Files
prevara/gio/gpu/path.go
2025-11-30 16:45:22 +00:00

425 lines
11 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"
"github.com/p9c/p9/pkg/gel/gio/gpu/internal/driver"
"github.com/p9c/p9/pkg/gel/gio/internal/byteslice"
"github.com/p9c/p9/pkg/gel/gio/internal/f32"
"github.com/p9c/p9/pkg/gel/gio/internal/f32color"
"github.com/p9c/p9/pkg/gel/gio/shader"
"github.com/p9c/p9/pkg/gel/gio/shader/gio"
)
type pather struct {
ctx driver.Device
viewport image.Point
stenciler *stenciler
coverer *coverer
}
type coverer struct {
ctx driver.Device
pipelines [2][3]*pipeline
texUniforms *coverTexUniforms
colUniforms *coverColUniforms
linearGradientUniforms *coverLinearGradientUniforms
}
type coverTexUniforms struct {
coverUniforms
_ [12]byte // Padding to multiple of 16.
}
type coverColUniforms struct {
coverUniforms
_ [128 - unsafe.Sizeof(coverUniforms{}) - unsafe.Sizeof(colorUniforms{})]byte // Padding to 128 bytes.
colorUniforms
}
type coverLinearGradientUniforms struct {
coverUniforms
_ [128 - unsafe.Sizeof(coverUniforms{}) - unsafe.Sizeof(gradientUniforms{})]byte // Padding to 128.
gradientUniforms
}
type coverUniforms struct {
transform [4]float32
uvCoverTransform [4]float32
uvTransformR1 [4]float32
uvTransformR2 [4]float32
fbo float32
}
type stenciler struct {
ctx driver.Device
pipeline struct {
pipeline *pipeline
uniforms *stencilUniforms
}
ipipeline struct {
pipeline *pipeline
uniforms *intersectUniforms
}
fbos fboSet
intersections fboSet
indexBuf driver.Buffer
}
type stencilUniforms 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 []FBO
}
type FBO struct {
size image.Point
tex driver.Texture
}
type pathData struct {
ncurves int
data driver.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
}
// encode needs to stay in-sync with the code in clip.go encodeQuadTo.
func (v vertex) encode(d []byte, maxy uint32) {
d = d[0:32]
bo := binary.LittleEndian
bo.PutUint32(d[0:4], math.Float32bits(v.Corner))
bo.PutUint32(d[4:8], maxy)
bo.PutUint32(d[8:12], math.Float32bits(v.FromX))
bo.PutUint32(d[12:16], math.Float32bits(v.FromY))
bo.PutUint32(d[16:20], math.Float32bits(v.CtrlX))
bo.PutUint32(d[20:24], math.Float32bits(v.CtrlY))
bo.PutUint32(d[24:28], math.Float32bits(v.ToX))
bo.PutUint32(d[28:32], math.Float32bits(v.ToY))
}
const (
// Number of path quads per draw batch.
pathBatchSize = 10000
// Size of a vertex as sent to gpu
vertStride = 8 * 4
)
func newPather(ctx driver.Device) *pather {
return &pather{
ctx: ctx,
stenciler: newStenciler(ctx),
coverer: newCoverer(ctx),
}
}
func newCoverer(ctx driver.Device) *coverer {
c := &coverer{
ctx: ctx,
}
c.colUniforms = new(coverColUniforms)
c.texUniforms = new(coverTexUniforms)
c.linearGradientUniforms = new(coverLinearGradientUniforms)
pipelines, err := createColorPrograms(ctx, gio.Shader_cover_vert, gio.Shader_cover_frag,
[3]any{c.colUniforms, c.linearGradientUniforms, c.texUniforms},
)
if err != nil {
panic(err)
}
c.pipelines = pipelines
return c
}
func newStenciler(ctx driver.Device) *stenciler {
// Allocate a suitably large index buffer for drawing paths.
indices := make([]uint16, pathBatchSize*6)
for i := range pathBatchSize {
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(driver.BufferBindingIndices, byteslice.Slice(indices))
if err != nil {
panic(err)
}
progLayout := driver.VertexLayout{
Inputs: []driver.InputDesc{
{Type: shader.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).Corner))},
{Type: shader.DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).MaxY))},
{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).FromX))},
{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).CtrlX))},
{Type: shader.DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*vertex)(nil)).ToX))},
},
Stride: vertStride,
}
iprogLayout := driver.VertexLayout{
Inputs: []driver.InputDesc{
{Type: shader.DataTypeFloat, Size: 2, Offset: 0},
{Type: shader.DataTypeFloat, Size: 2, Offset: 4 * 2},
},
Stride: 4 * 4,
}
st := &stenciler{
ctx: ctx,
indexBuf: indexBuf,
}
vsh, fsh, err := newShaders(ctx, gio.Shader_stencil_vert, gio.Shader_stencil_frag)
if err != nil {
panic(err)
}
defer vsh.Release()
defer fsh.Release()
st.pipeline.uniforms = new(stencilUniforms)
vertUniforms := newUniformBuffer(ctx, st.pipeline.uniforms)
pipe, err := st.ctx.NewPipeline(driver.PipelineDesc{
VertexShader: vsh,
FragmentShader: fsh,
VertexLayout: progLayout,
BlendDesc: driver.BlendDesc{
Enable: true,
SrcFactor: driver.BlendFactorOne,
DstFactor: driver.BlendFactorOne,
},
PixelFormat: driver.TextureFormatFloat,
Topology: driver.TopologyTriangles,
})
st.pipeline.pipeline = &pipeline{pipe, vertUniforms}
if err != nil {
panic(err)
}
vsh, fsh, err = newShaders(ctx, gio.Shader_intersect_vert, gio.Shader_intersect_frag)
if err != nil {
panic(err)
}
defer vsh.Release()
defer fsh.Release()
st.ipipeline.uniforms = new(intersectUniforms)
vertUniforms = newUniformBuffer(ctx, &st.ipipeline.uniforms.vert)
ipipe, err := st.ctx.NewPipeline(driver.PipelineDesc{
VertexShader: vsh,
FragmentShader: fsh,
VertexLayout: iprogLayout,
BlendDesc: driver.BlendDesc{
Enable: true,
SrcFactor: driver.BlendFactorDstColor,
DstFactor: driver.BlendFactorZero,
},
PixelFormat: driver.TextureFormatFloat,
Topology: driver.TopologyTriangleStrip,
})
st.ipipeline.pipeline = &pipeline{ipipe, vertUniforms}
if err != nil {
panic(err)
}
return st
}
func (s *fboSet) resize(ctx driver.Device, format driver.TextureFormat, sizes []image.Point) {
// Add fbos.
for i := len(s.fbos); i < len(sizes); i++ {
s.fbos = append(s.fbos, FBO{})
}
// 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.tex != nil {
f.tex.Release()
}
// Add 5% extra space in each dimension to minimize resizing.
sz = sz.Mul(105).Div(100)
max := ctx.Caps().MaxTextureSize
if sz.Y > max {
sz.Y = max
}
if sz.X > max {
sz.X = max
}
tex, err := ctx.NewTexture(format, sz.X, sz.Y, driver.FilterNearest, driver.FilterNearest,
driver.BufferBindingTexture|driver.BufferBindingFramebuffer)
if err != nil {
panic(err)
}
f.size = sz
f.tex = tex
}
}
// Delete extra fbos.
s.delete(ctx, len(sizes))
}
func (s *fboSet) delete(ctx driver.Device, idx int) {
for i := idx; i < len(s.fbos); i++ {
f := s.fbos[i]
f.tex.Release()
}
s.fbos = s.fbos[:idx]
}
func (s *stenciler) release() {
s.fbos.delete(s.ctx, 0)
s.intersections.delete(s.ctx, 0)
s.pipeline.pipeline.Release()
s.ipipeline.pipeline.Release()
s.indexBuf.Release()
}
func (p *pather) release() {
p.stenciler.release()
p.coverer.release()
}
func (c *coverer) release() {
for _, p := range c.pipelines {
for _, p := range p {
p.Release()
}
}
}
func buildPath(ctx driver.Device, p []byte) pathData {
buf, err := ctx.NewImmutableBuffer(driver.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 image.Point, uv image.Point, data pathData) {
p.stenciler.stencilPath(bounds, offset, uv, data)
}
func (s *stenciler) beginIntersect(sizes []image.Point) {
// 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, driver.TextureFormatFloat, sizes)
}
func (s *stenciler) cover(idx int) FBO {
return s.fbos.fbos[idx]
}
func (s *stenciler) begin(sizes []image.Point) {
s.fbos.resize(s.ctx, driver.TextureFormatFloat, sizes)
}
func (s *stenciler) stencilPath(bounds image.Rectangle, offset image.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.pipeline.uniforms.transform = [4]float32{scale.X, scale.Y, orig.X, orig.Y}
s.pipeline.uniforms.pathOffset = [2]float32{float32(offset.X), float32(offset.Y)}
s.pipeline.pipeline.UploadUniforms(s.ctx)
// 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, off)
s.ctx.DrawElements(0, batch*6)
start += batch
}
}
func (p *pather) cover(mat materialType, isFBO bool, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D, coverScale, coverOff f32.Point) {
p.coverer.cover(mat, isFBO, col, col1, col2, scale, off, uvTrans, coverScale, coverOff)
}
func (c *coverer) cover(mat materialType, isFBO bool, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D, coverScale, coverOff f32.Point) {
var uniforms *coverUniforms
switch mat {
case materialColor:
c.colUniforms.color = col
uniforms = &c.colUniforms.coverUniforms
case materialLinearGradient:
c.linearGradientUniforms.color1 = col1
c.linearGradientUniforms.color2 = col2
t1, t2, t3, t4, t5, t6 := uvTrans.Elems()
c.linearGradientUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
c.linearGradientUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
uniforms = &c.linearGradientUniforms.coverUniforms
case materialTexture:
t1, t2, t3, t4, t5, t6 := uvTrans.Elems()
c.texUniforms.uvTransformR1 = [4]float32{t1, t2, t3, 0}
c.texUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
uniforms = &c.texUniforms.coverUniforms
}
uniforms.fbo = 0
if isFBO {
uniforms.fbo = 1
}
uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
uniforms.uvCoverTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
fboIdx := 0
if isFBO {
fboIdx = 1
}
c.pipelines[fboIdx][mat].UploadUniforms(c.ctx)
c.ctx.DrawArrays(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")
}
}