Use early Z to avoid resolving blank areas for ECAA. ~50% speedup.

This commit is contained in:
Patrick Walton 2017-08-24 11:43:38 -07:00
parent 81a6f8f051
commit ad565ffde7
3 changed files with 197 additions and 105 deletions

View File

@ -7,7 +7,8 @@ import * as base64js from 'base64-js';
import * as glmatrix from 'gl-matrix';
import * as opentype from 'opentype.js';
const TEXT: string = "Lorem ipsum dolor sit amet";
//const TEXT: string = "Lorem ipsum dolor sit amet";
const TEXT: string = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789";
const INITIAL_FONT_SIZE: number = 72.0;
@ -142,6 +143,9 @@ interface AntialiasingStrategy {
//
// This usually performs the actual antialiasing and blits to the real framebuffer.
resolve(view: PathfinderView): void;
// True if direct rendering should occur.
shouldRenderDirect: boolean;
}
type ShaderType = number;
@ -843,17 +847,18 @@ class PathfinderView {
this.antialiasingStrategy.prepare(this);
// Perform direct rendering (Loop-Blinn).
this.renderDirect();
if (this.antialiasingStrategy.shouldRenderDirect)
this.renderDirect();
// Antialias.
this.antialiasingStrategy.resolve(this);
// Draw the glyphs with the resolved atlas to the default framebuffer.
this.composite();
// Finish timing and update the profile.
this.updateTiming();
// Draw the glyphs with the resolved atlas to the default framebuffer.
this.composite();
// Clear dirty bit and finish.
this.dirty = false;
}
@ -1260,6 +1265,10 @@ class NoAAStrategy implements AntialiasingStrategy {
resolve(view: PathfinderView) {}
get shouldRenderDirect() {
return true;
}
framebufferSize: Size2D;
}
@ -1346,6 +1355,10 @@ class SSAAStrategy implements AntialiasingStrategy {
view.gl.drawElements(view.gl.TRIANGLES, 6, view.gl.UNSIGNED_BYTE, 0);
}
get shouldRenderDirect() {
return true;
}
level: number;
destFramebufferSize: Size2D;
supersampledFramebufferSize: Size2D;
@ -1354,7 +1367,7 @@ class SSAAStrategy implements AntialiasingStrategy {
supersampledFramebuffer: WebGLFramebuffer;
}
class ECAAStrategy implements AntialiasingStrategy {
abstract class ECAAStrategy implements AntialiasingStrategy {
constructor(level: number) {
this.framebufferSize = new Float32Array([0, 0]) as Size2D;
}
@ -1391,7 +1404,7 @@ class ECAAStrategy implements AntialiasingStrategy {
return glmatrix.mat4.create();
}
initDirectFramebuffer(view: PathfinderView) {
private initDirectFramebuffer(view: PathfinderView) {
this.directColorTexture = createFramebufferColorTexture(view.gl, this.framebufferSize);
this.directPathIDTexture = createFramebufferColorTexture(view.gl, this.framebufferSize);
this.directDepthTexture = createFramebufferDepthTexture(view.gl, this.framebufferSize);
@ -1402,17 +1415,7 @@ class ECAAStrategy implements AntialiasingStrategy {
this.directDepthTexture);
}
initEdgeDetectFramebuffer(view: PathfinderView) {
this.bgColorTexture = createFramebufferColorTexture(view.gl, this.framebufferSize);
this.fgColorTexture = createFramebufferColorTexture(view.gl, this.framebufferSize);
this.aaDepthTexture = createFramebufferDepthTexture(view.gl, this.framebufferSize);
this.edgeDetectFramebuffer = createFramebuffer(view.gl,
view.drawBuffersExt,
[this.bgColorTexture, this.fgColorTexture],
this.aaDepthTexture);
}
initAAAlphaFramebuffer(view: PathfinderView) {
private initAAAlphaFramebuffer(view: PathfinderView) {
this.aaAlphaTexture = unwrapNull(view.gl.createTexture());
view.gl.activeTexture(view.gl.TEXTURE0);
view.gl.bindTexture(view.gl.TEXTURE_2D, this.aaAlphaTexture);
@ -1430,21 +1433,10 @@ class ECAAStrategy implements AntialiasingStrategy {
this.aaFramebuffer = createFramebuffer(view.gl,
view.drawBuffersExt,
[this.aaAlphaTexture],
this.aaDepthTexture);
view.atlasDepthTexture);
}
createEdgeDetectVAO(view: PathfinderView) {
this.edgeDetectVAO = view.vertexArrayObjectExt.createVertexArrayOES();
view.vertexArrayObjectExt.bindVertexArrayOES(this.edgeDetectVAO);
const edgeDetectProgram = view.shaderPrograms.ecaaEdgeDetect;
view.gl.useProgram(edgeDetectProgram.program);
initQuadVAO(view, edgeDetectProgram.attributes);
view.vertexArrayObjectExt.bindVertexArrayOES(null);
}
createCoverVAO(view: PathfinderView) {
private createCoverVAO(view: PathfinderView) {
this.coverVAO = view.vertexArrayObjectExt.createVertexArrayOES();
view.vertexArrayObjectExt.bindVertexArrayOES(this.coverVAO);
@ -1476,7 +1468,7 @@ class ECAAStrategy implements AntialiasingStrategy {
view.vertexArrayObjectExt.bindVertexArrayOES(null);
}
createLineVAOs(view: PathfinderView) {
private createLineVAOs(view: PathfinderView) {
const lineProgram = view.shaderPrograms.ecaaLine;
const attributes = lineProgram.attributes;
@ -1511,7 +1503,7 @@ class ECAAStrategy implements AntialiasingStrategy {
this.lineVAOs = vaos as UpperAndLower<WebGLVertexArrayObject>;
}
createCurveVAOs(view: PathfinderView) {
private createCurveVAOs(view: PathfinderView) {
const curveProgram = view.shaderPrograms.ecaaCurve;
const attributes = curveProgram.attributes;
@ -1595,8 +1587,8 @@ class ECAAStrategy implements AntialiasingStrategy {
}
resolve(view: PathfinderView) {
// Detect edges.
this.detectEdges(view);
// Detect edges if necessary.
this.detectEdgesIfNecessary(view);
// Conservatively cover.
this.cover(view);
@ -1609,58 +1601,19 @@ class ECAAStrategy implements AntialiasingStrategy {
this.resolveAA(view);
}
detectEdges(view: PathfinderView) {
// Set state for edge detection.
const edgeDetectProgram = view.shaderPrograms.ecaaEdgeDetect;
view.gl.bindFramebuffer(view.gl.FRAMEBUFFER, this.edgeDetectFramebuffer);
view.gl.viewport(0, 0, this.framebufferSize[0], this.framebufferSize[1]);
view.drawBuffersExt.drawBuffersWEBGL([
view.drawBuffersExt.COLOR_ATTACHMENT0_WEBGL,
view.drawBuffersExt.COLOR_ATTACHMENT1_WEBGL,
]);
view.gl.depthMask(true);
view.gl.depthFunc(view.gl.ALWAYS);
view.gl.enable(view.gl.DEPTH_TEST);
view.gl.disable(view.gl.BLEND);
view.gl.clearDepth(0.0);
view.gl.clearColor(0.0, 0.0, 0.0, 0.0);
view.gl.clear(view.gl.COLOR_BUFFER_BIT | view.gl.DEPTH_BUFFER_BIT);
// Perform edge detection.
view.gl.useProgram(edgeDetectProgram.program);
view.vertexArrayObjectExt.bindVertexArrayOES(this.edgeDetectVAO);
view.setFramebufferSizeUniform(edgeDetectProgram.uniforms);
view.setTransformSTAndTexScaleUniformsForAtlas(edgeDetectProgram.uniforms);
view.gl.activeTexture(view.gl.TEXTURE0);
view.gl.bindTexture(view.gl.TEXTURE_2D, this.directColorTexture);
view.gl.uniform1i(edgeDetectProgram.uniforms.uColor, 0);
view.gl.activeTexture(view.gl.TEXTURE1);
view.gl.bindTexture(view.gl.TEXTURE_2D, this.directPathIDTexture);
view.gl.uniform1i(edgeDetectProgram.uniforms.uPathID, 1);
view.gl.bindBuffer(view.gl.ELEMENT_ARRAY_BUFFER, view.quadElementsBuffer);
view.gl.drawElements(view.gl.TRIANGLES, 6, view.gl.UNSIGNED_BYTE, 0);
view.vertexArrayObjectExt.bindVertexArrayOES(null);
}
private cover(view: PathfinderView) {
// Set state for conservative coverage.
const coverProgram = view.shaderPrograms.ecaaCover;
view.gl.bindFramebuffer(view.gl.FRAMEBUFFER, this.aaFramebuffer);
view.gl.viewport(0, 0, this.framebufferSize[0], this.framebufferSize[1]);
view.gl.depthMask(false);
view.gl.depthFunc(view.gl.EQUAL);
//view.gl.depthFunc(view.gl.ALWAYS);
view.gl.enable(view.gl.DEPTH_TEST);
this.setCoverDepthState(view);
view.gl.blendEquation(view.gl.FUNC_ADD);
view.gl.blendFunc(view.gl.ONE, view.gl.ONE);
view.gl.enable(view.gl.BLEND);
view.gl.clearColor(0.0, 0.0, 0.0, 0.0);
view.gl.clear(view.gl.COLOR_BUFFER_BIT);
this.clearForCover(view);
// Conservatively cover.
view.gl.useProgram(coverProgram.program);
@ -1682,16 +1635,14 @@ class ECAAStrategy implements AntialiasingStrategy {
view.gl.bindFramebuffer(view.gl.FRAMEBUFFER, this.aaFramebuffer);
view.gl.viewport(0, 0, this.framebufferSize[0], this.framebufferSize[1]);
view.gl.depthMask(false);
view.gl.depthFunc(view.gl.EQUAL);
//view.gl.depthFunc(view.gl.ALWAYS);
view.gl.enable(view.gl.DEPTH_TEST);
this.setAADepthState(view);
view.gl.blendEquation(view.gl.FUNC_REVERSE_SUBTRACT);
view.gl.blendFunc(view.gl.ONE, view.gl.ONE);
view.gl.enable(view.gl.BLEND);
}
setAAUniforms(view: PathfinderView, uniforms: UniformMap) {
private setAAUniforms(view: PathfinderView, uniforms: UniformMap) {
view.setFramebufferSizeUniform(uniforms);
this.bVertexPositionBufferTexture.bind(view.gl, uniforms, 0);
this.bVertexPathIDBufferTexture.bind(view.gl, uniforms, 1);
@ -1752,10 +1703,13 @@ class ECAAStrategy implements AntialiasingStrategy {
// Set state for ECAA resolve.
view.gl.bindFramebuffer(view.gl.FRAMEBUFFER, view.atlasFramebuffer);
view.gl.viewport(0, 0, this.framebufferSize[0], this.framebufferSize[1]);
view.gl.disable(view.gl.DEPTH_TEST);
this.setResolveDepthState(view);
view.gl.disable(view.gl.BLEND);
view.drawBuffersExt.drawBuffersWEBGL([view.drawBuffersExt.COLOR_ATTACHMENT0_WEBGL]);
// Clear out the resolve buffer, if necessary.
this.clearForResolve(view);
// Resolve.
const resolveProgram = view.shaderPrograms.ecaaResolve;
view.gl.useProgram(resolveProgram.program);
@ -1775,24 +1729,162 @@ class ECAAStrategy implements AntialiasingStrategy {
view.vertexArrayObjectExt.bindVertexArrayOES(null);
}
bVertexPositionBufferTexture: PathfinderBufferTexture;
bVertexPathIDBufferTexture: PathfinderBufferTexture;
directColorTexture: WebGLTexture;
directPathIDTexture: WebGLTexture;
directDepthTexture: WebGLTexture;
directFramebuffer: WebGLFramebuffer;
bgColorTexture: WebGLTexture;
fgColorTexture: WebGLTexture;
aaDepthTexture: WebGLTexture;
aaAlphaTexture: WebGLTexture;
edgeDetectFramebuffer: WebGLFramebuffer;
aaFramebuffer: WebGLFramebuffer;
edgeDetectVAO: WebGLVertexArrayObject;
coverVAO: WebGLVertexArrayObject;
lineVAOs: UpperAndLower<WebGLVertexArrayObject>;
curveVAOs: UpperAndLower<WebGLVertexArrayObject>;
resolveVAO: WebGLVertexArrayObject;
framebufferSize: Size2D;
protected abstract initEdgeDetectFramebuffer(view: PathfinderView): void;
protected abstract createEdgeDetectVAO(view: PathfinderView): void;
protected abstract detectEdgesIfNecessary(view: PathfinderView): void;
protected abstract setCoverDepthState(view: PathfinderView): void;
protected abstract clearForCover(view: PathfinderView): void;
protected abstract setAADepthState(view: PathfinderView): void;
protected abstract clearForResolve(view: PathfinderView): void;
protected abstract setResolveDepthState(view: PathfinderView): void;
abstract shouldRenderDirect: boolean;
private bVertexPositionBufferTexture: PathfinderBufferTexture;
private bVertexPathIDBufferTexture: PathfinderBufferTexture;
private directDepthTexture: WebGLTexture;
private directFramebuffer: WebGLFramebuffer;
private aaAlphaTexture: WebGLTexture;
private aaFramebuffer: WebGLFramebuffer;
private coverVAO: WebGLVertexArrayObject;
private lineVAOs: UpperAndLower<WebGLVertexArrayObject>;
private curveVAOs: UpperAndLower<WebGLVertexArrayObject>;
private resolveVAO: WebGLVertexArrayObject;
protected directColorTexture: WebGLTexture;
protected directPathIDTexture: WebGLTexture;
protected bgColorTexture: WebGLTexture;
protected fgColorTexture: WebGLTexture;
protected framebufferSize: Size2D;
}
class MonochromeECAAStrategy extends ECAAStrategy {
protected initEdgeDetectFramebuffer(view: PathfinderView) {}
protected createEdgeDetectVAO(view: PathfinderView) {}
protected detectEdgesIfNecessary(view: PathfinderView) {}
protected setCoverDepthState(view: PathfinderView) {
view.gl.depthMask(true);
view.gl.depthFunc(view.gl.ALWAYS);
view.gl.enable(view.gl.DEPTH_TEST);
}
protected clearForCover(view: PathfinderView) {
view.gl.clearColor(0.0, 0.0, 0.0, 0.0);
view.gl.clearDepth(0.0);
view.gl.clear(view.gl.COLOR_BUFFER_BIT | view.gl.DEPTH_BUFFER_BIT);
}
protected setAADepthState(view: PathfinderView) {
view.gl.disable(view.gl.DEPTH_TEST);
}
protected setResolveDepthState(view: PathfinderView) {
view.gl.depthMask(false);
view.gl.depthFunc(view.gl.NOTEQUAL);
view.gl.enable(view.gl.DEPTH_TEST);
}
protected clearForResolve(view: PathfinderView) {
view.gl.clearColor(1.0, 1.0, 1.0, 1.0);
view.gl.clear(view.gl.COLOR_BUFFER_BIT);
}
get shouldRenderDirect() {
return false;
}
}
class MulticolorECAAStrategy extends ECAAStrategy {
protected initEdgeDetectFramebuffer(view: PathfinderView) {
this.bgColorTexture = createFramebufferColorTexture(view.gl, this.framebufferSize);
this.fgColorTexture = createFramebufferColorTexture(view.gl, this.framebufferSize);
this.edgeDetectFramebuffer = createFramebuffer(view.gl,
view.drawBuffersExt,
[this.bgColorTexture, this.fgColorTexture],
view.atlasDepthTexture);
}
protected createEdgeDetectVAO(view: PathfinderView) {
this.edgeDetectVAO = view.vertexArrayObjectExt.createVertexArrayOES();
view.vertexArrayObjectExt.bindVertexArrayOES(this.edgeDetectVAO);
const edgeDetectProgram = view.shaderPrograms.ecaaEdgeDetect;
view.gl.useProgram(edgeDetectProgram.program);
initQuadVAO(view, edgeDetectProgram.attributes);
view.vertexArrayObjectExt.bindVertexArrayOES(null);
}
protected detectEdgesIfNecessary(view: PathfinderView) {
// Set state for edge detection.
const edgeDetectProgram = view.shaderPrograms.ecaaEdgeDetect;
view.gl.bindFramebuffer(view.gl.FRAMEBUFFER, this.edgeDetectFramebuffer);
view.gl.viewport(0, 0, this.framebufferSize[0], this.framebufferSize[1]);
view.drawBuffersExt.drawBuffersWEBGL([
view.drawBuffersExt.COLOR_ATTACHMENT0_WEBGL,
view.drawBuffersExt.COLOR_ATTACHMENT1_WEBGL,
]);
view.gl.depthMask(true);
view.gl.depthFunc(view.gl.ALWAYS);
view.gl.enable(view.gl.DEPTH_TEST);
view.gl.disable(view.gl.BLEND);
view.gl.clearDepth(0.0);
view.gl.clearColor(0.0, 0.0, 0.0, 0.0);
view.gl.clear(view.gl.COLOR_BUFFER_BIT | view.gl.DEPTH_BUFFER_BIT);
// Perform edge detection.
view.gl.useProgram(edgeDetectProgram.program);
view.vertexArrayObjectExt.bindVertexArrayOES(this.edgeDetectVAO);
view.setFramebufferSizeUniform(edgeDetectProgram.uniforms);
view.setTransformSTAndTexScaleUniformsForAtlas(edgeDetectProgram.uniforms);
view.gl.activeTexture(view.gl.TEXTURE0);
view.gl.bindTexture(view.gl.TEXTURE_2D, this.directColorTexture);
view.gl.uniform1i(edgeDetectProgram.uniforms.uColor, 0);
view.gl.activeTexture(view.gl.TEXTURE1);
view.gl.bindTexture(view.gl.TEXTURE_2D, this.directPathIDTexture);
view.gl.uniform1i(edgeDetectProgram.uniforms.uPathID, 1);
view.gl.bindBuffer(view.gl.ELEMENT_ARRAY_BUFFER, view.quadElementsBuffer);
view.gl.drawElements(view.gl.TRIANGLES, 6, view.gl.UNSIGNED_BYTE, 0);
view.vertexArrayObjectExt.bindVertexArrayOES(null);
}
protected setCoverDepthState(view: PathfinderView) {
view.gl.depthMask(false);
view.gl.depthFunc(view.gl.ALWAYS);
view.gl.enable(view.gl.DEPTH_TEST);
}
protected clearForCover(view: PathfinderView) {
view.gl.clearColor(0.0, 0.0, 0.0, 0.0);
view.gl.clear(view.gl.COLOR_BUFFER_BIT);
}
protected setAADepthState(view: PathfinderView) {
view.gl.depthMask(false);
view.gl.depthFunc(view.gl.EQUAL);
view.gl.enable(view.gl.DEPTH_TEST);
}
protected setResolveDepthState(view: PathfinderView) {
view.gl.depthMask(false);
view.gl.depthFunc(view.gl.NOTEQUAL);
view.gl.enable(view.gl.DEPTH_TEST);
}
protected clearForResolve(view: PathfinderView) {}
get shouldRenderDirect() {
return true;
}
private edgeDetectFramebuffer: WebGLFramebuffer;
private edgeDetectVAO: WebGLVertexArrayObject;
}
interface AntialiasingStrategyTable {
@ -1905,7 +1997,7 @@ class Atlas {
const ANTIALIASING_STRATEGIES: AntialiasingStrategyTable = {
none: NoAAStrategy,
ssaa: SSAAStrategy,
ecaa: ECAAStrategy,
ecaa: MonochromeECAAStrategy,
};
function main() {

View File

@ -11,8 +11,8 @@ uniform sampler2D uAAAlpha;
varying vec2 vTexCoord;
void main() {
vec4 bgColor = texture2D(uBGColor, vTexCoord);
vec4 fgColor = texture2D(uFGColor, vTexCoord);
vec4 bgColor = vec4(1.0);//texture2D(uBGColor, vTexCoord);
vec4 fgColor = vec4(vec3(0.0), 1.0);//texture2D(uFGColor, vTexCoord);
float alpha = clamp(texture2D(uAAAlpha, vTexCoord).r, 0.0, 1.0);
gl_FragColor = mix(bgColor, fgColor, alpha);
}

View File

@ -13,6 +13,6 @@ attribute vec2 aTexCoord;
varying vec2 vTexCoord;
void main() {
gl_Position = vec4(transformVertexPositionST(aPosition, uTransformST), 0.0, 1.0);
gl_Position = vec4(transformVertexPositionST(aPosition, uTransformST), -1.0, 1.0);
vTexCoord = aTexCoord * uTexScale;
}