Get things basically working
This commit is contained in:
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50ad78db2a
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d5b61e382e
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@ -13,7 +13,7 @@ use compute_shader::buffer;
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use compute_shader::instance::Instance;
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use compute_shader::texture::{ExternalTexture, Format};
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use euclid::{Point2D, Rect, Size2D};
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use gl::types::GLint;
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use gl::types::{GLint, GLuint};
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use glfw::{Action, Context, Key, OpenGlProfileHint, WindowEvent, WindowHint, WindowMode};
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use memmap::{Mmap, Protection};
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use pathfinder::batch::{BatchBuilder, GlyphRange};
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@ -32,7 +32,7 @@ const SHELF_HEIGHT: u32 = 32;
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fn main() {
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let mut glfw = glfw::init(glfw::LOG_ERRORS).unwrap();
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glfw.window_hint(WindowHint::ContextVersion(3, 3));
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glfw.window_hint(WindowHint::ContextVersion(4, 1));
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glfw.window_hint(WindowHint::OpenGlForwardCompat(true));
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glfw.window_hint(WindowHint::OpenGlProfile(OpenGlProfileHint::Core));
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let context = glfw.create_window(WIDTH, HEIGHT, "generate-atlas", WindowMode::Windowed);
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@ -40,6 +40,7 @@ fn main() {
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let (mut window, events) = context.expect("Couldn't create a window!");
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window.make_current();
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gl::load_with(|symbol| window.get_proc_address(symbol) as *const c_void);
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let (device_pixel_width, device_pixel_height) = window.get_framebuffer_size();
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let instance = Instance::new().unwrap();
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let device = instance.create_device().unwrap();
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@ -48,7 +49,7 @@ fn main() {
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let rasterizer = Rasterizer::new(device, queue).unwrap();
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let mut glyph_buffer_builder = GlyphBufferBuilder::new();
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let mut batch_builder = BatchBuilder::new(WIDTH, SHELF_HEIGHT);
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let mut batch_builder = BatchBuilder::new(device_pixel_width as GLuint, SHELF_HEIGHT);
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let file = Mmap::open_path(env::args().nth(1).unwrap(), Protection::Read).unwrap();
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unsafe {
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@ -69,7 +70,7 @@ fn main() {
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let glyph_buffers = glyph_buffer_builder.finish().unwrap();
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let batch = batch_builder.finish(&glyph_buffer_builder).unwrap();
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let atlas_size = Size2D::new(WIDTH, HEIGHT);
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let atlas_size = Size2D::new(device_pixel_width as GLuint, device_pixel_height as GLuint);
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let coverage_buffer = CoverageBuffer::new(&rasterizer.device, &atlas_size).unwrap();
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let texture = rasterizer.device
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@ -98,6 +99,7 @@ fn main() {
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}
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unsafe {
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gl::Viewport(0, 0, device_pixel_width, device_pixel_height);
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gl::ClearColor(1.0, 1.0, 1.0, 1.0);
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gl::Clear(gl::COLOR_BUFFER_BIT);
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}
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@ -31,7 +31,7 @@ __kernel void accum(__write_only image2d_t gTexture,
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int2 coord = (int2)((int)column, (int)row);
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coverage += read_imagef(gCoverage, SAMPLER, coord).r;
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uint gray = 255 - convert_uint(clamp(coverage, 0.0f, 1.0f) * 255.0f);
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uint gray = convert_uint(clamp(coverage, 0.0f, 1.0f) * 255.0f);
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write_imageui(gTexture, coord + (int2)kAtlasRect.xy, (uint4)(gray, 255, 255, 255));
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}
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}
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@ -28,7 +28,8 @@ out vec4 oFragColor;
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void main() {
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// Compute the X boundaries of this pixel.
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float xMin = floor(gl_FragCoord.x), xMax = ceil(gl_FragCoord.x);
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float xMin = floor(gl_FragCoord.x);
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float xMax = xMin + 1.0f;
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// Compute the horizontal span that the line segment covers across this pixel.
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float dX = min(xMax, vP1.x) - max(xMin, vP0.x);
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@ -15,9 +15,6 @@
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layout(vertices = 1) out;
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// The size of the atlas in pixels.
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uniform uvec2 uAtlasSize;
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// The vertex ID, passed into this shader.
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flat in uint vVertexID[];
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@ -31,25 +28,26 @@ patch out vec2 vpP2;
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patch out float vpDirection;
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void main() {
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vpP0 = gl_in[0].gl_Position.xy;
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vpP1 = gl_in[1].gl_Position.xy;
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vpP2 = gl_in[2].gl_Position.xy;
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vec2 p0 = gl_in[0].gl_Position.xy;
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vec2 p1 = gl_in[1].gl_Position.xy;
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vec2 p2 = gl_in[2].gl_Position.xy;
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// Compute direction. Flip around if necessary so that p0 is to the left of p2.
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if (vpP0.x < vpP2.x) {
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vpDirection = 1.0f;
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float direction;
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if (p0.x < p2.x) {
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direction = 1.0f;
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} else {
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vpDirection = -1.0f;
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vec2 tmp = vpP0;
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vpP0 = vpP2;
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vpP2 = tmp;
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direction = -1.0f;
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vec2 tmp = p0;
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p0 = p2;
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p2 = tmp;
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}
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// Divide into lines.
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float lineCount = 1.0f;
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if (vVertexID[1] > 0) {
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// Quadratic curve.
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vec2 dev = vpP0 - 2.0f * vpP1 + vpP2;
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vec2 dev = p0 - 2.0f * p1 + p2;
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float devSq = dot(dev, dev);
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if (devSq >= CURVE_THRESHOLD) {
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// Inverse square root is likely no slower and may be faster than regular square root
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@ -100,10 +98,19 @@ void main() {
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// so we're in the clear: the rasterizer will always discard the unshaded areas and render only
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// the shaded ones.
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gl_TessLevelInner[0] = vpP0.x == vpP2.x ? 0.0f : lineCount * 2.0f - 1.0f;
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gl_TessLevelOuter[1] = gl_TessLevelOuter[3] = gl_TessLevelInner[0];
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float tessLevel = p0.x == p2.x ? 0.0f : (lineCount * 2.0f - 1.0f);
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gl_TessLevelInner[0] = tessLevel;
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gl_TessLevelInner[1] = 1.0f;
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gl_TessLevelOuter[0] = 1.0f;
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gl_TessLevelOuter[1] = tessLevel;
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gl_TessLevelOuter[2] = 1.0f;
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gl_TessLevelOuter[3] = tessLevel;
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// Don't split vertically at all. We only tessellate horizontally.
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gl_TessLevelInner[1] = gl_TessLevelOuter[0] = gl_TessLevelOuter[2] = 1.0f;
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// NB: These per-patch outputs must be assigned in this order, or Apple's compiler will
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// miscompile us.
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vpP0 = p0;
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vpP1 = p1;
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vpP2 = p2;
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vpDirection = direction;
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}
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@ -51,7 +51,7 @@ void main() {
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float t0 = float(lineIndex + 0) / float(lineCount);
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float t1 = float(lineIndex + 1) / float(lineCount);
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vP0 = mix(mix(vpP0, vpP1, t0), mix(vpP1, vpP2, t0), t0);
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vP1 = mix(mix(vpP0, vpP1, t1), mix(vpP1, vpP2, t0), t1);
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vP1 = mix(mix(vpP0, vpP1, t1), mix(vpP1, vpP2, t1), t1);
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}
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// Compute Y extents and slope.
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@ -10,29 +10,19 @@
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#version 410
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// FIXME(pcwalton): This should be higher. Dynamically query its maximum possible size, perhaps?
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#define MAX_GLYPHS 256
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#define MAX_GLYPHS 2048
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// Accessors to work around Apple driver bugs.
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#define GLYPH_DESCRIPTOR_UNITS_PER_EM(d) (d).misc.x
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#define IMAGE_DESCRIPTOR_ATLAS_POS(d) (d).xy
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#define IMAGE_DESCRIPTOR_POINT_SIZE(d) (d).z
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// Information about the metrics of each glyph.
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layout(std140) struct GlyphDescriptor {
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// The left/top/right/bottom offsets of the glyph from point (0, 0) in glyph space.
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// The left/bottom/right/top offsets of the glyph from point (0, 0) in glyph space.
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ivec4 extents;
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// The number of units per em in this glyph.
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uint unitsPerEm;
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// The index of the first point in the VBO.
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uint startPoint;
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// The index of the first element in the IBO.
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uint startIndex;
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};
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// Information about the position of each glyph in the atlas.
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layout(std140) struct ImageDescriptor {
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// The left/top/right/bottom positions of the glyph in the atlas.
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uvec4 atlasRect;
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// The font size in pixels.
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float pointSize;
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// The index of the glyph.
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uint glyphIndex;
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// x: Units per em.
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uvec4 misc;
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};
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// The size of the atlas in pixels.
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@ -43,7 +33,7 @@ layout(std140) uniform ubGlyphDescriptors {
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};
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layout(std140) uniform ubImageDescriptors {
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ImageDescriptor uImages[MAX_GLYPHS];
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uvec4 uImages[MAX_GLYPHS];
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};
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// The position of each vertex in glyph space.
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@ -60,13 +50,13 @@ flat out uint vVertexID;
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void main() {
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vVertexID = gl_VertexID;
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ImageDescriptor image = uImages[aGlyphIndex];
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uvec4 image = uImages[aGlyphIndex];
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GlyphDescriptor glyph = uGlyphs[aGlyphIndex];
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float emsPerUnit = 1.0f / float(glyph.unitsPerEm);
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vec2 glyphPos = vec2(aPosition.x - glyph.extents.x, glyph.extents.w - aPosition.y);
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vec2 atlasPos = glyphPos * emsPerUnit * image.pointSize + vec2(image.atlasRect.xy);
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float pointSize = float(IMAGE_DESCRIPTOR_POINT_SIZE(image)) / 65536.0f;
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vec2 glyphPxPos = glyphPos * pointSize / GLYPH_DESCRIPTOR_UNITS_PER_EM(glyph);
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vec2 atlasPos = glyphPxPos + vec2(IMAGE_DESCRIPTOR_ATLAS_POS(image));
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gl_Position = vec4(atlasPos, 0.0f, 1.0f);
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}
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@ -53,7 +53,7 @@ impl BatchBuilder {
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self.images[glyph_index as usize] = ImageDescriptor {
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atlas_x: atlas_origin.x,
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atlas_y: atlas_origin.y,
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point_size: point_size,
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point_size: (point_size * 65536.0) as u32,
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glyph_index: glyph_index,
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};
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@ -167,7 +167,7 @@ impl Iterator for GlyphRangeIter {
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pub struct ImageDescriptor {
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atlas_x: u32,
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atlas_y: u32,
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point_size: f32,
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point_size: u32,
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glyph_index: u32,
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}
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@ -48,6 +48,7 @@ impl CoverageBuffer {
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gl::TEXTURE_RECTANGLE,
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gl_texture,
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0);
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gl::BindFramebuffer(gl::FRAMEBUFFER, 0);
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}
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Ok(CoverageBuffer {
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@ -61,9 +61,9 @@ impl GlyphBufferBuilder {
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if !point.first_point_in_contour && point.on_curve {
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let indices = if last_point_on_curve {
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[point_index - 2, 0, point_index - 1]
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[point_index - 1, 0, point_index]
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} else {
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[point_index - 3, point_index - 2, point_index - 1]
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[point_index - 2, point_index - 1, point_index]
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};
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self.indices.extend(indices.iter().cloned());
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}
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@ -132,7 +132,7 @@ pub struct GlyphBuffers {
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}
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#[repr(C)]
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#[derive(Clone, Copy)]
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#[derive(Clone, Copy, Debug)]
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pub struct GlyphDescriptor {
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pub left: i32,
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pub bottom: i32,
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@ -154,7 +154,7 @@ impl GlyphDescriptor {
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}
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}
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#[derive(Copy, Clone)]
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#[derive(Copy, Clone, Debug)]
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#[repr(C)]
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pub struct Vertex {
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x: i16,
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@ -39,16 +39,17 @@ pub struct Rasterizer {
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accum_program: Program,
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draw_vertex_array: GLuint,
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draw_position_attribute: GLint,
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draw_image_index_attribute: GLint,
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draw_glyph_index_attribute: GLint,
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draw_atlas_size_uniform: GLint,
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draw_glyph_descriptors_uniform: GLuint,
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draw_image_info_uniform: GLuint,
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draw_image_descriptors_uniform: GLuint,
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}
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impl Rasterizer {
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pub fn new(device: Device, queue: Queue) -> Result<Rasterizer, ()> {
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let (draw_program, draw_position_attribute, draw_image_index_attribute);
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let (draw_atlas_size_uniform, draw_glyph_descriptors_uniform, draw_image_info_uniform);
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let (draw_program, draw_position_attribute, draw_glyph_index_attribute);
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let (draw_glyph_descriptors_uniform, draw_image_descriptors_uniform);
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let draw_atlas_size_uniform;
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let mut draw_vertex_array = 0;
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unsafe {
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let shaders = [
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@ -83,16 +84,17 @@ impl Rasterizer {
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draw_position_attribute =
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gl::GetAttribLocation(draw_program, b"aPosition\0".as_ptr() as *const GLchar);
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draw_image_index_attribute =
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gl::GetAttribLocation(draw_program, b"aImageIndex\0".as_ptr() as *const GLchar);
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draw_glyph_index_attribute =
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gl::GetAttribLocation(draw_program, b"aGlyphIndex\0".as_ptr() as *const GLchar);
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draw_atlas_size_uniform =
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gl::GetUniformLocation(draw_program, b"uAtlasSize\0".as_ptr() as *const GLchar);
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draw_glyph_descriptors_uniform =
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gl::GetUniformBlockIndex(draw_program,
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b"ubGlyphDescriptors\0".as_ptr() as *const GLchar);
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draw_image_info_uniform =
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gl::GetUniformBlockIndex(draw_program, b"ubImageInfo\0".as_ptr() as *const GLchar);
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draw_image_descriptors_uniform =
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gl::GetUniformBlockIndex(draw_program,
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b"ubImageDescriptors\0".as_ptr() as *const GLchar);
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}
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// FIXME(pcwalton): Don't panic if this fails to compile; just return an error.
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accum_program: accum_program,
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draw_vertex_array: draw_vertex_array,
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draw_position_attribute: draw_position_attribute,
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draw_image_index_attribute: draw_image_index_attribute,
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draw_glyph_index_attribute: draw_glyph_index_attribute,
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draw_atlas_size_uniform: draw_atlas_size_uniform,
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draw_glyph_descriptors_uniform: draw_glyph_descriptors_uniform,
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draw_image_info_uniform: draw_image_info_uniform,
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draw_image_descriptors_uniform: draw_image_descriptors_uniform,
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})
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}
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@ -121,8 +123,15 @@ impl Rasterizer {
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texture: &Texture)
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-> Result<Event, ()> {
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unsafe {
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gl::UseProgram(self.draw_program);
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gl::BindFramebuffer(gl::FRAMEBUFFER, coverage_buffer.framebuffer);
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gl::Viewport(0, 0, atlas_rect.size.width as GLint, atlas_rect.size.height as GLint);
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// TODO(pcwalton): Scissor to the atlas rect to clear faster?
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gl::ClearColor(0.0, 0.0, 0.0, 1.0);
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gl::Clear(gl::COLOR_BUFFER_BIT);
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gl::BindVertexArray(self.draw_vertex_array);
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gl::UseProgram(self.draw_program);
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// Set up the buffer layout.
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gl::BindBuffer(gl::ARRAY_BUFFER, glyph_buffers.vertices);
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@ -131,20 +140,20 @@ impl Rasterizer {
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gl::SHORT,
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mem::size_of::<Vertex>() as GLint,
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0 as *const GLvoid);
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gl::VertexAttribIPointer(self.draw_image_index_attribute as GLuint,
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gl::VertexAttribIPointer(self.draw_glyph_index_attribute as GLuint,
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1,
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gl::UNSIGNED_SHORT,
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mem::size_of::<Vertex>() as GLint,
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mem::size_of::<(i16, i16)>() as *const GLvoid);
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gl::EnableVertexAttribArray(self.draw_position_attribute as GLuint);
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gl::EnableVertexAttribArray(self.draw_image_index_attribute as GLuint);
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gl::EnableVertexAttribArray(self.draw_glyph_index_attribute as GLuint);
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gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, glyph_buffers.indices);
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gl::BindBufferBase(gl::UNIFORM_BUFFER, 1, glyph_buffers.descriptors);
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gl::BindBufferBase(gl::UNIFORM_BUFFER, 2, batch.images);
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gl::UniformBlockBinding(self.draw_program, self.draw_glyph_descriptors_uniform, 1);
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gl::UniformBlockBinding(self.draw_program, self.draw_image_info_uniform, 2);
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gl::UniformBlockBinding(self.draw_program, self.draw_image_descriptors_uniform, 2);
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gl::Uniform2ui(self.draw_atlas_size_uniform,
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atlas_rect.size.width,
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@ -170,6 +179,16 @@ impl Rasterizer {
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gl::UNSIGNED_INT,
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batch.start_indices.as_ptr() as *const *const GLvoid,
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batch.counts.len() as GLsizei);
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gl::Disable(gl::CULL_FACE);
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gl::Disable(gl::BLEND);
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gl::BindFramebuffer(gl::FRAMEBUFFER, 0);
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// FIXME(pcwalton): We should have some better synchronization here if we're using
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// OpenCL, but I don't know how to do that portably (i.e. on Mac…) Just using
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// `glFlush()` seems to work in practice.
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gl::Flush();
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}
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let atlas_rect_uniform = [
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