Patrick Walton
2578298198
More work on the integration test
2017-11-13 17:23:03 -08:00
Patrick Walton
9dda148b38
Fix some bugs in Core Graphics native rendering
2017-11-13 17:22:35 -08:00
Patrick Walton
0642e65c9d
Stub integration test functionality some more
2017-11-13 15:26:46 -08:00
Patrick Walton
bc99fdf02b
Enable early Z in the XCAA multicolor direct interior pass
2017-11-11 14:45:28 -08:00
Patrick Walton
2975038891
Reenable early Z.
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It regressed again!
2017-11-11 14:04:57 -08:00
Patrick Walton
2e90b3bce8
Multiply stem darkening amounts by sqrt(2).
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This compensates for the fact that macOS dilation is relative to the pixel square, while our dilation is relative to each vertex normal.
2017-11-11 11:29:52 -08:00
Patrick Walton
ceb9d2bb80
Tweak the max stem darkening ppem to avoid a "pop" when zooming
2017-11-11 09:41:21 -08:00
Patrick Walton
d90d3af21b
Fix swapped min/max stem darkening amounts
2017-11-11 09:38:28 -08:00
Patrick Walton
575d4c2366
Fix regression involving NaN when doing curve clipping
2017-11-11 09:38:06 -08:00
Patrick Walton
37cdc9bc5c
Optimize the signed area calculation
2017-11-10 23:09:54 -08:00
Patrick Walton
1f5dbe33e8
Apply optimizations to the multi-edge mask shader too
2017-11-10 22:09:29 -08:00
Patrick Walton
fc2ac12fc0
Optimize the XCAA fragment shaders a bit
2017-11-10 19:25:47 -08:00
Patrick Walton
c9948a844d
Render reference images on the server, untested as of yet
2017-11-10 17:04:59 -08:00
Patrick Walton
75474b19e6
Add the normal angle to the shaders used in the 3D demo
2017-11-10 15:03:43 -08:00
Patrick Walton
932fc64524
Stub an integration test page
2017-11-10 13:58:07 -08:00
Patrick Walton
2f7205bd22
Improve the stem darkening vertical extents preservation hack
2017-11-10 08:40:31 -08:00
Patrick Walton
a73fb9ab8d
Try to align glyphs on their baselines after stem darkening
2017-11-10 08:16:27 -08:00
Patrick Walton
f2d5ced933
Describe how to adjust the JSON size limit when running the server.
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Closes #41 .
2017-11-09 18:55:41 -08:00
Patrick Walton
3bcd05a5ed
Update the XCAA multi direct shaders to support normals.
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Fixes XCAA in the SVG demo.
2017-11-09 16:42:53 -08:00
Patrick Walton
8e7eb6ca60
Support stem darkening in SSAA mode.
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The normals are incorrect right now in some cases, but it looks OK-ish.
2017-11-09 16:20:15 -08:00
Patrick Walton
35e59b1a05
Fix MCAA in the text demo.
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The B-quad ranges were not being expanded properly.
2017-11-08 20:58:22 -08:00
Patrick Walton
9a5728aab6
Implement clipping in XCAA mode
2017-11-08 16:45:30 -08:00
Patrick Walton
941223c7d4
Update the README a bit
2017-11-07 17:42:42 -08:00
Patrick Walton
997e9b852a
Round x-heights naturally instead of rounding up.
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I think this matches what macOS does.
2017-11-07 17:39:29 -08:00
Patrick Walton
e5b76726d9
Use the LUT to gamma correct text, and fix stem darkening math
2017-11-07 17:24:19 -08:00
Patrick Walton
82fd214a76
Load the gamma LUT in the demo
2017-11-07 14:13:13 -08:00
Patrick Walton
0a5f4c65df
Add a prebuilt gamma LUT
2017-11-07 11:56:04 -08:00
Patrick Walton
556bb2ce84
Add `gamma_lut` from WebRender
2017-11-06 20:41:13 -08:00
Patrick Walton
8897145f54
Add a simple command-line frontend for use as part of a build process
2017-11-06 13:28:32 -08:00
Patrick Walton
8a1e3bc8b2
Add some basic Phong shading to the monument
2017-11-03 18:49:25 -07:00
Patrick Walton
1e446f816f
Add basic clip path support when rendering with SSAA
2017-11-03 14:29:31 -07:00
Patrick Walton
4cbc2a8800
Add partial support for clip paths in the SVG demo.
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At the moment, this only works when antialiasing is off.
2017-11-03 14:14:29 -07:00
Patrick Walton
511e5956d8
Don't clear away the scenery after drawing it!
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Fixes the 3D view.
2017-11-02 16:17:35 -07:00
Patrick Walton
572b7cdd4a
Encode path IDs using a sparse representation, not a dense one.
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This reduces the size of serialized mesh libraries. It also makes it
much easier to expand meshes and select individual paths for rendering.
2017-11-02 16:08:31 -07:00
Patrick Walton
c767141169
Build render tasks for clips.
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This doesn't actually clip anything yet, but it's a step in that direction.
2017-10-31 17:04:06 -07:00
Patrick Walton
b9f6f13cec
Stop going to the DOM every time we need the color of an SVG path
2017-10-31 14:50:15 -07:00
Patrick Walton
579528ebdc
Remove one direct rendering pass from the multicolor XCAA path
2017-10-31 12:41:38 -07:00
Patrick Walton
d65bfb7fb2
Show compositing time in the SVG demo
2017-10-31 12:35:24 -07:00
Patrick Walton
dc6bdda7ff
Implement basic native FreeType glyph rendering, untested as of yet
2017-10-31 11:26:14 -07:00
Patrick Walton
ce91d0490a
Merge pull request #46 from mbebenita/watch
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Automatically rebuild in the background.
2017-10-30 18:07:56 -07:00
Michael Bebenita
2e3451d9da
Automatically rebuild in the background.
2017-10-30 16:24:12 -07:00
Patrick Walton
a6582aefb3
Merge pull request #45 from mbebenita/toggle
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Mesh Debugger Improvements
2017-10-30 15:31:36 -07:00
Patrick Walton
2717ac12cc
Merge pull request #44 from mbebenita/zoom
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Cursor fixes.
2017-10-30 15:31:27 -07:00
Patrick Walton
2604151521
Replace the multicolor (SVG) XCAA with a multipass compositing algorithm
2017-10-30 15:28:35 -07:00
Michael Bebenita
55f964001b
Toggle layers in mesh debugger.
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Also, stroke and fill vertices after drawing lines.
2017-10-29 16:25:50 -07:00
Michael Bebenita
45755816c8
Draw segment hull.
2017-10-29 15:13:55 -07:00
Michael Bebenita
a7056460d0
Fix cursor icon in Chrome.
2017-10-29 14:46:33 -07:00
Michael Bebenita
6fbfa60f68
Fix grabbing cursor on mesh debugger.
2017-10-29 14:46:21 -07:00
Patrick Walton
b87d4126b0
Merge pull request #42 from Bobo1239/master
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Make tests compile again (but not pass)
2017-10-27 23:26:27 -07:00
Boris-Chengbiao Zhou
90144e6755
Make tests compile again (but not pass)
2017-10-28 04:16:54 +02:00
Patrick Walton
bf3779bf89
Calculate normals for B-vertices.
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I'm planning to use this for fixing hairlines in XCAA.
2017-10-27 15:12:33 -07:00
Patrick Walton
e4b531f3a0
Do some work on shader documentation
2017-10-26 20:30:47 -07:00
Patrick Walton
0506365cc7
Fix blending in the text demo.
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As a nice added cleanup, this commit standardizes on the red channel for
all monochrome textures.
2017-10-26 20:15:51 -07:00
Patrick Walton
77fa297380
Change the animated zoom icon to a play icon
2017-10-26 18:15:28 -07:00
Patrick Walton
591e6b780c
Merge pull request #40 from mbebenita/pulse
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Zoom Pulse Mode
2017-10-26 17:57:33 -07:00
Patrick Walton
775ee2b526
Add basic native rasterization for Core Graphics and match the WebRender
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`FontContext` API more
2017-10-26 17:55:17 -07:00
Michael Bebenita
70390915ab
Add Pulse Zoom button.
2017-10-26 11:32:30 -07:00
Patrick Walton
f8c950d39a
Stop calling `getParameter` and `getBufferParameter`.
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They're incredibly slow in Chrome.
2017-10-25 19:38:41 -07:00
Patrick Walton
77f135a4ba
Fix memory safety problem resulting in missing glyphs on macOS
2017-10-25 17:02:57 -07:00
Patrick Walton
0b179f3a40
Add preliminary DirectWrite support on Windows.
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This will eventually need to call into GDI to do hinting, but it's good
enough for now.
2017-10-25 13:01:36 -07:00
Patrick Walton
1c693d5029
Approximate cubic curves with quadratics in the Core Graphics backend
2017-10-23 20:28:45 -07:00
Patrick Walton
0a4fcb4841
Add a cubic curve command stream.
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This is a prerequisite for handling CFF fonts.
2017-10-23 20:05:36 -07:00
Patrick Walton
2b5dea3263
Merge pull request #37 from Bobo1239/master
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Fix compilation on non-macos
2017-10-21 09:13:02 -07:00
Boris-Chengbiao Zhou
ebfe5d0dbd
Fix compilation on non-macos
2017-10-21 15:07:51 +02:00
Patrick Walton
9d93cebca6
Stop using multiple render targets.
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We don't need them anymore, so let's lower our hardware requirements!
2017-10-20 22:04:53 -07:00
Patrick Walton
048c261f6c
Add a working experimental implementation of XCAA for SVG.
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This has known performance problems and artefacts due to working at
sample level only, but it's a decent first cut.
2017-10-20 19:41:18 -07:00
Patrick Walton
9c470e77c1
Make macOS font rendering not depend on FreeType
2017-10-20 12:10:57 -07:00
Patrick Walton
a523d71e3c
Stop leaking buffer textures
2017-10-18 19:47:44 -07:00
Patrick Walton
03b4ec2cc6
Stop leaking VAOs
2017-10-18 19:16:56 -07:00
Patrick Walton
70201bb29c
Draw distant glyphs as prerendered images in the 3D demo.
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This has known performance problems, but it's a good first cut.
2017-10-18 16:19:19 -07:00
Patrick Walton
024b00e479
Decouple text renderers from the text demo's layout
2017-10-17 13:37:36 -07:00
Patrick Walton
d66bff9768
Remove useless null check
2017-10-17 12:11:49 -07:00
Patrick Walton
32de1d3441
Decouple text renderers from HTML canvas elements.
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This allows for offscreen rendering of text.
2017-10-17 12:10:20 -07:00
Patrick Walton
562851fd6e
Lint against long lines
2017-10-17 11:58:03 -07:00
Patrick Walton
9278a4e0e3
Move the text rendering and atlas code out of the text demo so that it
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can be reused elsewhere
2017-10-17 11:54:13 -07:00
Patrick Walton
03ee672787
Separate the GPU rendering component of views from the view objects
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themselves in the demo.
This (mostly) enables rendering outside a view.
2017-10-16 22:26:25 -07:00
Patrick Walton
976b924842
Decouple mesh-specific data from GL-context-wide data in the demo
2017-10-16 16:48:02 -07:00
Patrick Walton
81787f4750
Remove `MonochromeDemoView`
2017-10-16 16:11:00 -07:00
Patrick Walton
7a0ade99e2
Support subpixel AA in the benchmark
2017-10-16 16:08:05 -07:00
Patrick Walton
30356400fd
Merge pull request #35 from Bobo1239/master
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Fix demo client compilation on Windows
2017-10-16 15:04:00 -07:00
Patrick Walton
cc16158a91
Decouple antialiasing strategies from views in the demo
2017-10-16 13:36:22 -07:00
Patrick Walton
d8713f214c
Use the Rust benchmarking algorithm for less noisy results
2017-10-15 14:37:44 -07:00
Boris-Chengbiao Zhou
dec99769f1
Fix demo client compilation on Windows
2017-10-15 23:23:09 +02:00
Patrick Walton
314185684c
Implement stem darkening and split ECAA into ECAA and MCAA.
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We now implement stem darkening (also known as font dilation) like
macOS and FreeType under certain configurations. This pushes out font
outlines along their normals slightly in order to make small text easier
to read. This is especially important when performing gamma correction,
as otherwise text can end up too light.
Because the stem darkening is implemented in the vertex shader, it can
easily break the mesh. Therefore, I needed to implement a new rendering
mode that does not use the mesh. It's a variant of ECAA, and for
clarity's sake I've renamed the related antialiasing methods:
* MCAA stands for "mesh coverage antialiasing" and is the new name for
what was called "ECAA" prior to this patch.
* ECAA now stands for "edge coverage antialiasing". It does not use the
mesh but rather computes winding numbers from scratch for every pixel.
Surprisingly, despite being worse asymptotically, this usually ends up
being faster than MCAA at small font sizes, presumably because there are
fewer vertices to transform.
* XCAA, "exact coverage antialiasing" is a generic term that refers to
both ECAA and MCAA. References to ECAA have been changed to XCAA as
needed.
2017-10-15 13:28:49 -07:00
Patrick Walton
3352f869f0
Remove Pathfinder 1 now that Pathfinder 2 supports all its features and
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more
2017-10-06 20:03:59 -07:00
Patrick Walton
c8284e18b2
Mention advanced font rendering features
2017-10-06 20:03:18 -07:00
Patrick Walton
c2368bb71e
Rewrite the README.
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Closes #26 .
2017-10-06 19:55:28 -07:00
Patrick Walton
1846ebd861
Use sRGB color textures where available
2017-10-06 19:18:34 -07:00
Patrick Walton
2a236319d4
Use regular VBOs instead of textures to store vertex positions for ECAA.
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This improves performance at small font sizes a bit by reducing vertex
shading load.
2017-10-06 16:42:51 -07:00
Patrick Walton
6a7c013e61
Make the hints a uniform instead of a buffer texture.
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Saves a good bit of memory traffic during vertex shading.
2017-10-05 19:14:52 -07:00
Patrick Walton
28837f72a6
Fetch and transform fewer vertices in the ECAA cover shader
2017-10-05 13:30:32 -07:00
Patrick Walton
d4c7fa74bd
Add a feature to save benchmark data as CSV
2017-10-05 11:46:53 -07:00
Patrick Walton
b6a60ef987
Make FreeType no longer a dependency of `path-utils`
2017-10-04 19:03:38 -07:00
Patrick Walton
8de1970682
Implement stroking ourselves, and rename `PathSegment` to `PathCommand`.
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This makes Pathfinder no longer use the FreeType stroker.
2017-10-04 18:57:30 -07:00
Patrick Walton
22d0eb7b24
Fix file headers in shaders/
2017-10-03 15:32:03 -07:00
Patrick Walton
157292175b
Use instanced rendering in the 3D demo.
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This massively decreases the load time and memory usage in exchange for more draw calls.
2017-10-03 15:24:56 -07:00
Patrick Walton
b631fec80f
Cache font mesh libraries on the server
2017-10-02 19:58:38 -07:00
Patrick Walton
7bbd02ed85
Send mesh libraries to the client in raw binary instead of Base64 and JSON
2017-10-02 16:31:54 -07:00
Patrick Walton
0bbcf8f1a0
Stop sending path index ranges to the demo client.
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They're unused.
2017-10-02 15:50:34 -07:00
Patrick Walton
fed528025d
Stop sending glyph metadata to the demo client.
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It's unused.
2017-10-02 15:45:56 -07:00