Patrick Walton
f1f9df5ce5
Merge pull request #441 from tangmi/build-shader-docs
...
Add docs for building shaders on Windows
2020-10-06 16:55:11 -07:00
Michael Tang
f8209946e3
Update documentation for building shaders
2020-09-12 13:49:28 -07:00
Patrick Walton
0e82acda2b
Allow radial gradients to be evaluated with any nonzero discriminant, not just
...
ones with magnitude above `EPSILON`.
Closes #399 .
2020-07-23 13:45:20 -07:00
Sebastian K
dd0ac124d8
Add ColorMatrix filter
2020-07-23 12:46:59 -07:00
Patrick Walton
6a32f8c055
Stop clamping radial gradient t values to [0.0, 1.0].
...
Closes #393 .
2020-07-16 10:30:39 -07:00
Patrick Walton
13ae83d6c5
Combine the Z-buffer and fill indirect draw params buffers to reduce the number
...
of SSBO bindings.
Apparently Mesa RadeonSI drivers have a limit of 8 SSBOs.
Closes #373 .
2020-07-02 11:57:45 -07:00
Patrick Walton
37c3c62762
Implement nested SVG clip paths in the D3D11 backend.
...
Partially addresses #372 .
2020-07-01 18:26:24 -07:00
Patrick Walton
42289eec6e
Fix Metal memory management and the `canvas_metal_minimal`, `canvas_nanovg`,
...
and `macos_app` examples.
`winit` does not create an autorelease pool, so the Metal backend had not taken
the presence of one into account. Now the Metal backend creates and flushes
autorelease pools as necessary.
Closes #334 .
Closes #376 .
2020-06-29 12:48:49 -07:00
Patrick Walton
3bb4a47757
Remove old shaders
2020-06-23 13:15:59 -07:00
Patrick Walton
79326025af
Rework the blit shader
2020-06-23 13:15:59 -07:00
Patrick Walton
61833168e5
Update the debug UI
2020-06-23 13:15:59 -07:00
Patrick Walton
ff7c13c8fb
Add a new compute-based D3D11 backend
2020-06-23 13:10:06 -07:00
Patrick Walton
754a44ae22
Rename the existing renderer to `d3d9` in preparation for the D3D11 branch
2020-06-23 13:10:05 -07:00
Patrick Walton
2ad02b0b78
Only define `precision highp sampler2D` in OpenGL ES.
...
Closes #309 .
2020-05-08 16:59:40 -07:00
Patrick Walton
6299d2c36b
Clear the canvas to the background color if no drawing command did so.
...
Closes #318 .
2020-05-07 21:36:13 -07:00
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
a9003fe69b
Add missing `tile_clip` shader to `resources`.
...
Closes #301 .
2020-04-22 09:13:42 -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
6eb0232aad
Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
...
Closes #280 .
2020-03-27 14:53:00 -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
Patrick Walton
2548ab853a
Unify solid tiles and render target tiles.
...
This commit also removes old shaders from the manifest.
2020-03-05 12:22:01 -08:00
Patrick Walton
f607b607b0
Composite render targets using tiles, taking the Z-buffer into account.
...
We can do more tile-based optimization, but this should be enough to ensure a
correct rendering.
This temporarily breaks subpixel AA, but it should be fixable by modifying
`blur.fs.glsl`.
Closes #271 .
2020-03-02 20:10:10 -08:00
Patrick Walton
ee6c7e0797
Explicitly cast `aTessCoord` to `vec2` for WebGL compatibility
2020-02-28 12:49:21 -08:00
Patrick Walton
b998449885
Remove unused #define
2020-02-26 18:46:48 -08:00
Patrick Walton
3a014d78eb
Implement a blur filter for canvas shadows
2020-02-26 18:43:41 -08:00
Patrick Walton
77b3555828
Separate opacity out from paint.
...
This allows `globalAlpha` to work on render targets.
2020-02-26 12:43:07 -08:00
Patrick Walton
1deb53fa9c
Implement the remaining Porter-Duff compositing operators
2020-02-25 18:37:23 -08:00
Patrick Walton
0a3f64eb44
Implement the difference and exclusion blend modes
2020-02-25 14:55:58 -08:00
Patrick Walton
a8e33d3d3d
Add the soft light blend mode
2020-02-25 14:39:06 -08:00
Patrick Walton
9b4217300f
Implement the source-in, destination-in, source-out, and destination-atop blend
...
modes to round out the assortment of Porter-Duff blend modes
2020-02-25 12:52:11 -08:00
Patrick Walton
02012431ca
Implement color dodge and color burn blend modes
2020-02-25 11:37:42 -08:00
Patrick Walton
5b228ed825
Implement multiply, screen, hard light, and overlay blend modes.
2020-02-24 21:23:17 -08:00
Patrick Walton
00b7a2ee5a
Factor out 3-element selection into a `select3()` function
2020-02-24 21:21:30 -08:00
Patrick Walton
c96cb62f47
Factor out common functions used in tile alpha shaders
2020-02-24 19:42:32 -08:00
Patrick Walton
5421525eaa
Implement the HSL filters (called "non-separable blend modes" in the spec).
...
These cannot be implemented with the standard OpenGL blending functions, so we
have to do them manually in a shader, which requires a good deal of machinery
to create intermediate framebuffers and so forth.
2020-02-24 15:37:44 -08:00
Patrick Walton
36538d5748
Implement a few more blend modes and switch to premultiplied alpha for layer
...
compositing
2020-02-20 22:22:15 -08:00
Patrick Walton
16a2de88df
Rename "postprocessing" to "effects" and start initial work on composite ops
2020-02-20 14:22:07 -08:00
Patrick Walton
3ad1c25796
Implement the even-odd fill rule
2020-02-17 14:44:48 -08:00
Patrick Walton
677c607a8c
Get clips working for canvas
2020-02-16 13:45:15 -08:00
Patrick Walton
a8019a1a1a
Fix mask positioning on OpenGL
2020-02-15 18:00:25 -08:00
Patrick Walton
631e16ce9b
Fix flipped Y axis in mask texture positioning
2020-02-15 14:08:22 -08:00
Patrick Walton
6e28552a44
Add missing shaders
2020-02-14 22:10:04 -08:00
Patrick Walton
0883f54e2d
Add a separate mask blit step, in preparation for supporting clips.
...
We can elide this in the future if there are no clips, but it isn't a huge
performance regression right now, so let's just unconditionally do it.
2020-02-14 21:56:43 -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
b269723254
Switch to per-pixel texture lookup for paints.
...
This is a prerequisite for supporting gradients and images.
2020-02-04 21:50:13 -08:00
Patrick Walton
222fa89b23
Use a 3D transform in the tile vertex shaders.
...
This opens the door to caching tiles at different zoom levels (issue #191 ).
2019-06-25 11:32:39 -07:00
Patrick Walton
d86ff9011a
Update the postprocessing shader and vertex array for the Metal changes.
...
Closes #201 .
2019-06-21 18:04:18 -07:00
Patrick Walton
de0662e08e
Update `spirv-cross` to upstream master.
...
A fix has been merged for the issue that was breaking Pathfinder, so we can now
use the master branch.
2019-06-21 07:24:24 -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
9f9233c153
Add Metal shaders, cross-compiled from the GLSL via SPIR-V.
...
The Metal shaders are checked into the repository for convenience, but they
should not be directly edited. Instead, edit the corresponding GLSL shader in
the top-level `shaders/` directory, and rerun `make` in there.
2019-06-05 18:29:25 -07:00
Patrick Walton
bc713a5181
Remove the rustache dependency.
...
1/3 reduction in binary size for `canvas_minimal`.
Closes #158 .
2019-05-26 13:02:52 -07:00
Patrick Walton
25a6c33a1a
Remove the object index attribute from the shaders, since it's now unused
2019-05-14 15:22:50 -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
376a1c7165
Rename "fill colors" to "paint" in preparation for gradients and images
2019-05-14 11:33:52 -07:00
Patrick Walton
5e64876579
Simplify gridlines in the demo shader
2019-05-02 14:12:13 -07:00
Patrick Walton
6c31e1bc01
In VR mode, render one eye and then reproject to both eyes instead of rendering
...
twice.
This reduces both CPU and GPU time a lot in exchange for a small loss in
quality.
2019-04-26 17:22:54 -07:00
Patrick Walton
c688d04412
Remove the scene assembly thread, and pipeline only fills instead of alpha
...
tiles.
Removing a thread should make it easier to manually assign threads to CPUs, as
is necessary on devices with poor schedulers like Magic Leap 1.
2019-04-18 13:50:26 -07:00
Patrick Walton
db3851d754
Get subpixel AA and gamma correction working in 2D
2019-03-25 16:20:34 -07:00
Patrick Walton
224c8e85b9
Create separate shaders for monochrome and multicolor tiles.
...
This is preparation for fixing subpixel AA.
2019-03-22 14:28:31 -07:00
Patrick Walton
0458d9a7f2
Factor out bits of the postprocessing shader into includes
2019-03-18 21:40:10 -07:00
Patrick Walton
9c404dfdc1
Add an Android port
2019-03-12 13:55:26 -07:00
Patrick Walton
dc69d1197e
Tweak debug UI
2019-02-26 15:24:39 -08:00
Patrick Walton
e10e2e97d4
Tweak the camera transforms in the 3D view
2019-02-22 11:54:01 -08:00
Patrick Walton
c7a1d9e960
Use stencil to integrate the vector scene into the 3D environment
2019-02-19 12:03:02 -08:00
Patrick Walton
3b8ecfd74c
WIP before removing barycentric coordinates
2019-02-18 18:13:10 -08:00
Patrick Walton
9af3bac11f
Implement depth interpolation, not working yet
2019-02-18 13:42:30 -08:00
Patrick Walton
d30743a69c
Begin refactoring the demo into a shared library and a platform-specific
...
entry point.
This will help the upcoming wasm port.
2019-02-15 18:21:46 -08:00
Patrick Walton
93c928bf5c
Move Pathfinder to `pathfinder-classic` in preparation for Pathfinder 2
2017-06-27 14:13:11 -07:00
Patrick Walton
b86133a4ef
Initial experimental support for subpixel antialiasing
2017-02-22 16:31:44 -08:00
Patrick Walton
49408b95cb
Add support for subpixel offsets.
...
Closes #11 .
2017-02-20 16:01:15 -08:00
Patrick Walton
6ac37c5085
Support cubic Béziers for fonts with CFF outlines
2017-02-16 19:37:21 -08:00
Patrick Walton
1b10ffdd54
Try to fix Linux/Windows
2017-02-14 12:29:30 -08:00
Patrick Walton
731360bc9d
Try to fix RGBA atlas generation in OpenGL
2017-02-13 12:32:15 -08:00
Patrick Walton
cd11deab46
Support RGBA atlases, needed for WebRender
2017-02-10 19:07:23 -08:00
Patrick Walton
96daa32b90
Move direction calculation from the TCS to the TES to properly handle cusps
2017-02-09 17:09:19 -08:00
Patrick Walton
5ecfadc3be
Update for unorm change in `compute-shader`
2017-02-08 16:29:23 -08:00
Patrick Walton
428a91aefa
Get things working on Windows
2017-02-08 13:55:36 -08:00
Patrick Walton
e9fd5d6b1b
Work around driver bugs on Apple Radeon GPUs
2017-02-07 14:39:36 -08:00
Patrick Walton
65153b65ee
Fix subpixel positioning
2017-02-06 18:02:16 -08:00
Patrick Walton
7cd7210304
Fix winding rule to paint negative winding numbers
2017-02-06 15:28:23 -08:00
Patrick Walton
3fb592e05a
Fix up examples and tests
2017-02-02 16:40:46 -08:00
Patrick Walton
5bccf88445
Make zooming work better; fix atlas sizing bugs
2017-01-30 18:33:44 -08:00
Patrick Walton
30daf10cdd
Fix syntax on Linux; drop GL version to 3.3
2017-01-25 20:25:54 -08:00
Patrick Walton
2f181f23aa
Add a draft GLSL accumulation step, currently untested
2017-01-25 19:22:04 -08:00
Patrick Walton
1336bb790e
Add a geometry-shader-based path for debugging.
...
This is useful for testing via llvmpipe or softpipe on Linux, because
no software Mesa backend supports tessellation shaders.
2017-01-25 18:53:11 -08:00
Patrick Walton
d5b61e382e
Get things basically working
2017-01-25 17:08:00 -08:00
Patrick Walton
50ad78db2a
Draft end-to-end support for the new algorithm. Not working yet.
2017-01-24 15:30:14 -08:00
Patrick Walton
1cd3a1e6bd
Migrate the glyph buffers to be OpenGL buffers
2017-01-23 22:03:40 -08:00
Patrick Walton
0569831969
Fix shader compilation errors; convert the coverage buffer to a texture
2017-01-23 19:39:51 -08:00
Patrick Walton
f1ec3385de
Draft shader code for the new tessellation-based algorithm
2017-01-23 15:33:12 -08:00