// SPDX-License-Identifier: Unlicense OR MIT package gpu import ( "encoding/binary" "errors" "fmt" "image" "image/color" "math/bits" "time" "unsafe" "gioui.org/f32" "gioui.org/gpu/internal/driver" "gioui.org/internal/byteslice" "gioui.org/internal/f32color" "gioui.org/internal/ops" "gioui.org/internal/scene" "gioui.org/layout" "gioui.org/op" "gioui.org/op/clip" ) type compute struct { ctx driver.Device enc encoder drawOps drawOps texOps []textureOp cache *resourceCache maxTextureDim int programs struct { elements driver.Program tileAlloc driver.Program pathCoarse driver.Program backdrop driver.Program binning driver.Program coarse driver.Program kernel4 driver.Program } buffers struct { config driver.Buffer scene sizedBuffer state sizedBuffer memory sizedBuffer } output struct { size image.Point // image is the output texture. Note that it is in RGBA format, // but contains data in sRGB. See blitOutput for more detail. image driver.Texture blitProg driver.Program } // images contains ImageOp images packed into a texture atlas. images struct { packer packer // positions maps imageOpData.handles to positions inside tex. positions map[interface{}]image.Point tex driver.Texture } // materials contains the pre-processed materials (transformed images for // now, gradients etc. later) packed in a texture atlas. The atlas is used // as source in kernel4. materials struct { // offsets maps texture ops to the offsets to put in their FillImage commands. offsets map[textureKey]image.Point prog driver.Program layout driver.InputLayout packer packer tex driver.Texture fbo driver.Framebuffer quads []materialVertex bufSize int buffer driver.Buffer } timers struct { profile string t *timers elements *timer tileAlloc *timer pathCoarse *timer backdropBinning *timer coarse *timer kernel4 *timer } // The following fields hold scratch space to avoid garbage. zeroSlice []byte memHeader *memoryHeader conf *config } // materialVertex describes a vertex of a quad used to render a transformed // material. type materialVertex struct { posX, posY float32 u, v float32 } // textureKey identifies textureOp. type textureKey struct { handle interface{} transform f32.Affine2D } // textureOp represents an imageOp that requires texture space. type textureOp struct { // sceneIdx is the index in the scene that contains the fill image command // that corresponds to the operation. sceneIdx int key textureKey img imageOpData // pos is the position of the untransformed image in the images texture. pos image.Point } type encoder struct { scene []scene.Command npath int npathseg int ntrans int } type encodeState struct { trans f32.Affine2D clip f32.Rectangle } type sizedBuffer struct { size int buffer driver.Buffer } // config matches Config in setup.h type config struct { n_elements uint32 // paths n_pathseg uint32 width_in_tiles uint32 height_in_tiles uint32 tile_alloc memAlloc bin_alloc memAlloc ptcl_alloc memAlloc pathseg_alloc memAlloc anno_alloc memAlloc trans_alloc memAlloc } // memAlloc matches Alloc in mem.h type memAlloc struct { offset uint32 //size uint32 } // memoryHeader matches the header of Memory in mem.h. type memoryHeader struct { mem_offset uint32 mem_error uint32 } // GPU structure sizes and constants. const ( tileWidthPx = 32 tileHeightPx = 32 ptclInitialAlloc = 1024 kernel4OutputUnit = 2 kernel4AtlasUnit = 3 pathSize = 12 binSize = 8 pathsegSize = 52 annoSize = 28 transSize = 24 stateSize = 60 stateStride = 4 + 2*stateSize ) // mem.h constants. const ( memNoError = 0 // NO_ERROR memMallocFailed = 1 // ERR_MALLOC_FAILED ) func newCompute(ctx driver.Device) (*compute, error) { maxDim := ctx.Caps().MaxTextureSize // Large atlas textures cause artifacts due to precision loss in // shaders. if cap := 8192; maxDim > cap { maxDim = cap } g := &compute{ ctx: ctx, cache: newResourceCache(), maxTextureDim: maxDim, conf: new(config), memHeader: new(memoryHeader), } blitProg, err := ctx.NewProgram(shader_copy_vert, shader_copy_frag) if err != nil { g.Release() return nil, err } g.output.blitProg = blitProg materialProg, err := ctx.NewProgram(shader_material_vert, shader_material_frag) if err != nil { g.Release() return nil, err } g.materials.prog = materialProg progLayout, err := ctx.NewInputLayout(shader_material_vert, []driver.InputDesc{ {Type: driver.DataTypeFloat, Size: 2, Offset: 0}, {Type: driver.DataTypeFloat, Size: 2, Offset: 4 * 2}, }) if err != nil { g.Release() return nil, err } g.materials.layout = progLayout g.drawOps.pathCache = newOpCache() g.drawOps.compute = true buf, err := ctx.NewBuffer(driver.BufferBindingShaderStorage, int(unsafe.Sizeof(config{}))) if err != nil { g.Release() return nil, err } g.buffers.config = buf shaders := []struct { prog *driver.Program src driver.ShaderSources }{ {&g.programs.elements, shader_elements_comp}, {&g.programs.tileAlloc, shader_tile_alloc_comp}, {&g.programs.pathCoarse, shader_path_coarse_comp}, {&g.programs.backdrop, shader_backdrop_comp}, {&g.programs.binning, shader_binning_comp}, {&g.programs.coarse, shader_coarse_comp}, {&g.programs.kernel4, shader_kernel4_comp}, } for _, shader := range shaders { p, err := ctx.NewComputeProgram(shader.src) if err != nil { g.Release() return nil, err } *shader.prog = p } return g, nil } func (g *compute) Collect(viewport image.Point, ops *op.Ops) { g.drawOps.reset(g.cache, viewport) g.drawOps.collect(g.ctx, g.cache, ops, viewport) for _, img := range g.drawOps.allImageOps { expandPathOp(img.path, img.clip) } if g.drawOps.profile && g.timers.t == nil && g.ctx.Caps().Features.Has(driver.FeatureTimers) { t := &g.timers t.t = newTimers(g.ctx) t.elements = g.timers.t.newTimer() t.tileAlloc = g.timers.t.newTimer() t.pathCoarse = g.timers.t.newTimer() t.backdropBinning = g.timers.t.newTimer() t.coarse = g.timers.t.newTimer() t.kernel4 = g.timers.t.newTimer() } } func (g *compute) Clear(col color.NRGBA) { g.drawOps.clear = true g.drawOps.clearColor = f32color.LinearFromSRGB(col) } func (g *compute) Frame() error { viewport := g.drawOps.viewport tileDims := image.Point{ X: (viewport.X + tileWidthPx - 1) / tileWidthPx, Y: (viewport.Y + tileHeightPx - 1) / tileHeightPx, } defFBO := g.ctx.BeginFrame() defer g.ctx.EndFrame() if err := g.encode(viewport); err != nil { return err } if err := g.uploadImages(); err != nil { return err } if err := g.renderMaterials(); err != nil { return err } if err := g.render(tileDims); err != nil { return err } g.ctx.BindFramebuffer(defFBO) g.blitOutput(viewport) g.cache.frame() g.drawOps.pathCache.frame() t := &g.timers if g.drawOps.profile && t.t.ready() { et, tat, pct, bbt := t.elements.Elapsed, t.tileAlloc.Elapsed, t.pathCoarse.Elapsed, t.backdropBinning.Elapsed ct, k4t := t.coarse.Elapsed, t.kernel4.Elapsed ft := et + tat + pct + bbt + ct + k4t q := 100 * time.Microsecond ft = ft.Round(q) et, tat, pct, bbt = et.Round(q), tat.Round(q), pct.Round(q), bbt.Round(q) ct, k4t = ct.Round(q), k4t.Round(q) t.profile = fmt.Sprintf("ft:%7s et:%7s tat:%7s pct:%7s bbt:%7s ct:%7s k4t:%7s", ft, et, tat, pct, bbt, ct, k4t) } 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) { g.ctx.Viewport(0, 0, viewport.X, viewport.Y) g.ctx.BindTexture(0, g.output.image) g.ctx.BindProgram(g.output.blitProg) g.ctx.DrawArrays(driver.DrawModeTriangleStrip, 0, 4) } func (g *compute) encode(viewport image.Point) error { g.texOps = g.texOps[:0] g.enc.reset() // Flip Y-axis. flipY := f32.Affine2D{}.Scale(f32.Pt(0, 0), f32.Pt(1, -1)).Offset(f32.Pt(0, float32(viewport.Y))) g.enc.transform(flipY) if g.drawOps.clear { g.drawOps.clear = false g.enc.rect(f32.Rectangle{Max: layout.FPt(viewport)}, false) g.enc.fill(f32color.NRGBAToRGBA(g.drawOps.clearColor.SRGB())) } return g.encodeOps(flipY, viewport, g.drawOps.allImageOps) } func (g *compute) renderMaterials() error { m := &g.materials m.quads = m.quads[:0] resize := false reclaimed := false restart: for { for _, op := range g.texOps { if off, exists := m.offsets[op.key]; exists { g.enc.setFillImageOffset(op.sceneIdx, off) continue } quad, bounds := g.materialQuad(op.key.transform, op.img, op.pos) // A material is clipped to avoid drawing outside its bounds inside the atlas. However, // imprecision in the clipping may cause a single pixel overflow. Be safe. size := bounds.Size().Add(image.Pt(1, 1)) place, fits := m.packer.tryAdd(size) if !fits { m.offsets = nil m.quads = m.quads[:0] m.packer.clear() if !reclaimed { // Some images may no longer be in use, try again // after clearing existing maps. reclaimed = true } else { m.packer.maxDim += 256 resize = true if m.packer.maxDim > g.maxTextureDim { return errors.New("compute: no space left in material atlas") } } m.packer.newPage() continue restart } // Position quad to match place. offset := place.Pos.Sub(bounds.Min) offsetf := layout.FPt(offset) for i := range quad { quad[i].posX += offsetf.X quad[i].posY += offsetf.Y } // Draw quad as two triangles. m.quads = append(m.quads, quad[0], quad[1], quad[3], quad[3], quad[1], quad[2]) if m.offsets == nil { m.offsets = make(map[textureKey]image.Point) } m.offsets[op.key] = offset g.enc.setFillImageOffset(op.sceneIdx, offset) } break } if len(m.quads) == 0 { return nil } texSize := m.packer.maxDim if resize { if m.fbo != nil { m.fbo.Release() m.fbo = nil } if m.tex != nil { m.tex.Release() m.tex = nil } handle, err := g.ctx.NewTexture(driver.TextureFormatRGBA8, texSize, texSize, driver.FilterNearest, driver.FilterNearest, driver.BufferBindingShaderStorage|driver.BufferBindingFramebuffer) if err != nil { return fmt.Errorf("compute: failed to create material atlas: %v", err) } m.tex = handle fbo, err := g.ctx.NewFramebuffer(handle, 0) if err != nil { return fmt.Errorf("compute: failed to create material framebuffer: %v", err) } m.fbo = fbo } // TODO: move to shaders. // Transform to clip space: [-1, -1] - [1, 1]. clip := f32.Affine2D{}.Scale(f32.Pt(0, 0), f32.Pt(2/float32(texSize), 2/float32(texSize))).Offset(f32.Pt(-1, -1)) for i, v := range m.quads { p := clip.Transform(f32.Pt(v.posX, v.posY)) m.quads[i].posX = p.X m.quads[i].posY = p.Y } vertexData := byteslice.Slice(m.quads) if len(vertexData) > m.bufSize { if m.buffer != nil { m.buffer.Release() m.buffer = nil } n := pow2Ceil(len(vertexData)) buf, err := g.ctx.NewBuffer(driver.BufferBindingVertices, n) if err != nil { return err } m.bufSize = n m.buffer = buf } m.buffer.Upload(vertexData) g.ctx.BindTexture(0, g.images.tex) g.ctx.BindFramebuffer(m.fbo) g.ctx.Viewport(0, 0, texSize, texSize) g.ctx.BindProgram(m.prog) g.ctx.BindVertexBuffer(m.buffer, int(unsafe.Sizeof(m.quads[0])), 0) g.ctx.BindInputLayout(m.layout) g.ctx.DrawArrays(driver.DrawModeTriangles, 0, len(m.quads)) return nil } func (g *compute) uploadImages() error { // padding is the number of pixels added to the right and below // images, to avoid atlas filtering artifacts. const padding = 1 a := &g.images var uploads map[interface{}]*image.RGBA resize := false reclaimed := false restart: for { for i, op := range g.texOps { if pos, exists := a.positions[op.img.handle]; exists { g.texOps[i].pos = pos continue } size := op.img.src.Bounds().Size().Add(image.Pt(padding, padding)) place, fits := a.packer.tryAdd(size) if !fits { a.positions = nil uploads = nil a.packer.clear() if !reclaimed { // Some images may no longer be in use, try again // after clearing existing maps. reclaimed = true } else { a.packer.maxDim += 256 resize = true if a.packer.maxDim > g.maxTextureDim { return errors.New("compute: no space left in image atlas") } } a.packer.newPage() continue restart } if a.positions == nil { a.positions = make(map[interface{}]image.Point) } a.positions[op.img.handle] = place.Pos g.texOps[i].pos = place.Pos if uploads == nil { uploads = make(map[interface{}]*image.RGBA) } uploads[op.img.handle] = op.img.src } break } if len(uploads) == 0 { return nil } if resize { if a.tex != nil { a.tex.Release() a.tex = nil } sz := a.packer.maxDim handle, err := g.ctx.NewTexture(driver.TextureFormatSRGB, sz, sz, driver.FilterLinear, driver.FilterLinear, driver.BufferBindingTexture) if err != nil { return fmt.Errorf("compute: failed to create image atlas: %v", err) } a.tex = handle } for h, img := range uploads { pos, ok := a.positions[h] if !ok { panic("compute: internal error: image not placed") } size := img.Bounds().Size() driver.UploadImage(a.tex, pos, img) rightPadding := image.Pt(padding, size.Y) a.tex.Upload(image.Pt(pos.X+size.X, pos.Y), rightPadding, g.zeros(rightPadding.X*rightPadding.Y*4)) bottomPadding := image.Pt(size.X, padding) a.tex.Upload(image.Pt(pos.X, pos.Y+size.Y), bottomPadding, g.zeros(bottomPadding.X*bottomPadding.Y*4)) } return nil } func pow2Ceil(v int) int { exp := bits.Len(uint(v)) if bits.OnesCount(uint(v)) == 1 { exp-- } return 1 << exp } // materialQuad constructs a quad that represents the transformed image. It returns the quad // and its bounds. func (g *compute) materialQuad(M f32.Affine2D, img imageOpData, uvPos image.Point) ([4]materialVertex, image.Rectangle) { imgSize := layout.FPt(img.src.Bounds().Size()) sx, hx, ox, hy, sy, oy := M.Elems() transOff := f32.Pt(ox, oy) // The 4 corners of the image rectangle transformed by M, excluding its offset, are: // // q0: M * (0, 0) q3: M * (w, 0) // q1: M * (0, h) q2: M * (w, h) // // Note that q0 = M*0 = 0, q2 = q1 + q3. q0 := f32.Pt(0, 0) q1 := f32.Pt(hx*imgSize.Y, sy*imgSize.Y) q3 := f32.Pt(sx*imgSize.X, hy*imgSize.X) q2 := q1.Add(q3) q0 = q0.Add(transOff) q1 = q1.Add(transOff) q2 = q2.Add(transOff) q3 = q3.Add(transOff) boundsf := f32.Rectangle{ Min: min(min(q0, q1), min(q2, q3)), Max: max(max(q0, q1), max(q2, q3)), } bounds := boundRectF(boundsf) uvPosf := layout.FPt(uvPos) atlasScale := 1 / float32(g.images.packer.maxDim) uvBounds := f32.Rectangle{ Min: uvPosf.Mul(atlasScale), Max: uvPosf.Add(imgSize).Mul(atlasScale), } quad := [4]materialVertex{ {posX: q0.X, posY: q0.Y, u: uvBounds.Min.X, v: uvBounds.Min.Y}, {posX: q1.X, posY: q1.Y, u: uvBounds.Min.X, v: uvBounds.Max.Y}, {posX: q2.X, posY: q2.Y, u: uvBounds.Max.X, v: uvBounds.Max.Y}, {posX: q3.X, posY: q3.Y, u: uvBounds.Max.X, v: uvBounds.Min.Y}, } return quad, bounds } func max(p1, p2 f32.Point) f32.Point { p := p1 if p2.X > p.X { p.X = p2.X } if p2.Y > p.Y { p.Y = p2.Y } return p } func min(p1, p2 f32.Point) f32.Point { p := p1 if p2.X < p.X { p.X = p2.X } if p2.Y < p.Y { p.Y = p2.Y } return p } func (g *compute) encodeOps(trans f32.Affine2D, viewport image.Point, ops []imageOp) error { for _, op := range ops { bounds := layout.FRect(op.clip) // clip is the union of all drawing affected by the clipping // operation. TODO: tighten. clip := f32.Rect(0, 0, float32(viewport.X), float32(viewport.Y)) nclips := g.encodeClipStack(clip, bounds, op.path) m := op.material switch m.material { case materialTexture: t := trans.Mul(m.trans) g.texOps = append(g.texOps, textureOp{ sceneIdx: len(g.enc.scene), img: m.data, key: textureKey{ transform: t, handle: m.data.handle, }, }) // Add fill command, its offset is resolved and filled in renderMaterials. g.enc.fillImage(0) case materialColor: g.enc.fill(f32color.NRGBAToRGBA(op.material.color.SRGB())) case materialLinearGradient: // TODO: implement. g.enc.fill(f32color.NRGBAToRGBA(op.material.color1.SRGB())) default: panic("not implemented") } // Pop the clip stack. for i := 0; i < nclips; i++ { g.enc.endClip(clip) } } return nil } // encodeClips encodes a stack of clip paths and return the stack depth. func (g *compute) encodeClipStack(clip, bounds f32.Rectangle, p *pathOp) int { nclips := 0 if p != nil && p.parent != nil { nclips += g.encodeClipStack(clip, bounds, p.parent) g.enc.beginClip(clip) nclips += 1 } if p != nil && p.path { pathData, _ := g.drawOps.pathCache.get(p.pathKey) g.enc.transform(p.trans) g.enc.append(pathData.computePath) g.enc.transform(p.trans.Invert()) } else { g.enc.rect(bounds, false) } return nclips } func encodePath(pathData []byte, stroke clip.StrokeStyle, dashes dashOp) encoder { var enc encoder if stroke.Width > 0 { quads := decodeToStrokeQuads(pathData) quads = quads.stroke(stroke, dashes) for _, quad := range quads { q := quad.quad enc.quad(q.From, q.Ctrl, q.To, false) } return enc } for len(pathData) >= scene.CommandSize+4 { cmd := ops.DecodeCommand(pathData[4:]) enc.scene = append(enc.scene, cmd) enc.npathseg++ pathData = pathData[scene.CommandSize+4:] } return enc } func (g *compute) render(tileDims image.Point) error { const ( // wgSize is the largest and most common workgroup size. wgSize = 128 // PARTITION_SIZE from elements.comp partitionSize = 32 * 4 ) widthInBins := (tileDims.X + 15) / 16 heightInBins := (tileDims.Y + 7) / 8 if widthInBins*heightInBins > wgSize { return fmt.Errorf("gpu: output too large (%dx%d)", tileDims.X*tileWidthPx, tileDims.Y*tileHeightPx) } // Pad scene with zeroes to avoid reading garbage in elements.comp. scenePadding := partitionSize - len(g.enc.scene)%partitionSize g.enc.scene = append(g.enc.scene, make([]scene.Command, scenePadding)...) realloced := false scene := byteslice.Slice(g.enc.scene) if s := len(scene); s > g.buffers.scene.size { realloced = true paddedCap := s * 11 / 10 if err := g.buffers.scene.ensureCapacity(g.ctx, paddedCap); err != nil { return err } } g.buffers.scene.buffer.Upload(scene) w, h := tileDims.X*tileWidthPx, tileDims.Y*tileHeightPx if g.output.size.X != w || g.output.size.Y != h { if err := g.resizeOutput(image.Pt(w, h)); err != nil { return err } } g.ctx.BindImageTexture(kernel4OutputUnit, g.output.image, driver.AccessWrite, driver.TextureFormatRGBA8) if t := g.materials.tex; t != nil { g.ctx.BindImageTexture(kernel4AtlasUnit, t, driver.AccessRead, driver.TextureFormatRGBA8) } // alloc is the number of allocated bytes for static buffers. var alloc uint32 round := func(v, quantum int) int { return (v + quantum - 1) &^ (quantum - 1) } malloc := func(size int) memAlloc { size = round(size, 4) offset := alloc alloc += uint32(size) return memAlloc{offset /*, uint32(size)*/} } *g.conf = config{ n_elements: uint32(g.enc.npath), n_pathseg: uint32(g.enc.npathseg), width_in_tiles: uint32(tileDims.X), height_in_tiles: uint32(tileDims.Y), tile_alloc: malloc(g.enc.npath * pathSize), bin_alloc: malloc(round(g.enc.npath, wgSize) * binSize), ptcl_alloc: malloc(tileDims.X * tileDims.Y * ptclInitialAlloc), pathseg_alloc: malloc(g.enc.npathseg * pathsegSize), anno_alloc: malloc(g.enc.npath * annoSize), trans_alloc: malloc(g.enc.ntrans * transSize), } numPartitions := (g.enc.numElements() + 127) / 128 // clearSize is the atomic partition counter plus flag and 2 states per partition. clearSize := 4 + numPartitions*stateStride if clearSize > g.buffers.state.size { realloced = true paddedCap := clearSize * 11 / 10 if err := g.buffers.state.ensureCapacity(g.ctx, paddedCap); err != nil { return err } } g.buffers.config.Upload(byteslice.Struct(g.conf)) minSize := int(unsafe.Sizeof(memoryHeader{})) + int(alloc) if minSize > g.buffers.memory.size { realloced = true // Add space for dynamic GPU allocations. const sizeBump = 4 * 1024 * 1024 minSize += sizeBump if err := g.buffers.memory.ensureCapacity(g.ctx, minSize); err != nil { return err } } for { *g.memHeader = memoryHeader{ mem_offset: alloc, } g.buffers.memory.buffer.Upload(byteslice.Struct(g.memHeader)) g.buffers.state.buffer.Upload(g.zeros(clearSize)) if realloced { realloced = false g.bindBuffers() } t := &g.timers g.ctx.MemoryBarrier() t.elements.begin() g.ctx.BindProgram(g.programs.elements) g.ctx.DispatchCompute(numPartitions, 1, 1) g.ctx.MemoryBarrier() t.elements.end() t.tileAlloc.begin() g.ctx.BindProgram(g.programs.tileAlloc) g.ctx.DispatchCompute((g.enc.npath+wgSize-1)/wgSize, 1, 1) g.ctx.MemoryBarrier() t.tileAlloc.end() t.pathCoarse.begin() g.ctx.BindProgram(g.programs.pathCoarse) g.ctx.DispatchCompute((g.enc.npathseg+31)/32, 1, 1) g.ctx.MemoryBarrier() t.pathCoarse.end() t.backdropBinning.begin() g.ctx.BindProgram(g.programs.backdrop) g.ctx.DispatchCompute((g.enc.npath+wgSize-1)/wgSize, 1, 1) // No barrier needed between backdrop and binning. g.ctx.BindProgram(g.programs.binning) g.ctx.DispatchCompute((g.enc.npath+wgSize-1)/wgSize, 1, 1) g.ctx.MemoryBarrier() t.backdropBinning.end() t.coarse.begin() g.ctx.BindProgram(g.programs.coarse) g.ctx.DispatchCompute(widthInBins, heightInBins, 1) g.ctx.MemoryBarrier() t.coarse.end() t.kernel4.begin() g.ctx.BindProgram(g.programs.kernel4) g.ctx.DispatchCompute(tileDims.X, tileDims.Y, 1) g.ctx.MemoryBarrier() t.kernel4.end() if err := g.buffers.memory.buffer.Download(byteslice.Struct(g.memHeader)); err != nil { if err == driver.ErrContentLost { continue } return err } switch errCode := g.memHeader.mem_error; errCode { case memNoError: return nil case memMallocFailed: // Resize memory and try again. realloced = true sz := g.buffers.memory.size * 15 / 10 if err := g.buffers.memory.ensureCapacity(g.ctx, sz); err != nil { return err } continue default: return fmt.Errorf("compute: shader program failed with error %d", errCode) } } } // zeros returns a byte slice with size bytes of zeros. func (g *compute) zeros(size int) []byte { if cap(g.zeroSlice) < size { g.zeroSlice = append(g.zeroSlice, make([]byte, size)...) } return g.zeroSlice[:size] } func (g *compute) resizeOutput(size image.Point) error { if g.output.image != nil { g.output.image.Release() g.output.image = nil } img, err := g.ctx.NewTexture(driver.TextureFormatRGBA8, size.X, size.Y, driver.FilterNearest, driver.FilterNearest, driver.BufferBindingShaderStorage|driver.BufferBindingTexture) if err != nil { return err } g.output.image = img g.output.size = size return nil } func (g *compute) Release() { if g.drawOps.pathCache != nil { g.drawOps.pathCache.release() } if g.cache != nil { g.cache.release() } progs := []driver.Program{ g.programs.elements, g.programs.tileAlloc, g.programs.pathCoarse, g.programs.backdrop, g.programs.binning, g.programs.coarse, g.programs.kernel4, } if p := g.output.blitProg; p != nil { p.Release() } for _, p := range progs { if p != nil { p.Release() } } g.buffers.scene.release() g.buffers.state.release() g.buffers.memory.release() if b := g.buffers.config; b != nil { b.Release() } if g.output.image != nil { g.output.image.Release() } if g.images.tex != nil { g.images.tex.Release() } if g.materials.layout != nil { g.materials.layout.Release() } if g.materials.prog != nil { g.materials.prog.Release() } if g.materials.fbo != nil { g.materials.fbo.Release() } if g.materials.tex != nil { g.materials.tex.Release() } if g.materials.buffer != nil { g.materials.buffer.Release() } if g.timers.t != nil { g.timers.t.release() } *g = compute{} } func (g *compute) bindBuffers() { bindStorageBuffers(g.programs.elements, g.buffers.memory.buffer, g.buffers.config, g.buffers.scene.buffer, g.buffers.state.buffer) bindStorageBuffers(g.programs.tileAlloc, g.buffers.memory.buffer, g.buffers.config) bindStorageBuffers(g.programs.pathCoarse, g.buffers.memory.buffer, g.buffers.config) bindStorageBuffers(g.programs.backdrop, g.buffers.memory.buffer, g.buffers.config) bindStorageBuffers(g.programs.binning, g.buffers.memory.buffer, g.buffers.config) bindStorageBuffers(g.programs.coarse, g.buffers.memory.buffer, g.buffers.config) bindStorageBuffers(g.programs.kernel4, g.buffers.memory.buffer, g.buffers.config) } func (b *sizedBuffer) release() { if b.buffer == nil { return } b.buffer.Release() *b = sizedBuffer{} } func (b *sizedBuffer) ensureCapacity(ctx driver.Device, size int) error { if b.size >= size { return nil } if b.buffer != nil { b.release() } buf, err := ctx.NewBuffer(driver.BufferBindingShaderStorage, size) if err != nil { return err } b.buffer = buf b.size = size return nil } func bindStorageBuffers(prog driver.Program, buffers ...driver.Buffer) { for i, buf := range buffers { prog.SetStorageBuffer(i, buf) } } var bo = binary.LittleEndian func (e *encoder) reset() { e.scene = e.scene[:0] e.npath = 0 e.npathseg = 0 e.ntrans = 0 } func (e *encoder) numElements() int { return len(e.scene) } func (e *encoder) append(e2 encoder) { e.scene = append(e.scene, e2.scene...) e.npath += e2.npath e.npathseg += e2.npathseg e.ntrans += e2.ntrans } func (e *encoder) transform(m f32.Affine2D) { e.scene = append(e.scene, scene.Transform(m)) e.ntrans++ } func (e *encoder) lineWidth(width float32) { e.scene = append(e.scene, scene.LineWidth(width)) } func (e *encoder) stroke(col color.RGBA) { e.scene = append(e.scene, scene.Stroke(col)) e.npath++ } 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, stroke bool) { // 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, stroke) e.line(c1, c2, stroke) e.line(c2, c3, stroke) e.line(c3, c0, stroke) } func (e *encoder) fill(col color.RGBA) { e.scene = append(e.scene, scene.Fill(col)) e.npath++ } func (e *encoder) setFillImageOffset(index int, offset image.Point) { x := int16(offset.X) y := int16(offset.Y) e.scene[index][2] = uint32(uint16(x)) | uint32(uint16(y))<<16 } func (e *encoder) fillImage(index int) { e.scene = append(e.scene, scene.FillImage(index)) e.npath++ } func (e *encoder) line(start, end f32.Point, stroke bool) { e.scene = append(e.scene, scene.Line(start, end, stroke)) e.npathseg++ } func (e *encoder) quad(start, ctrl, end f32.Point, stroke bool) { e.scene = append(e.scene, scene.Quad(start, ctrl, end, stroke)) e.npathseg++ }