Patrick Walton
fefa3c3cd3
Rename `PathObject` to `DrawPath` to differentiate it from a clip path
2020-02-15 12:39:15 -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
1e84ddf1ff
Use the texture allocator to allocate solid colors
2020-02-03 22:24:34 -08:00
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
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
86f5bdb44a
Store paints in the paint texture indexed by paint ID, not object index
2019-05-14 15:21:15 -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
db8eb1c97c
Run `rustfmt` on the renderer crate
2019-04-29 16:45:29 -07:00
Patrick Walton
06439f858f
Store the tile rect in only one place in the scene assembly thread
2019-04-12 11:55:05 -07:00
Patrick Walton
21563d9d7f
Move the Z-buffer over to the `DenseTileMap` abstraction
2019-04-11 19:38:31 -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
d090dd459b
Remove the layer of indirection between object indices and shaders
2019-04-03 11:58:45 -07:00
Patrick Walton
3d0463999c
Add a SIMD integer rect type
2019-02-05 10:55:01 -08:00
Patrick Walton
fe410e066f
Add a SIMD rect type
2019-02-05 10:03:20 -08:00
Patrick Walton
821b54b8f4
Factor renderer and SVG code out into separate crates
2019-01-14 14:20:36 -08:00