Commit Graph

88 Commits

Author SHA1 Message Date
Patrick Walton 0c93045f50 Replace the individual tile shaders with an ubershader 2020-03-25 21:59:51 -07:00
Patrick Walton 2548ab853a Unify solid tiles and render target tiles.
This commit also removes old shaders from the manifest.
2020-03-05 12:22:01 -08:00
Patrick Walton 9935c9fdff Don't distinguish between render targets and other images in the texture atlas
allocator
2020-03-04 19:41:24 -08:00
Patrick Walton a8f7438cd9 Remove transforms from paths.
Paints aren't scale-invariant when rendered into the texture atlas, so they
actually do need individual transforms.
2020-03-04 16:28:21 -08:00
Patrick Walton 27357a23d3 Separate the `AddPaintData` render command into different subcommands 2020-03-04 15:50:53 -08:00
Patrick Walton e50039f4c2 Create framebuffers for every texture page 2020-03-04 12:35:07 -08:00
Patrick Walton a3736859ba Rename "paint texture" to just "texture page" 2020-03-04 12:09:08 -08:00
Patrick Walton d0f4579864 Move `RenderTargetId` out of the `pattern` module 2020-03-03 15:50:48 -08:00
Patrick Walton 468848086a Use the paint texture uniform belonging to the appropriate program 2020-03-03 10:56:32 -08:00
Patrick Walton f607b607b0 Composite render targets using tiles, taking the Z-buffer into account.
We can do more tile-based optimization, but this should be enough to ensure a
correct rendering.

This temporarily breaks subpixel AA, but it should be fixable by modifying
`blur.fs.glsl`.

Closes #271.
2020-03-02 20:10:10 -08:00
Patrick Walton 0f35d9c817 Add an embedded resource loader that places resources directly in the binary.
This is useful for WebGL and for downstream crates.io use.
2020-02-28 17:10:53 -08:00
Adam Nemecek 3d39c5e9b7 trimmed whitespace 2020-02-27 08:13:14 -08:00
Patrick Walton 3a014d78eb Implement a blur filter for canvas shadows 2020-02-26 18:43:41 -08:00
Patrick Walton d1c7da8bd2 Implement pattern repeating and image smoothing control 2020-02-26 14:56:05 -08:00
Patrick Walton 77b3555828 Separate opacity out from paint.
This allows `globalAlpha` to work on render targets.
2020-02-26 12:43:07 -08:00
Patrick Walton 1deb53fa9c Implement the remaining Porter-Duff compositing operators 2020-02-25 18:37:23 -08:00
Patrick Walton 0a3f64eb44 Implement the difference and exclusion blend modes 2020-02-25 14:55:58 -08:00
Patrick Walton a8e33d3d3d Add the soft light blend mode 2020-02-25 14:39:06 -08:00
Patrick Walton 9b4217300f Implement the source-in, destination-in, source-out, and destination-atop blend
modes to round out the assortment of Porter-Duff blend modes
2020-02-25 12:52:11 -08:00
Patrick Walton 02012431ca Implement color dodge and color burn blend modes 2020-02-25 11:37:42 -08:00
Patrick Walton 5b228ed825 Implement multiply, screen, hard light, and overlay blend modes. 2020-02-24 21:23:17 -08:00
Patrick Walton 5421525eaa Implement the HSL filters (called "non-separable blend modes" in the spec).
These cannot be implemented with the standard OpenGL blending functions, so we
have to do them manually in a shader, which requires a good deal of machinery
to create intermediate framebuffers and so forth.
2020-02-24 15:37:44 -08:00
Patrick Walton 67d12adb6c Replace layers with render targets, which can be used as patterns.
This allows us to efficiently handle a lot of workloads that require multiple
HTML canvases, without CPU readback. For example, you can render paths to a
render target, then turn that render target into a repeating pattern that you
fill other paths with. Or you can render paths to a render target and then
composite that render target as a whole with a blend mode.

This introduces a new `DrawRenderTarget` render command that blits a render
target without any paths involved. This is basically just a hack that works
around the fact that our tiled renderer doesn't yet support effects that widen
the ink region (i.e. blurs). It can be removed once we have that support.
2020-02-21 22:14:18 -08:00
Patrick Walton 3245796445 Add support for multiple paint texture pages.
This avoids arbitrary limits on the number of images, gradients, etc. you can
have.
2020-02-21 14:46:10 -08:00
Patrick Walton 36538d5748 Implement a few more blend modes and switch to premultiplied alpha for layer
compositing
2020-02-20 22:22:15 -08:00
Patrick Walton 4933efb513 Add Lighten and Darken composite ops 2020-02-20 20:38:43 -08:00
Patrick Walton ab55b9509b Fix handling of solid tiles with the Clear blend mode 2020-02-20 18:15:20 -08:00
Patrick Walton 6acd2d91f7 Implement `clear_rect()` in the canvas front-end by introducing the concept of
per-path blend modes.

These should be useful for some canvas composite operations as well.
2020-02-20 15:52:40 -08:00
Patrick Walton 0c3dad974f Expose individual blend factors in `pathfinder_gpu` 2020-02-20 15:28:37 -08:00
Patrick Walton 16a2de88df Rename "postprocessing" to "effects" and start initial work on composite ops 2020-02-20 14:22:07 -08:00
Patrick Walton d9e994e46d Transition the existing postprocessing system to a layers system.
This is preparatory work for composite ops and blurs.

Closes #261.
2020-02-20 11:21:45 -08:00
Patrick Walton 3ad1c25796 Implement the even-odd fill rule 2020-02-17 14:44:48 -08:00
Patrick Walton 677c607a8c Get clips working for canvas 2020-02-16 13:45:15 -08:00
Patrick Walton 631e16ce9b Fix flipped Y axis in mask texture positioning 2020-02-15 14:08:22 -08:00
Patrick Walton 0883f54e2d Add a separate mask blit step, in preparation for supporting clips.
We can elide this in the future if there are no clips, but it isn't a huge
performance regression right now, so let's just unconditionally do it.
2020-02-14 21:56:43 -08:00
Patrick Walton 6a73a63336 Factor out mask texture UV calculation, and rename a couple of render commands 2020-02-14 21:37:20 -08:00
Patrick Walton 84ffc3151e Split shaders out into a separate module. 2020-02-14 11:56:38 -08:00
Patrick Walton 90445bac7e Implement basic support for non-repeating image patterns. 2020-02-11 17:20:21 -08:00
Patrick Walton 5a21557a6d Implement basic linear gradients.
This is not a very efficient implementation yet, but it seems to work.
2020-02-10 16:01:05 -08:00
Patrick Walton a66ed4c073 Specify tile texture coordinates as an affine transform.
Part of the groundwork for gradients.
2020-02-05 13:59:32 -08:00
Patrick Walton b269723254 Switch to per-pixel texture lookup for paints.
This is a prerequisite for supporting gradients and images.
2020-02-04 21:50:13 -08:00
Patrick Walton 2db43797c3 Split colors out into their own crate.
A lot of downstream consumers of `pathfinder_gpu` want to use colors without
the path stuff.
2020-01-31 09:17:04 +01:00
Patrick Walton ce3b40cd5c Make timer queries and framebuffer readback async 2020-01-07 13:03:15 -08:00
Patrick Walton 0662f6433f Allow any texture format to be uploaded; fix Metal compilation on newer rustcs 2019-12-20 11:48:51 -08:00
Patrick Walton 7c655246ae Add some more features to blending, and expand texture upload features 2019-12-19 08:58:02 -08:00
Patrick Walton 96758dfc17 Add `rotate` and `scale` methods to `Transform4F` 2019-07-11 15:57:45 -07:00
Patrick Walton 3f91206d57 Add a `translate` method to 3D transforms 2019-07-11 15:44:01 -07:00
Patrick Walton bcac119324 Rename `Transform2DF` to `Transform2F` and `Transform3DF` to `Transform4F` 2019-07-11 14:59:10 -07:00
Patrick Walton 55825cbc6a Switch scale and translation constructors for `Transform3DF` over to use vectors 2019-07-11 14:58:45 -07:00
Patrick Walton eb0a61679d Use operator overloading for 3D matrix multiplication 2019-07-11 13:59:39 -07:00
Patrick Walton b886c157c1 Use 2-lane instead of 4-lane SIMD types for 2D vectors.
Also, this commit rewrites the `add_fill()` method to stop using shuffle
instructions, which can be slow and make the code overly complicated. The
shuffle instructions have been removed from the various SIMD backends.
2019-06-26 16:38:37 -07:00
Patrick Walton 222fa89b23 Use a 3D transform in the tile vertex shaders.
This opens the door to caching tiles at different zoom levels (issue #191).
2019-06-25 11:32:39 -07:00
Patrick Walton d86ff9011a Update the postprocessing shader and vertex array for the Metal changes.
Closes #201.
2019-06-21 18:04:18 -07:00
Patrick Walton 431dcf3d2e Rename `pathfinder_geometry::basic` to simply `pathfinder_geometry`, and move
the remaining code in that crate to a new crate, `pathfinder_content`

The old hierarchy was confusing.
2019-06-21 10:06:19 -07:00
Patrick Walton 487577a11b Add Metal support.
This commit substantially reworks the `pathfinder_gpu` API to better support
modern APIs like Metal. It should open the door to `gfx-rs`, `wgpu`, Vulkan,
and D3D12 backends relatively straightforwardly.

A new example, `canvas_metal_minimal`, has been added.

Note that the new Metal shaders require a patched version of `spirv-cross` to
build properly. An upstream patch is forthcoming.
2019-06-20 11:47:22 -07:00
Patrick Walton dbf02fb742 Make `get_vertex_attr()` fallible 2019-06-12 10:50:24 -07:00
Patrick Walton a1b0df0a42 Rename `Point2DF` to `Vector2F`, `Point3DF` to `Vector4F`, and `LineSegmentF`
to `LineSegment2F`.

Straw poll on Twitter suggested that these names were preferred.
2019-06-03 12:39:29 -07:00
Patrick Walton e1bcc11ace Change the `F32` and `I32` suffixes to `F` and `I` to match the C API.
They're shorter and less noisy.
2019-05-29 19:17:16 -07:00
Patrick Walton acf666b701 Stop using triangle fans for DX12/Vulkan compatibility.
Closes #165.
2019-05-29 16:04:33 -07:00
Patrick Walton 25a6c33a1a Remove the object index attribute from the shaders, since it's now unused 2019-05-14 15:22:50 -07:00
Patrick Walton 7a02b78b3d Explicitly specify color texture coordinates for alpha and solid tiles.
This is groundwork for gradients and images.

This commit also refactors the interface for vertex attributes to use named
parameters (via structs), for clarity.
2019-05-14 15:11:04 -07:00
Patrick Walton a54378f931 Make the paint texture dynamically-sized on the GPU side 2019-05-14 11:38:48 -07:00
Patrick Walton 376a1c7165 Rename "fill colors" to "paint" in preparation for gradients and images 2019-05-14 11:33:52 -07:00
Patrick Walton d5a12e0e9f Revert "batch alpha and solid tiles"
This reverts commit 753a254726.
2019-05-13 18:20:21 -07:00
Patrick Walton 55be787ffd
Merge pull request #150 from nical/glitch-fix
Fix vertex attribute configuration of alpha tiles
2019-05-13 10:58:06 -07:00
Nicolas Silva 820a0286aa Fix vertex attribute configuration of alpha tiles.
Fixes #134.

glVertexAttribPointer takes a size as parameter which refers to the number of components and not the size in bytes of the value.
The tile index was registered as a 2-components value which caused the second component to overlap with the first member of the next primitive, which was mostly fine except for the last element which would overlfow the buffer. Intel and nvidia GPUs/drivers on linux at least refuse to read the first component of this two-component value if the other component is outside of the valid range which caused the shader to get zero instead and always select the first mask tile.
2019-05-13 18:00:54 +02:00
bhmerchant@gmail.com 753a254726 batch alpha and solid tiles 2019-05-10 22:57:34 -07:00
Patrick Walton a5d373cb91 Rename "object" to "path" in preparation for image objects 2019-05-10 12:03:38 -07:00
Patrick Walton b198c06968 Properly account for concurrency in the performance measurement 2019-05-07 13:43:37 -07:00
Patrick Walton 15f63df844 Rename `DebugUI` to `DebugUIPresenter` and `UI` to `UIPresenter` 2019-05-06 15:36:39 -07:00
Patrick Walton 9de7d95d33 Start a simple HTML canvas-like API, and add a minimal example to show how to
use it.
2019-05-03 14:15:38 -07:00
Patrick Walton 5c5e4e9313 Factor the scene thread out of the demo and into the renderer proper.
This simplifies Pathfinder's API considerably. Now users get off-main-thread
scene building "for free".
2019-05-01 17:12:25 -07:00
Patrick Walton db8eb1c97c Run `rustfmt` on the renderer crate 2019-04-29 16:45:29 -07:00
Patrick Walton 6c31e1bc01 In VR mode, render one eye and then reproject to both eyes instead of rendering
twice.

This reduces both CPU and GPU time a lot in exchange for a small loss in
quality.
2019-04-26 17:22:54 -07:00
Patrick Walton 58d55c5eaa Allow rendering to non-default framebuffers 2019-04-18 19:05:01 -07:00
Patrick Walton 62a3fefca4 Reenable the tile and fill counts in the debug display 2019-04-18 15:09:37 -07:00
Patrick Walton c688d04412 Remove the scene assembly thread, and pipeline only fills instead of alpha
tiles.

Removing a thread should make it easier to manually assign threads to CPUs, as
is necessary on devices with poor schedulers like Magic Leap 1.
2019-04-18 13:50:26 -07:00
Patrick Walton 3d4f8bd008 Pipeline between CPU and GPU at a more fine-grained level.
This makes us stop running one frame behind.
2019-04-09 17:06:43 -07:00
Patrick Walton db3851d754 Get subpixel AA and gamma correction working in 2D 2019-03-25 16:20:34 -07:00
Patrick Walton 224c8e85b9 Create separate shaders for monochrome and multicolor tiles.
This is preparation for fixing subpixel AA.
2019-03-22 14:28:31 -07:00
Patrick Walton 0458d9a7f2 Factor out bits of the postprocessing shader into includes 2019-03-18 21:40:10 -07:00
Patrick Walton bb32777101 Initial work toward VR support 2019-03-14 14:42:22 -07:00
Patrick Walton 9c404dfdc1 Add an Android port 2019-03-12 13:55:26 -07:00
Patrick Walton b80ab2ad25 Only show the "Text Effects" button when a monochrome SVG is loaded 2019-03-06 19:35:57 -08:00
Patrick Walton 6062676d0e Add tooltips to the buttons in the demo 2019-03-06 11:33:59 -08:00
Patrick Walton 4dff13ef00 Use an advancing cursor when laying out UI elements 2019-03-06 10:47:52 -08:00
Patrick Walton ad0691c146 Move the generic UI code in the renderer crate to a separate crate 2019-03-05 15:13:55 -08:00
Patrick Walton f7a8b573ce Move the GPU rendering code out of `pathfinder_gl`, since it's now no longer
OpenGL-specific
2019-03-05 14:46:18 -08:00