Patrick Walton
5879d9778d
Replace the MCAA shader with an extended Loop-Blinn approach and an
...
approximation of area based on approximate first-order line distance.
This enables support for full affine transforms in MCAA. It also greatly
simplifies the shader and reduces the amount of work that the GPU needs
to do for fragment shading.
Experimental testing has shown the area approximation to be accurate to
about 4%.
2018-02-02 18:28:41 -08:00
Patrick Walton
6a640eca74
Simplify the B-quad vertex position VBO to have a uniform format, and
...
enable early Z for SVG.
Additionally, this switches the B-quad patches for XCAA to be convex
hulls instead of bounding boxes, reducing fragment shader load.
This is a large speedup for the Ghostscript tiger demo: 5x or more.
Closes #33 .
2018-01-11 19:25:02 -08:00
Patrick Walton
11913a20f1
Merge MCAA monochrome and multicolor shaders.
...
Not only is this a lot simpler, it's faster too!
2018-01-03 15:22:28 -08:00
Patrick Walton
9515451e7a
Remove render tasks entirely.
2017-12-28 11:44:46 -05:00
Patrick Walton
429e4a3063
Remove clipping support from the SVG demo.
...
It's overengineering and was broken anyway. WebRender has much better
clipping support; let's centralize the logic in there.
2017-12-22 16:30:24 -08:00
Patrick Walton
ec467ba92c
Fix `getMeshIndexRange()` logic for the first interior mesh.
...
This caused the first path to disappear in the SVG demo.
Closes #57 .
2017-12-20 14:10:51 -08:00
Patrick Walton
cfe72f486e
Use a single-pass pixel-snapping MCAA algorithm instead of a multipass
...
ECAA algorithm for multicolor SVG.
This is much faster than both Skia and the previous XCAA algorithm
while maintaining slightly higher quality than the latter.
There are a couple of known issues:
* Vertical inflection points of hairlines with very steep slopes can
become very light or even drop out occasionally. I suspect this is due
to floating point error.
* Rarely, single columns of pixels can disappear from a mesh. Cause TBD.
Besides these bugs, this technique can be cleaned up and probably made
faster, but it's a sizable improvement as is.
2017-12-18 17:37:14 -08:00
Patrick Walton
b8785a31db
Implement 8xSSAA and 16xSSAA in the SVG demo
2017-12-11 19:02:20 -08:00
Patrick Walton
80c0d07f1a
Revert refactoring of Renderer into BaseRenderer.
...
It's not needed.
2017-12-05 19:08:31 -08:00
Patrick Walton
30893fb9ad
Partially implement benchmarking for SVG.
2017-12-05 19:05:23 -08:00
Patrick Walton
15d8c98ff9
Fix a bug preventing the benchmark from running, and improve its UI
2017-12-04 22:02:16 -08:00
Patrick Walton
1de0378f1e
Get rotation working in the text demo.
...
There are some known artefacts when zoomed in heavily in XCAA mode.
2017-11-30 16:08:15 -08:00
Patrick Walton
86660572bd
Upgrade ST-transforms to affine transforms where possible, and add
...
incomplete rotation support to the text demo
2017-11-29 17:06:52 -08:00
Patrick Walton
6942bb51ca
Add support for full 3D transforms, including rotation, to SVG in XCAA mode.
2017-11-28 16:15:06 -08:00
Patrick Walton
86df78f939
Flesh out the integration test more
2017-11-17 17:06:59 -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.
...
It regressed again!
2017-11-11 14:04:57 -08:00
Patrick Walton
8e7eb6ca60
Support stem darkening in SSAA mode.
...
The normals are incorrect right now in some cases, but it looks OK-ish.
2017-11-09 16:20:15 -08:00
Patrick Walton
9a5728aab6
Implement clipping in XCAA mode
2017-11-08 16:45:30 -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
4cbc2a8800
Add partial support for clip paths in the SVG demo.
...
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!
...
Fixes the 3D view.
2017-11-02 16:17:35 -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
2604151521
Replace the multicolor (SVG) XCAA with a multipass compositing algorithm
2017-10-30 15:28:35 -07:00
Patrick Walton
0506365cc7
Fix blending in the text demo.
...
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
f8c950d39a
Stop calling `getParameter` and `getBufferParameter`.
...
They're incredibly slow in Chrome.
2017-10-25 19:38:41 -07:00
Patrick Walton
9d93cebca6
Stop using multiple render targets.
...
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.
...
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
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.
...
This has known performance problems, but it's a good first cut.
2017-10-18 16:19:19 -07:00
Patrick Walton
562851fd6e
Lint against long lines
2017-10-17 11:58:03 -07:00
Patrick Walton
03ee672787
Separate the GPU rendering component of views from the view objects
...
themselves in the demo.
This (mostly) enables rendering outside a view.
2017-10-16 22:26:25 -07:00