat + pct + bbt + ct + k4t + blit
q := 100 * time.Microsecond
ft = ft.Round(q)
mat = mat.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)
blit = blit.Round(q)
t.profile = fmt.Sprintf("ft:%7s mat: %7s et:%7s tat:%7s pct:%7s bbt:%7s ct:%7s k4t:%7s blit:%7s", ft, mat, et, tat, pct, bbt, ct, k4t, blit)
}
g.collector.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) {
t := g.timers.blit
t.begin()
if !g.collector.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)
t.end()
}
func (g *compute) renderMaterials() error {
m := &g.materials
m.quads = m.quads[:0]
resize := false
reclaimed := false
restart:
for {
for _, op := range g.texOps {
if off, exists := m.offsets[op.key]; exists {
g.enc.setFillImageOffset(op.sceneIdx, off.Sub(op.off))
continue
}
quad, bounds := g.materialQuad(op.key.transform, op.img, op.pos)
// A material is clipped to avoid drawing outside its bounds inside the atlas. However,
// imprecision in the clipping may cause a single pixel overflow. Be safe.
size := bounds.Size().Add(image.Pt(1, 1))
place, fits := m.packer.tryAdd(size)
if !fits {
m.offsets = nil
m.quads = m.quads[:0]
m.packer.clear()
if !reclaimed {
// Some images may no longer be in use, try again
// after clearing existing maps.
reclaimed = true
} else {
m.packer.maxDim += 256
resize = true
if m.packer.maxDim > g.maxTextureDim {
return errors.New("compute: no space left in material atlas")
}
}
m.packer.newPage()
continue restart
}
// Position quad to match place.
offset := place.Pos.Sub(bounds.Min)
offsetf := layout.FPt(offset)
for i := range quad {
quad[i].posX += offsetf.X
quad[i].posY += offsetf.Y
}
// Draw quad as two triangles.
m.quads = append(m.quads, quad[0], quad[1], quad[3], quad[3], quad[1], quad[2])
if m.offsets == nil {
m.offsets = make(map[textureKey]image.Point)
}
m.offsets[op.key] = offset
g.enc.setFillImageOffset(op.sceneIdx, offset.Sub(op.off))
}
break
}
if len(m.quads) == 0 {
return nil
}
texSize := m.packer.maxDim
if resize {
if m.fbo != nil {
m.fbo.Release()
m.fbo = nil
}
if m.tex != nil {
m.tex.Release()
m.tex = nil
}
handle, err := g.ctx.NewTexture(driver.TextureFormatRGBA8, texSize, texSize,
driver.FilterNearest, driver.FilterNearest,
driver.BufferBindingShaderStorage|driver.BufferBindingFramebuffer)
if err != nil {
return fmt.Errorf("compute: failed to create material atlas: %v", err)
}
fbo, err := g.ctx.NewFramebuffer(handle, 0)
if err != nil {
handle.Release()
return fmt.Errorf("compute: failed to create material framebuffer: %v", err)
}
m.tex = handle
m.fbo = fbo
}
// Transform to clip space: [-1, -1] - [1, 1].
g.materials.uniforms.scale = [2]float32{2 / float32(texSize), 2 / float32(texSize)}
g.materials.uniforms.pos = [2]float32{-1, -1}
g.materials.uniBuf.Upload(byteslice.Struct(g.materials.uniforms))
vertexData := byteslice.Slice(m.quads)
n := pow2Ceil(len(vertexData))
m.buffer.ensureCapacity(g.ctx, driver.BufferBindingVertices, n)
m.buffer.buffer.Upload(vertexData)
g.ctx.BindTexture(0, g.images.tex)
g.ctx.BindFramebuffer(m.fbo)
g.ctx.Viewport(0, 0, texSize, texSize)
if reclaimed {
g.ctx.Clear(0, 0, 0, 0)
}
g.ctx.BindProgram(m.prog)
g.ctx.BindVertexBuffer(m.buffer.buffer, int(unsafe.Sizeof(m.quads[0])), 0)
g.ctx.BindInputLayout(m.layout)
g.ctx.DrawArrays(driver.DrawModeTriangles, 0, len(m.quads))
return nil
}
func (g *compute) uploadImages() error {
// padding is the number of pixels added to the right and below
// images, to avoid atlas filtering artifacts.
const padding = 1
a := &g.images
var uploads map[interface{}]*image.RGBA
resize := false
reclaimed := false
restart:
for {
for i, op := range g.texOps {
if pos, exists := a.positions[op.img.handle]; exists {
g.texOps[i].pos = pos
continue
}
size := op.img.src.Bounds().Size().Add(image.Pt(padding, padding))
place, fits := a.packer.tryAdd(size)
if !fits {
a.positions = nil
uploads = nil
a.packer.clear()
if !reclaimed {
// Some images may no longer be in use, try again
// after clearing existing maps.
reclaimed = true
} else {
a.packer.maxDim += 256
resize = true
if a.packer.maxDim > g.maxTextureDim {
return errors.New("compute: no space left in image atlas")
}
}
a.packer.newPage()
continue restart
}
if a.positions == nil {
a.positions = make(map[interface{}]image.Point)
}
a.positions[op.img.handle] = place.Pos
g.texOps[i].pos = place.Pos
if uploads == nil {
uploads = make(map[interface{}]*image.RGBA)
}
uploads[op.img.handle] = op.img.src
}
break
}
if len(uploads) == 0 {
return nil
}
if resize {
if a.tex != nil {
a.tex.Release()
a.tex = nil
}
sz := a.packer.maxDim
handle, err := g.ctx.NewTexture(driver.TextureFormatSRGB, sz, sz, driver.FilterLinear, driver.FilterLinear, driver.BufferBindingTexture)
if err != nil {
return fmt.Errorf("compute: failed to create image atlas: %v", err)
}
a.tex = handle
}
for h, img := range uploads {
pos, ok := a.positions[h]
if !ok {
panic("compute: internal error: image not placed")
}
size := img.Bounds().Size()
driver.UploadImage(a.tex, pos, img)
rightPadding := image.Pt(padding, size.Y)
a.tex.Upload(image.Pt(pos.X+size.X, pos.Y), rightPadding, g.zeros(rightPadding.X*rightPadding.Y*4), 0)
bottomPadding := image.Pt(size.X, padding)
a.tex.Upload(image.Pt(pos.X, pos.Y+size.Y), bottomPadding, g.zeros(bottomPadding.X*bottomPadding.Y*4), 0)
}
return nil
}
func pow2Ceil(v int) int {
exp := bits.Len(uint(v))
if bits.OnesCount(uint(v)) == 1 {
exp--
}
return 1 << exp
}
// materialQuad constructs a quad that represents the transformed image. It returns the quad
// and its bounds.
func (g *compute) materialQuad(M f32.Affine2D, img imageOpData, uvPos image.Point) ([4]materialVertex, image.Rectangle) {
imgSize := layout.FPt(img.src.Bounds().Size())
sx, hx, ox, hy, sy, oy := M.Elems()
transOff := f32.Pt(ox, oy)
// The 4 corners of the image rectangle transformed by M, excluding its offset, are:
//
// q0: M * (0, 0) q3: M * (w, 0)
// q1: M * (0, h) q2: M * (w, h)
//
// Note that q0 = M*0 = 0, q2 = q1 + q3.
q0 := f32.Pt(0, 0)
q1 := f32.Pt(hx*imgSize.Y, sy*imgSize.Y)
q3 := f32.Pt(sx*imgSize.X, hy*imgSize.X)
q2 := q1.Add(q3)
q0 = q0.Add(transOff)
q1 = q1.Add(transOff)
q2 = q2.Add(transOff)
q3 = q3.Add(transOff)
boundsf := f32.Rectangle{
Min: min(min(q0, q1), min(q2, q3)),
Max: max(max(q0, q1), max(q2, q3)),
}
bounds := boundRectF(boundsf)
uvPosf := layout.FPt(uvPos)
atlasScale := 1 / float32(g.images.packer.maxDim)
uvBounds := f32.Rectangle{
Min: uvPosf.Mul(atlasScale),
Max: uvPosf.Add(imgSize).Mul(atlasScale),
}
quad := [4]materialVertex{
{posX: q0.X, posY: q0.Y, u: uvBounds.Min.X, v: uvBounds.Min.Y},
{posX: q1.X, posY: q1.Y, u: uvBounds.Min.X, v: uvBounds.Max.Y},
{posX: q2.X, posY: q2.Y, u: uvBounds.Max.X, v: uvBounds.Max.Y},
{posX: q3.X, posY: q3.Y, u: uvBounds.Max.X, v: uvBounds.Min.Y},
}
return quad, bounds
}
func max(p1, p2 f32.Point) f32.Point {
p := p1
if p2.X > p.X {
p.X = p2.X
}
if p2.Y > p.Y {
p.Y = p2.Y
}
return p
}
func min(p1, p2 f32.Point) f32.Point {
p := p1
if p2.X < p.X {
p.X = p2.X
}
if p2.Y < p.Y {
p.Y = p2.Y
}
return p
}
func (enc *encoder) encodePath(verts []byte) {
for len(verts) >= scene.CommandSize+4 {
cmd := ops.DecodeCommand(verts[4:])
enc.scene = append(enc.scene, cmd)
enc.npathseg++
verts = verts[scene.CommandSize+4:]
}
}
func (g *compute) render(tileDims image.Point) error {
const (
// wgSize is the largest and most common workgroup size.
wgSize = 128
// PARTITION_SIZE from elements.comp
partitionSize = 32 * 4
)
widthInBins := (tileDims.X + 15) / 16
heightInBins := (tileDims.Y + 7) / 8
if widthInBins*heightInBins > wgSize {
return fmt.Errorf("gpu: output too large (%dx%d)", tileDims.X*tileWidthPx, tileDims.Y*tileHeightPx)
}
enc := &g.enc
// Pad scene with zeroes to avoid reading garbage in elements.comp.
scenePadding := partitionSize - len(enc.scene)%partitionSize
enc.scene = append(enc.scene, make([]scene.Command, scenePadding)...)
realloced := false
scene := byteslice.Slice(enc.scene)
if s := len(scene); s > g.buffers.scene.size {
realloced = true
paddedCap := s * 11 / 10
if err := g.buffers.scene.ensureCapacity(g.ctx, driver.BufferBindingShaderStorage, paddedCap); err != nil {
return err
}
}
g.buffers.scene.buffer.Upload(scene)
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(enc.npath),
n_pathseg: uint32(enc.npathseg),
width_in_tiles: uint32(tileDims.X),
height_in_tiles: uint32(tileDims.Y),
tile_alloc: malloc(enc.npath * pathSize),
bin_alloc: malloc(round(enc.npath, wgSize) * binSize),
ptcl_alloc: malloc(tileDims.X * tileDims.Y * ptclInitialAlloc),
pathseg_alloc: malloc(enc.npathseg * pathsegSize),
anno_alloc: malloc(enc.npath * annoSize),
trans_alloc: malloc(enc.ntrans * transSize),
}
numPartitions := (enc.numElements() + 127) / 128
// clearSize is the atomic partition counter plus flag and 2 states per partition.
clearSize := 4 + numPartitions*stateStride
if clearSize > g.buffers.state.size {
realloced = true
paddedCap := clearSize * 11 / 10
if err := g.buffers.state.ensureCapacity(g.ctx, driver.BufferBindingShaderStorage, paddedCap); err != nil {
return err
}
}
g.buffers.config.Upload(byteslice.Struct(g.conf))
minSize := int(unsafe.Sizeof(memoryHeader{})) + int(alloc)
if minSize > g.buffers.memory.size {
realloced = true
// Add space for dynamic GPU allocations.
const sizeBump = 4 * 1024 * 1024
minSize += sizeBump
if err := g.buffers.memory.ensureCapacity(g.ctx, driver.BufferBindingShaderStorage, minSize); err != nil {
return err
}
}
for {
*g.memHeader = memoryHeader{
mem_offset: alloc,
}
g.buffers.memory.buffer.Upload(byteslice.Struct(g.memHeader))
g.buffers.state.buffer.Upload(g.zeros(clearSize))
if realloced {
realloced = false
g.bindBuffers()
}
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((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((enc.npathseg+31)/32, 1, 1)
g.ctx.MemoryBarrier()
t.pathCoarse.end()
t.backdropBinning.begin()
g.ctx.BindProgram(g.programs.backdrop)
g.ctx.DispatchCompute((enc.npath+wgSize-1)/wgSize, 1, 1)
// No barrier needed between backdrop and binning.
g.ctx.BindProgram(g.programs.binning)
g.ctx.DispatchCompute((enc.npath+wgSize-1)/wgSize, 1, 1)
g.ctx.MemoryBarrier()
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, driver.BufferBindingShaderStorage, sz); err != nil {
return err
}
continue
default:
return fmt.Errorf("compute: shader program failed with error %d", errCode)
}
}
}
// zeros returns a byte slice with size bytes of zeros.
func (g *compute) zeros(size int) []byte {
if cap(g.zeroSlice) < size {
g.zeroSlice = append(g.zeroSlice, make([]byte, size)...)
}
return g.zeroSlice[:size]
}
func (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() {
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()
}
g.materials.buffer.release()
if b := g.materials.uniBuf; b != nil {
b.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, binding driver.BufferBinding, size int) error {
if b.size >= size {
return nil
}
if b.buffer != nil {
b.release()
}
buf, err := ctx.NewBuffer(binding, size)
if err != nil {
return err
}
b.buffer = buf
b.size = size
return nil
}
func bindStorageBuffers(prog driver.Program, buffers ...driver.Buffer) {
for i, buf := range buffers {
prog.SetStorageBuffer(i, buf)
}
}
var bo = binary.LittleEndian
func (e *encoder) reset() {
e.scene = e.scene[:0]
e.npath = 0
e.npathseg = 0
e.ntrans = 0
}
func (e *encoder) numElements() int {
return len(e.scene)
}
func (e *encoder) append(e2 encoder) {
e.scene = append(e.scene, e2.scene...)
e.npath += e2.npath
e.npathseg += e2.npathseg
e.ntrans += e2.ntrans
}
func (e *encoder) transform(m f32.Affine2D) {
e.scene = append(e.scene, scene.Transform(m))
e.ntrans++
}
func (e *encoder) lineWidth(width float32) {
e.scene = append(e.scene, scene.SetLineWidth(width))
}
func (e *encoder) fillMode(mode scene.FillMode) {
e.scene = append(e.scene, scene.SetFillMode(mode))
}
func (e *encoder) beginClip(bbox f32.Rectangle) {
e.scene = append(e.scene, scene.BeginClip(bbox))
e.npath++
}
func (e *encoder) endClip(bbox f32.Rectangle) {
e.scene = append(e.scene, scene.EndClip(bbox))
e.npath++
}
func (e *encoder) rect(r f32.Rectangle) {
// Rectangle corners, clock-wise.
c0, c1, c2, c3 := r.Min, f32.Pt(r.Min.X, r.Max.Y), r.Max, f32.Pt(r.Max.X, r.Min.Y)
e.line(c0, c1)
e.line(c1, c2)
e.line(c2, c3)
e.line(c3, c0)
}
func (e *encoder) fillColor(col color.RGBA) {
e.scene = append(e.scene, scene.FillColor(col))
e.npath++
}
func (e *encoder) setFillImageOffset(index int, offset image.Point) {
x := int16(offset.X)
y := int16(offset.Y)
e.scene[index][2] = uint32(uint16(x)) | uint32(uint16(y))<<16
}
func (e *encoder) fillImage(index int) int {
idx := len(e.scene)
e.scene = append(e.scene, scene.FillImage(index))
e.npath++
return idx
}
func (e *encoder) line(start, end f32.Point) {
e.scene = append(e.scene, scene.Line(start, end))
e.npathseg++
}
func (e *encoder) quad(start, ctrl, end f32.Point) {
e.scene = append(e.scene, scene.Quad(start, ctrl, end))
e.npathseg++
}
func (c *collector) reset() {
c.profile = false
c.clipCache = c.clipCache[:0]
c.clipCmdCache = c.clipCmdCache[:0]
c.paintOps = c.paintOps[:0]
}
func (c *collector) addClip(state *encoderState, viewport, bounds f32.Rectangle, path []byte, stroke clip.StrokeStyle) {
// Rectangle clip regions.
if len(path) == 0 {
transView := transformBounds(state.t.Invert(), viewport)
// If the rectangular clip contains the viewport it can be discarded.
if transView.In(bounds) {
return
}
// If the rectangular clip region contains a previous path it can be discarded.
p := state.clip
t := state.relTrans.Invert()
for p != nil {
// rect is the parent bounds transformed relative to the rectangle.
rect := transformBounds(t, p.bounds)
if rect.In(bounds) {
return
}
t = p.relTrans.Invert().Mul(t)
p = p.parent
}
}
absBounds := transformBounds(state.t, bounds).Bounds()
c.clipCache = append(c.clipCache, clipState{
parent: state.clip,
bounds: bounds,
absBounds: absBounds,
relTrans: state.relTrans,
stroke: stroke,
pathVerts: path,
})
state.intersect = state.intersect.Intersect(absBounds)
state.clip = &c.clipCache[len(c.clipCache)-1]
state.relTrans = f32.Affine2D{}
}
func (c *collector) collect(root *op.Ops, trans f32.Affine2D, viewport image.Point) {
fview := f32.Rectangle{Max: layout.FPt(viewport)}
c.reader.Reset(root)
state := encoderState{
color: color.NRGBA{A: 0xff},
intersect: fview,
t: trans,
relTrans: trans,
}
r := &c.reader
var (
pathData []byte
str clip.StrokeStyle
)
c.save(opconst.InitialStateID, state)
for encOp, ok := r.Decode(); ok; encOp, ok = r.Decode() {
switch opconst.OpType(encOp.Data[0]) {
case opconst.TypeProfile:
c.profile = true
case opconst.TypeTransform:
dop := ops.DecodeTransform(encOp.Data)
state.t = state.t.Mul(dop)
state.relTrans = state.relTrans.Mul(dop)
case opconst.TypeStroke:
str = decodeStrokeOp(encOp.Data)
case opconst.TypePath:
encOp, ok = r.Decode()
if !ok {
panic("unexpected end of path operation")
}
pathData = encOp.Data[opconst.TypeAuxLen:]
case opconst.TypeClip:
var op clipOp
op.decode(encOp.Data)
c.addClip(&state, fview, op.bounds, pathData, str)
pathData = nil
str = clip.StrokeStyle{}
case opconst.TypeColor:
state.matType = materialColor
state.color = decodeColorOp(encOp.Data)
case opconst.TypeLinearGradient:
state.matType = materialLinearGradient
op := decodeLinearGradientOp(encOp.Data)
state.stop1 = op.stop1
state.stop2 = op.stop2
state.color1 = op.color1
state.color2 = op.color2
case opconst.TypeImage:
state.matType = materialTexture
state.image = decodeImageOp(encOp.Data, encOp.Refs)
case opconst.TypePaint:
paintState := state
if paintState.matType == materialTexture {
// Clip to the bounds of the image, to hide other images in the atlas.
bounds := paintState.image.src.Bounds()
c.addClip(&paintState, fview, layout.FRect(bounds), nil, clip.StrokeStyle{})
}
if paintState.intersect.Empty() {
break
}
// If the paint is a uniform opaque color that takes up the whole
// screen, it covers all previous paints and we can discard all
// rendering commands recorded so far.
if paintState.clip == nil && paintState.matType == materialColor && paintState.color.A == 255 {
c.clearColor = f32color.LinearFromSRGB(paintState.color).Opaque()
c.clear = true
c.paintOps = c.paintOps[:0]
break
}
// Flatten clip stack.
p := paintState.clip
startIdx := len(c.clipCmdCache)
for p != nil {
c.clipCmdCache = append(c.clipCmdCache, clipCmd{state: p, relTrans: p.relTrans})
p = p.parent
}
clipStack := c.clipCmdCache[startIdx:]
c.paintOps = append(c.paintOps, paintOp{
clipStack: clipStack,
state: paintState,
})
case opconst.TypeSave:
id := ops.DecodeSave(encOp.Data)
c.save(id, state)
case opconst.TypeLoad:
id, mask := ops.DecodeLoad(encOp.Data)
s := c.states[id]
if mask&opconst.TransformState != 0 {
state.t = s.t
}
if mask&^opconst.TransformState != 0 {
state = s
}
}
}
for i := range c.paintOps {
op := &c.paintOps[i]
// For each clip, cull rectangular clip regions that contain its
// (transformed) bounds. addClip already handled the converse case.
// TODO: do better than O(n²) to efficiently deal with deep stacks.
for i := 0; i < len(op.clipStack)-1; i++ {
cl := op.clipStack[i]
p := cl.state
r := transformBounds(cl.relTrans, p.bounds)
for j := i + 1; j < len(op.clipStack); j++ {
cl2 := op.clipStack[j]
p2 := cl2.state
if len(p2.pathVerts) == 0 && r.In(p2.bounds) {
op.clipStack = append(op.clipStack[:j], op.clipStack[j+1:]...)
j--
op.clipStack[j].relTrans = cl2.relTrans.Mul(op.clipStack[j].relTrans)
}
r = transformRect(cl2.relTrans, r)
}
}
}
}
func (c *collector) encode(viewport image.Point, enc *encoder, texOps *[]textureOp) {
fview := f32.Rectangle{Max: layout.FPt(viewport)}
fillMode := scene.FillModeNonzero
if c.clear {
enc.rect(fview)
enc.fillColor(f32color.NRGBAToRGBA(c.clearColor.SRGB()))
}
for _, op := range c.paintOps {
// Fill in clip bounds, which the shaders expect to be the union
// of all affected bounds.
var union f32.Rectangle
for i, cl := range op.clipStack {
union = union.Union(cl.state.absBounds)
op.clipStack[i].union = union
}
var inv f32.Affine2D
for i := len(op.clipStack) - 1; i >= 0; i-- {
cl := op.clipStack[i]
if str := cl.state.stroke; str.Width > 0 {
enc.fillMode(scene.FillModeStroke)
enc.lineWidth(str.Width)
fillMode = scene.FillModeStroke
} else if fillMode != scene.FillModeNonzero {
enc.fillMode(scene.FillModeNonzero)
fillMode = scene.FillModeNonzero
}
enc.transform(cl.relTrans)
inv = inv.Mul(cl.relTrans)
if len(cl.state.pathVerts) == 0 {
enc.rect(cl.state.bounds)
} else {
enc.encodePath(cl.state.pathVerts)
}
if i != 0 {
enc.beginClip(cl.union)
}
}
if op.state.clip == nil {
// No clipping; fill the entire view.
enc.rect(fview)
}
switch op.state.matType {
case materialTexture:
// Add fill command. Its offset is resolved and filled in renderMaterials.
idx := enc.fillImage(0)
sx, hx, ox, hy, sy, oy := op.state.t.Elems()
// Separate integer offset from transformation. TextureOps that have identical transforms
// except for their integer offsets can share a transformed image.
intx, fracx := math.Modf(float64(ox))
inty, fracy := math.Modf(float64(oy))
t := f32.NewAffine2D(sx, hx, float32(fracx), hy, sy, float32(fracy))
*texOps = append(*texOps, textureOp{
sceneIdx: idx,
img: op.state.image,
off: image.Pt(int(intx), int(inty)),
key: textureKey{
transform: t,
handle: op.state.image.handle,
},
})
case materialColor:
enc.fillColor(f32color.NRGBAToRGBA(op.state.color))
case materialLinearGradient:
// TODO: implement.
enc.fillColor(f32color.NRGBAToRGBA(op.state.color1))
default:
panic("not implemented")
}
enc.transform(inv.Invert())
// Pop the clip stack, except the first entry used for fill.
for i := 1; i < len(op.clipStack); i++ {
cl := op.clipStack[i]
enc.endClip(cl.union)
}
}
}
func (c *collector) save(id int, state encoderState) {
if extra := id - len(c.states) + 1; extra > 0 {
c.states = append(c.states, make([]encoderState, extra)...)
}
c.states[id] = state
}
func transformBounds(t f32.Affine2D, bounds f32.Rectangle) rectangle {
return rectangle{
t.Transform(bounds.Min), t.Transform(f32.Pt(bounds.Max.X, bounds.Min.Y)),
t.Transform(bounds.Max), t.Transform(f32.Pt(bounds.Min.X, bounds.Max.Y)),
}
}
func transformRect(t f32.Affine2D, r rectangle) rectangle {
var tr rectangle
for i, c := range r {
tr[i] = t.Transform(c)
}
return tr
}
func (r rectangle) In(b f32.Rectangle) bool {
for _, c := range r {
inside := b.Min.X <= c.X && c.X <= b.Max.X &&
b.Min.Y <= c.Y && c.Y <= b.Max.Y
if !inside {
return false
}
}
return true
}
func (r rectangle) Contains(b f32.Rectangle) bool {
return true
}
func (r rectangle) Bounds() f32.Rectangle {
bounds := f32.Rectangle{
Min: f32.Pt(math.MaxFloat32, math.MaxFloat32),
Max: f32.Pt(-math.MaxFloat32, -math.MaxFloat32),
}
for _, c := range r {
if c.X < bounds.Min.X {
bounds.Min.X = c.X
}
if c.Y < bounds.Min.Y {
bounds.Min.Y = c.Y
}
if c.X > bounds.Max.X {
bounds.Max.X = c.X
}
if c.Y > bounds.Max.Y {
bounds.Max.Y = c.Y
}
}
return bounds
}