Commit Graph

246 Commits

Author SHA1 Message Date
Patrick Walton 87eb3038eb Make the cubic Bézier approximation tolerance proportional to the SVG
view box size instead of hardcoding it.

Reduces the vertex shading load by approximately half on many of the
"Massively Parallel Vector Graphics" test cases.

Partially addresses #67.
2018-02-08 20:00:14 -08:00
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 5bd68dec65 Port Pathfinder to use Lyon for Bézier curve math.
This removes a whole lot of code from `pathfinder_path_utils`. Hopefully
the remaining code can go upstream.

These changes regress quality of stroke widths for cubic curves, because
they move fill-to-stroke conversion before cubic-to-quadratic
conversion. To fix that, we will need to recursively subdivide when
doing fill-to-stroke conversion.
2018-01-29 12:47:47 -08:00
Patrick Walton 7a2ad35d7e Don't allow the user to move the camera in the benchmarks and reference tests.
Doing this messes up the tests.
2018-01-18 17:26:56 -08:00
Patrick Walton 3be3ff7351 Disable gamma correction, stem darkening, and emboldening in the UI when SSAA mode is selected 2018-01-16 15:50:17 -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 f3841ef402 Document more shader parameters 2018-01-04 18:07:14 -08:00
Patrick Walton 275a937439 Fix colors and view box for the reference in the SVG reftest 2018-01-04 14:14:47 -08:00
Patrick Walton c5187deedd Use the monochrome MCAA mode for the Material Design icons SVG demo.
This avoids ugly pixel snapping.
2018-01-03 20:53:25 -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 b6236ac835 Use librsvg/Cairo/Pixman to render SVG reference images.
The scale and colors aren't correct yet, but this is a start.
2017-12-21 17:20:01 -08:00
Patrick Walton c2d89aba91 Add support for the even-odd fill rule in the demo.
Closes #59.
2017-12-21 13:53:38 -08:00
Patrick Walton 84ed1a76b0 Hook the reftest framework up to the SVG renderer 2017-12-20 19:13:07 -08:00
Patrick Walton fc95edda81 Add UI for SVG reference tests, not functional yet 2017-12-20 18:49:44 -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 f58d3a8512 Add stroke drawing functionality to the mesh debugger.
It's disabled by default, but it can be enabled by editing the code.
2017-12-20 13:41:31 -08:00
Patrick Walton f04f39afd6 Close subpaths explicitly.
Partially addresses #57.
2017-12-20 13:41:01 -08:00
Patrick Walton 6a81ec4893 Make SVG stroke width more accurate, and switch to XCAA by default.
Partially addresses #57.
2017-12-20 10:40:21 -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 5da56fea0b Fix 3D demo 2017-12-12 09:46:38 -06:00
Patrick Walton b8785a31db Implement 8xSSAA and 16xSSAA in the SVG demo 2017-12-11 19:02:20 -08:00
Patrick Walton 1102965f6d Use RGB5_A1 on macOS to work around driver stalls with RGBA 2017-12-11 12:18:48 -08:00
Patrick Walton 00433d418a Disable subpixel AA during the SVG benchmark 2017-12-06 12:19:24 -08:00
Patrick Walton 1459267292 Make benchmark sizes more sensible for SVG 2017-12-06 10:58:16 -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 d0d08816b9 Factor the SVG renderer out of the demo so it can be reused 2017-12-05 11:23:13 -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 bc863e3ed3 Remove commented out code 2017-12-04 11:55:37 -08:00
Patrick Walton 30062aea81 Expose emboldening in the demo UI 2017-12-03 17:28:30 -08:00
Patrick Walton 9b59ce2443 Fix rotation artefacts by rendering curves in two passes, clipping at X
inflection points as necessary.
2017-12-03 16:59:35 -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 95a1dd0195 Eliminate the distinction between layout and display pixels per unit 2017-11-30 09:51:07 -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 58260beb8c Only run the ECAA mask shader on edge pixels 2017-11-28 17:05:59 -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 6d85cb3382 Rename the integration test to the reference test to be more specific 2017-11-20 17:18:30 -08:00
Patrick Walton 99c7e685e7 Rebuild the layout when new text is entered in the text demo 2017-11-20 17:09:39 -08:00
Patrick Walton 8c89ef9938 Make sure the gamma LUT loads before the initial render 2017-11-20 16:47:52 -08:00
Patrick Walton 5a1e4d4e60 Fix rendering of glyphs in the 3D demo 2017-11-20 16:25:57 -08:00
Patrick Walton 529a3eae23 Add rotation support for SSAA in SVG; switch to Material Design icons 2017-11-20 15:32:02 -08:00
Patrick Walton 3388b38e3b Try to fix #50 by inserting an "as any" 2017-11-17 17:10:05 -08:00
Patrick Walton 86df78f939 Flesh out the integration test more 2017-11-17 17:06:59 -08:00
Patrick Walton ca0387d355 Get reference and rendered glyphs displaying side-by-side in the integration test 2017-11-13 20:42:07 -08:00
Patrick Walton 2578298198 More work on the integration test 2017-11-13 17:23:03 -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.
It regressed again!
2017-11-11 14:04:57 -08:00
Patrick Walton 2e90b3bce8 Multiply stem darkening amounts by sqrt(2).
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 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 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 35e59b1a05 Fix MCAA in the text demo.
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 997e9b852a Round x-heights naturally instead of rounding up.
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 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.
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 572b7cdd4a Encode path IDs using a sparse representation, not a dense one.
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.
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 a6582aefb3
Merge pull request #45 from mbebenita/toggle
Mesh Debugger Improvements
2017-10-30 15:31:36 -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.
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
Patrick Walton bf3779bf89 Calculate normals for B-vertices.
I'm planning to use this for fixing hairlines in XCAA.
2017-10-27 15:12:33 -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
Michael Bebenita 70390915ab Add Pulse Zoom button. 2017-10-26 11:32:30 -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 0b179f3a40 Add preliminary DirectWrite support on Windows.
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 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 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.
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
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
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 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
Patrick Walton 314185684c Implement stem darkening and split ECAA into ECAA and MCAA.
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 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.
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.
Saves a good bit of memory traffic during vertex shading.
2017-10-05 19:14:52 -07:00