Files
gio/gpu/path.go
T
Viktor 5b277757cf op/clip, gpu: split complex curves in package gpu instead
This is a first step towards supporting affine drawing transforms.
The rendering algorithm relies on quadratic curves that do not cross
x = 0 more than once, thus curves must be split after any rotation/shear
transforms. Move this logic and the generation of vertices to package gpu.
Also close all curves and draw zero-width edges as preparation for
transform since the will no longer implicitly be vertical with no
effect.

This commit will severely affect performance since vertexes are now
transformed also for cached items, using cpu resources.

Signed-off-by: Viktor <viktor.ogeman@gmail.com>
2020-06-21 11:17:27 +02:00

394 lines
10 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package gpu
// GPU accelerated path drawing using the algorithms from
// Pathfinder (https://github.com/servo/pathfinder).
import (
"encoding/binary"
"image"
"math"
"unsafe"
"gioui.org/f32"
"gioui.org/gpu/backend"
"gioui.org/internal/f32color"
gunsafe "gioui.org/internal/unsafe"
)
type pather struct {
ctx backend.Device
viewport image.Point
stenciler *stenciler
coverer *coverer
}
type coverer struct {
ctx backend.Device
prog [2]*program
texUniforms *coverTexUniforms
colUniforms *coverColUniforms
layout backend.InputLayout
}
type coverTexUniforms struct {
vert struct {
coverUniforms
_ [12]byte // Padding to multiple of 16.
}
}
type coverColUniforms struct {
vert struct {
coverUniforms
_ [12]byte // Padding to multiple of 16.
}
frag struct {
colorUniforms
}
}
type coverUniforms struct {
transform [4]float32
uvCoverTransform [4]float32
uvTransform [4]float32
z float32
}
type stenciler struct {
ctx backend.Device
prog struct {
prog *program
uniforms *stencilUniforms
layout backend.InputLayout
}
iprog struct {
prog *program
uniforms *intersectUniforms
layout backend.InputLayout
}
fbos fboSet
intersections fboSet
indexBuf backend.Buffer
}
type stencilUniforms struct {
vert struct {
transform [4]float32
pathOffset [2]float32
_ [8]byte // Padding to multiple of 16.
}
}
type intersectUniforms struct {
vert struct {
uvTransform [4]float32
subUVTransform [4]float32
}
}
type fboSet struct {
fbos []stencilFBO
}
type stencilFBO struct {
size image.Point
fbo backend.Framebuffer
tex backend.Texture
}
type pathData struct {
ncurves int
data backend.Buffer
}
// vertex data suitable for passing to vertex programs.
type vertex struct {
// Corner encodes the corner: +0.5 for south, +.25 for east.
Corner float32
MaxY float32
FromX, FromY float32
CtrlX, CtrlY float32
ToX, ToY float32
}
func (v vertex) encode(d []byte, maxy uint32) {
bo := binary.LittleEndian
bo.PutUint32(d[0:], math.Float32bits(v.Corner))
bo.PutUint32(d[4:], maxy)
bo.PutUint32(d[8:], math.Float32bits(v.FromX))
bo.PutUint32(d[12:], math.Float32bits(v.FromY))
bo.PutUint32(d[16:], math.Float32bits(v.CtrlX))
bo.PutUint32(d[20:], math.Float32bits(v.CtrlY))
bo.PutUint32(d[24:], math.Float32bits(v.ToX))
bo.PutUint32(d[28:], math.Float32bits(v.ToY))
}
const (
// Number of path quads per draw batch.
pathBatchSize = 10000
// Size of a vertex as sent to gpu
vertStride = 7*4 + 2*2
)
func newPather(ctx backend.Device) *pather {
return &pather{
ctx: ctx,
stenciler: newStenciler(ctx),
coverer: newCoverer(ctx),
}
}
func newCoverer(ctx backend.Device) *coverer {
c := &coverer{
ctx: ctx,
}
c.colUniforms = new(coverColUniforms)
c.texUniforms = new(coverTexUniforms)
prog, layout, err := createColorPrograms(ctx, shader_cover_vert, shader_cover_frag,
[2]interface{}{&c.colUniforms.vert, &c.texUniforms.vert},
[2]interface{}{&c.colUniforms.frag, nil},
)
if err != nil {
panic(err)
}
c.prog = prog
c.layout = layout
return c
}
func newStenciler(ctx backend.Device) *stenciler {
// Allocate a suitably large index buffer for drawing paths.
indices := make([]uint16, pathBatchSize*6)
for i := 0; i < pathBatchSize; i++ {
i := uint16(i)
indices[i*6+0] = i*4 + 0
indices[i*6+1] = i*4 + 1
indices[i*6+2] = i*4 + 2
indices[i*6+3] = i*4 + 2
indices[i*6+4] = i*4 + 1
indices[i*6+5] = i*4 + 3
}
indexBuf, err := ctx.NewImmutableBuffer(backend.BufferBindingIndices, gunsafe.BytesView(indices))
if err != nil {
panic(err)
}
progLayout, err := ctx.NewInputLayout(shader_stencil_vert, []backend.InputDesc{
{Type: backend.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).Corner))},
{Type: backend.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).MaxY))},
{Type: backend.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).FromX))},
{Type: backend.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).CtrlX))},
{Type: backend.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).ToX))},
})
if err != nil {
panic(err)
}
iprogLayout, err := ctx.NewInputLayout(shader_intersect_vert, []backend.InputDesc{
{Type: backend.DataTypeFloat, Size: 2, Offset: 0},
{Type: backend.DataTypeFloat, Size: 2, Offset: 4 * 2},
})
if err != nil {
panic(err)
}
st := &stenciler{
ctx: ctx,
indexBuf: indexBuf,
}
prog, err := ctx.NewProgram(shader_stencil_vert, shader_stencil_frag)
if err != nil {
panic(err)
}
st.prog.uniforms = new(stencilUniforms)
vertUniforms := newUniformBuffer(ctx, &st.prog.uniforms.vert)
st.prog.prog = newProgram(prog, vertUniforms, nil)
st.prog.layout = progLayout
iprog, err := ctx.NewProgram(shader_intersect_vert, shader_intersect_frag)
if err != nil {
panic(err)
}
st.iprog.uniforms = new(intersectUniforms)
vertUniforms = newUniformBuffer(ctx, &st.iprog.uniforms.vert)
st.iprog.prog = newProgram(iprog, vertUniforms, nil)
st.iprog.layout = iprogLayout
return st
}
func (s *fboSet) resize(ctx backend.Device, sizes []image.Point) {
// Add fbos.
for i := len(s.fbos); i < len(sizes); i++ {
s.fbos = append(s.fbos, stencilFBO{})
}
// Resize fbos.
for i, sz := range sizes {
f := &s.fbos[i]
// Resizing or recreating FBOs can introduce rendering stalls.
// Avoid if the space waste is not too high.
resize := sz.X > f.size.X || sz.Y > f.size.Y
waste := float32(sz.X*sz.Y) / float32(f.size.X*f.size.Y)
resize = resize || waste > 1.2
if resize {
if f.fbo != nil {
f.fbo.Release()
f.tex.Release()
}
tex, err := ctx.NewTexture(backend.TextureFormatFloat, sz.X, sz.Y, backend.FilterNearest, backend.FilterNearest,
backend.BufferBindingTexture|backend.BufferBindingFramebuffer)
if err != nil {
panic(err)
}
fbo, err := ctx.NewFramebuffer(tex, 0)
if err != nil {
panic(err)
}
f.size = sz
f.tex = tex
f.fbo = fbo
}
}
// Delete extra fbos.
s.delete(ctx, len(sizes))
}
func (s *fboSet) invalidate(ctx backend.Device) {
for _, f := range s.fbos {
f.fbo.Invalidate()
}
}
func (s *fboSet) delete(ctx backend.Device, idx int) {
for i := idx; i < len(s.fbos); i++ {
f := s.fbos[i]
f.fbo.Release()
f.tex.Release()
}
s.fbos = s.fbos[:idx]
}
func (s *stenciler) release() {
s.fbos.delete(s.ctx, 0)
s.prog.layout.Release()
s.prog.prog.Release()
s.iprog.layout.Release()
s.iprog.prog.Release()
s.indexBuf.Release()
}
func (p *pather) release() {
p.stenciler.release()
p.coverer.release()
}
func (c *coverer) release() {
for _, p := range c.prog {
p.Release()
}
c.layout.Release()
}
func buildPath(ctx backend.Device, p []byte) *pathData {
buf, err := ctx.NewImmutableBuffer(backend.BufferBindingVertices, p)
if err != nil {
panic(err)
}
return &pathData{
ncurves: len(p) / vertStride,
data: buf,
}
}
func (p *pathData) release() {
p.data.Release()
}
func (p *pather) begin(sizes []image.Point) {
p.stenciler.begin(sizes)
}
func (p *pather) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.Point, data *pathData) {
p.stenciler.stencilPath(bounds, offset, uv, data)
}
func (s *stenciler) beginIntersect(sizes []image.Point) {
s.ctx.BlendFunc(backend.BlendFactorDstColor, backend.BlendFactorZero)
// 8 bit coverage is enough, but OpenGL ES only supports single channel
// floating point formats. Replace with GL_RGB+GL_UNSIGNED_BYTE if
// no floating point support is available.
s.intersections.resize(s.ctx, sizes)
s.ctx.BindProgram(s.iprog.prog.prog)
}
func (s *stenciler) invalidateFBO() {
s.intersections.invalidate(s.ctx)
s.fbos.invalidate(s.ctx)
}
func (s *stenciler) cover(idx int) stencilFBO {
return s.fbos.fbos[idx]
}
func (s *stenciler) begin(sizes []image.Point) {
s.ctx.BlendFunc(backend.BlendFactorOne, backend.BlendFactorOne)
s.fbos.resize(s.ctx, sizes)
s.ctx.BindProgram(s.prog.prog.prog)
s.ctx.BindInputLayout(s.prog.layout)
s.ctx.BindIndexBuffer(s.indexBuf)
}
func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.Point, data *pathData) {
s.ctx.Viewport(uv.X, uv.Y, bounds.Dx(), bounds.Dy())
// Transform UI coordinates to OpenGL coordinates.
texSize := f32.Point{X: float32(bounds.Dx()), Y: float32(bounds.Dy())}
scale := f32.Point{X: 2 / texSize.X, Y: 2 / texSize.Y}
orig := f32.Point{X: -1 - float32(bounds.Min.X)*2/texSize.X, Y: -1 - float32(bounds.Min.Y)*2/texSize.Y}
s.prog.uniforms.vert.transform = [4]float32{scale.X, scale.Y, orig.X, orig.Y}
s.prog.uniforms.vert.pathOffset = [2]float32{offset.X, offset.Y}
s.prog.prog.UploadUniforms()
// Draw in batches that fit in uint16 indices.
start := 0
nquads := data.ncurves / 4
for start < nquads {
batch := nquads - start
if max := pathBatchSize; batch > max {
batch = max
}
off := vertStride * start * 4
s.ctx.BindVertexBuffer(data.data, vertStride, off)
s.ctx.DrawElements(backend.DrawModeTriangles, 0, batch*6)
start += batch
}
}
func (p *pather) cover(z float32, mat materialType, col f32color.RGBA, scale, off, uvScale, uvOff, coverScale, coverOff f32.Point) {
p.coverer.cover(z, mat, col, scale, off, uvScale, uvOff, coverScale, coverOff)
}
func (c *coverer) cover(z float32, mat materialType, col f32color.RGBA, scale, off, uvScale, uvOff, coverScale, coverOff f32.Point) {
p := c.prog[mat]
c.ctx.BindProgram(p.prog)
var uniforms *coverUniforms
switch mat {
case materialColor:
c.colUniforms.frag.color = col
uniforms = &c.colUniforms.vert.coverUniforms
case materialTexture:
c.texUniforms.vert.uvTransform = [4]float32{uvScale.X, uvScale.Y, uvOff.X, uvOff.Y}
uniforms = &c.texUniforms.vert.coverUniforms
}
uniforms.z = z
uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
uniforms.uvCoverTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
p.UploadUniforms()
c.ctx.DrawArrays(backend.DrawModeTriangleStrip, 0, 4)
}
func init() {
// Check that struct vertex has the expected size and
// that it contains no padding.
if unsafe.Sizeof(*(*vertex)(nil)) != vertStride {
panic("unexpected struct size")
}
}