Commit Graph

12 Commits

Author SHA1 Message Date
Patrick Walton 520817e909 Add OpenGL 4.3 support to the GL backend, enabling compute shader on
non-Metal platforms
2020-05-07 16:33:03 -07:00
Patrick Walton 478008dcf0 Use all four channels in the mask texture.
Each bundle of four pixels on a scanline is packed into the RGBA channels of
the mask texture. The area LUT is also expanded to be RGBA so that four pixels'
worth of areas can be looked up at once.

Nice improvement on `paris-30k` from MPVG.

Closes #262.
2020-05-05 13:11:37 -07:00
Patrick Walton ac83f79d94 Add a compute shader path, optimize GPU memory management, and switch from SDL
to `surfman`.

This is a large commit; explanations of each change follow.

This adds an optional compute shader path, off by default, for rendering fills
to alpha masks. It usually does not improve performance at present, but it
provides a good baseline for further optimizations. Later improvements will
likely aim to avoid writes to the mask texture entirely. Supporting
infrastructure for compute shader has been added to `pathfinder_gpu` for the
OpenGL and Metal backends.

The Metal backend has been optimized to avoid unneccessary buffer allocations
and reflection. As part of this, argument buffers have been removed, as the
current SPIRV-Cross compiler no longer requires them.

The GPU renderer has been improved to avoid stalls. Now, separate buffers are
allocated for each fill batch and for each frame. This can be extended in the
future to allow for separate buffers for tile draw operations as well.

SDL usage has been removed in favor of the native Rust `surfman` and `winit`.
Because `surfman` allows for selection of the integrated GPU on multi-GPU
system, it is chosen by default. The demo supports a new
`--high-performance-gpu` option to opt into the discrete GPU.
2020-04-30 13:33:29 -07:00
Patrick Walton 104869a6e9 Move the mask enable flag to the tile to reduce drawcall count 2020-04-22 11:04:16 -07:00
Patrick Walton cd09177ead Implement the infrastructure needed to support multiple clip paths.
This also lays the groundwork needed to reduce batch breaks between solid and
alpha tiles.
2020-04-21 18:25:20 -07:00
Patrick Walton 6c996981a3 Fix some transform issues and implement transformed radial gradients in SVG.
In particular, this fixes the usvg-to-Pathfinder transform conversion and the
definition of `Transform2F::row_major()`.

Makes `drops.svg` from the MPVG samples work.
2020-04-20 16:40:02 -07:00
Sebastian K 582f025c91 Update WebGL backend for recent changes 2020-04-16 12:02:42 -07:00
Patrick Walton 0fec0061e6 Clamp radial gradient t values to [0.0, 1.0] instead of rendering transparent
black
2020-04-14 16:13:32 -07:00
Patrick Walton cdbe2fbb6b Introduce the concept of a base color in order to handle canvas shadow alpha
correctly
2020-04-13 18:31:25 -07:00
Patrick Walton 895f73096e Switch back to instanced drawing for tiles.
Improves tile build time by something around 2x in the NanoVG demo.
2020-04-08 17:16:54 -07:00
Patrick Walton 55df287fec Move radial gradients from the CPU to the GPU 2020-03-26 21:24:20 -07:00
Patrick Walton 0c93045f50 Replace the individual tile shaders with an ubershader 2020-03-25 21:59:51 -07:00