pathfinder/gl/src/debug.rs

498 lines
18 KiB
Rust

// pathfinder/gl/src/debug.rs
//
// Copyright © 2019 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
//! A debug overlay.
//!
//! We don't render the demo UI text using Pathfinder itself so that we can use the debug UI to
//! debug Pathfinder if it's totally busted.
//!
//! The debug font atlas was generated using: https://evanw.github.io/font-texture-generator/
use crate::device::{Buffer, BufferTarget, BufferUploadMode, Device, Program, Texture};
use crate::device::{Uniform, VertexAttr};
use gl::types::{GLfloat, GLint, GLsizei, GLuint};
use gl;
use pathfinder_geometry::basic::point::Point2DI32;
use pathfinder_geometry::basic::rect::RectI32;
use pathfinder_renderer::paint::ColorU;
use serde_json;
use std::collections::{HashMap, VecDeque};
use std::fs::File;
use std::io::BufReader;
use std::ptr;
use std::time::Duration;
const SAMPLE_BUFFER_SIZE: usize = 60;
const DEBUG_TEXTURE_VERTEX_SIZE: GLint = 8;
const DEBUG_SOLID_VERTEX_SIZE: GLint = 4;
pub const PADDING: i32 = 12;
pub const BUTTON_WIDTH: i32 = PADDING * 2 + ICON_SIZE;
pub const BUTTON_HEIGHT: i32 = PADDING * 2 + ICON_SIZE;
pub const BUTTON_TEXT_OFFSET: i32 = PADDING + 36;
pub static TEXT_COLOR: ColorU = ColorU { r: 255, g: 255, b: 255, a: 255 };
pub static WINDOW_COLOR: ColorU = ColorU { r: 0, g: 0, b: 0, a: 255 - 90 };
const PERF_WINDOW_WIDTH: i32 = 300;
const PERF_WINDOW_HEIGHT: i32 = LINE_HEIGHT * 2 + PADDING + 2;
const FONT_ASCENT: i32 = 28;
const LINE_HEIGHT: i32 = 42;
const ICON_SIZE: i32 = 48;
static INVERTED_TEXT_COLOR: ColorU = ColorU { r: 0, g: 0, b: 0, a: 255 };
static FONT_JSON_FILENAME: &'static str = "debug-font.json";
static FONT_PNG_NAME: &'static str = "debug-font";
static QUAD_INDICES: [u32; 6] = [0, 1, 3, 1, 2, 3];
#[derive(Deserialize)]
#[allow(dead_code)]
pub struct DebugFont {
name: String,
size: i32,
bold: bool,
italic: bool,
width: u32,
height: u32,
characters: HashMap<char, DebugCharacter>,
}
#[derive(Deserialize)]
struct DebugCharacter {
x: i32,
y: i32,
width: i32,
height: i32,
#[serde(rename = "originX")]
origin_x: i32,
#[serde(rename = "originY")]
origin_y: i32,
advance: i32,
}
impl DebugFont {
fn load(device: &Device) -> DebugFont {
let mut path = device.resources_directory.clone();
path.push(FONT_JSON_FILENAME);
serde_json::from_reader(BufReader::new(File::open(path).unwrap())).unwrap()
}
}
pub struct DebugUI {
framebuffer_size: Point2DI32,
texture_program: DebugTextureProgram,
texture_vertex_array: DebugTextureVertexArray,
font: DebugFont,
solid_program: DebugSolidProgram,
solid_vertex_array: DebugSolidVertexArray,
font_texture: Texture,
cpu_samples: SampleBuffer,
gpu_samples: SampleBuffer,
}
impl DebugUI {
pub fn new(device: &Device, framebuffer_size: Point2DI32) -> DebugUI {
let texture_program = DebugTextureProgram::new(device);
let texture_vertex_array = DebugTextureVertexArray::new(&texture_program);
let font = DebugFont::load(device);
let solid_program = DebugSolidProgram::new(device);
let solid_vertex_array = DebugSolidVertexArray::new(&solid_program);
solid_vertex_array.index_buffer.upload(&QUAD_INDICES,
BufferTarget::Index,
BufferUploadMode::Static);
let font_texture = device.create_texture_from_png(FONT_PNG_NAME);
DebugUI {
framebuffer_size,
texture_program,
texture_vertex_array,
font,
solid_program,
solid_vertex_array,
font_texture,
cpu_samples: SampleBuffer::new(),
gpu_samples: SampleBuffer::new(),
}
}
pub fn framebuffer_size(&self) -> Point2DI32 {
self.framebuffer_size
}
pub fn set_framebuffer_size(&mut self, window_size: Point2DI32) {
self.framebuffer_size = window_size;
}
pub fn add_sample(&mut self, tile_time: Duration, rendering_time: Option<Duration>) {
self.cpu_samples.push(tile_time);
if let Some(rendering_time) = rendering_time {
self.gpu_samples.push(rendering_time);
}
}
pub fn draw(&self) {
// Draw performance window.
let bottom = self.framebuffer_size.y() - PADDING;
let window_rect = RectI32::new(
Point2DI32::new(self.framebuffer_size.x() - PADDING - PERF_WINDOW_WIDTH,
bottom - PERF_WINDOW_HEIGHT),
Point2DI32::new(PERF_WINDOW_WIDTH, PERF_WINDOW_HEIGHT));
self.draw_solid_rect(window_rect, WINDOW_COLOR);
self.draw_text(&format!("CPU: {:.3} ms", self.cpu_samples.mean_ms()),
Point2DI32::new(window_rect.min_x() + PADDING,
window_rect.min_y() + PADDING + FONT_ASCENT),
false);
self.draw_text(&format!("GPU: {:.3} ms", self.gpu_samples.mean_ms()),
Point2DI32::new(
window_rect.min_x() + PADDING,
window_rect.min_y() + PADDING + FONT_ASCENT + LINE_HEIGHT),
false);
}
pub fn draw_solid_rect(&self, rect: RectI32, color: ColorU) {
self.draw_rect(rect, color, true);
}
pub fn draw_rect_outline(&self, rect: RectI32, color: ColorU) {
self.draw_rect(rect, color, false);
}
fn draw_rect(&self, rect: RectI32, color: ColorU, filled: bool) {
let vertex_data = [
DebugSolidVertex::new(rect.origin()),
DebugSolidVertex::new(rect.upper_right()),
DebugSolidVertex::new(rect.lower_right()),
DebugSolidVertex::new(rect.lower_left()),
];
self.solid_vertex_array
.vertex_buffer
.upload(&vertex_data, BufferTarget::Vertex, BufferUploadMode::Dynamic);
unsafe {
gl::BindVertexArray(self.solid_vertex_array.gl_vertex_array);
gl::UseProgram(self.solid_program.program.gl_program);
gl::Uniform2f(self.solid_program.framebuffer_size_uniform.location,
self.framebuffer_size.x() as GLfloat,
self.framebuffer_size.y() as GLfloat);
set_color_uniform(&self.solid_program.color_uniform, color);
gl::BlendEquation(gl::FUNC_ADD);
gl::BlendFunc(gl::ONE, gl::ONE_MINUS_SRC_ALPHA);
gl::Enable(gl::BLEND);
if filled {
gl::DrawElements(gl::TRIANGLES, 6, gl::UNSIGNED_INT, ptr::null());
} else {
gl::DrawArrays(gl::LINE_LOOP, 0, 4);
}
gl::Disable(gl::BLEND);
}
}
pub fn draw_text(&self, string: &str, origin: Point2DI32, invert: bool) {
let mut next = origin;
let char_count = string.chars().count();
let mut vertex_data = Vec::with_capacity(char_count * 4);
let mut index_data = Vec::with_capacity(char_count * 6);
for mut character in string.chars() {
if !self.font.characters.contains_key(&character) {
character = '?';
}
let info = &self.font.characters[&character];
let position_rect =
RectI32::new(Point2DI32::new(next.x() - info.origin_x, next.y() - info.origin_y),
Point2DI32::new(info.width as i32, info.height as i32));
let tex_coord_rect = RectI32::new(Point2DI32::new(info.x, info.y),
Point2DI32::new(info.width, info.height));
let first_vertex_index = vertex_data.len();
vertex_data.extend_from_slice(&[
DebugTextureVertex::new(position_rect.origin(), tex_coord_rect.origin()),
DebugTextureVertex::new(position_rect.upper_right(), tex_coord_rect.upper_right()),
DebugTextureVertex::new(position_rect.lower_right(), tex_coord_rect.lower_right()),
DebugTextureVertex::new(position_rect.lower_left(), tex_coord_rect.lower_left()),
]);
index_data.extend(QUAD_INDICES.iter().map(|&i| i + first_vertex_index as u32));
let next_x = next.x() + info.advance;
next.set_x(next_x);
}
let color = if invert { INVERTED_TEXT_COLOR } else { TEXT_COLOR };
self.draw_texture_with_vertex_data(&vertex_data, &index_data, &self.font_texture, color);
}
pub fn draw_texture(&self, origin: Point2DI32, texture: &Texture, color: ColorU) {
let position_rect = RectI32::new(origin, texture.size);
let tex_coord_rect = RectI32::new(Point2DI32::default(), texture.size);
let vertex_data = [
DebugTextureVertex::new(position_rect.origin(), tex_coord_rect.origin()),
DebugTextureVertex::new(position_rect.upper_right(), tex_coord_rect.upper_right()),
DebugTextureVertex::new(position_rect.lower_right(), tex_coord_rect.lower_right()),
DebugTextureVertex::new(position_rect.lower_left(), tex_coord_rect.lower_left()),
];
self.draw_texture_with_vertex_data(&vertex_data, &QUAD_INDICES, texture, color);
}
pub fn measure_text(&self, string: &str) -> i32 {
let mut next = 0;
for mut character in string.chars() {
if !self.font.characters.contains_key(&character) {
character = '?';
}
let info = &self.font.characters[&character];
next += info.advance;
}
next
}
fn draw_texture_with_vertex_data(&self,
vertex_data: &[DebugTextureVertex],
index_data: &[u32],
texture: &Texture,
color: ColorU) {
self.texture_vertex_array
.vertex_buffer
.upload(&vertex_data, BufferTarget::Vertex, BufferUploadMode::Dynamic);
self.texture_vertex_array
.index_buffer
.upload(&index_data, BufferTarget::Index, BufferUploadMode::Dynamic);
unsafe {
gl::BindVertexArray(self.texture_vertex_array.gl_vertex_array);
gl::UseProgram(self.texture_program.program.gl_program);
gl::Uniform2f(self.texture_program.framebuffer_size_uniform.location,
self.framebuffer_size.x() as GLfloat,
self.framebuffer_size.y() as GLfloat);
gl::Uniform2f(self.texture_program.texture_size_uniform.location,
texture.size.x() as GLfloat,
texture.size.y() as GLfloat);
set_color_uniform(&self.texture_program.color_uniform, color);
texture.bind(0);
gl::Uniform1i(self.texture_program.texture_uniform.location, 0);
gl::BlendEquation(gl::FUNC_ADD);
gl::BlendFunc(gl::ONE, gl::ONE_MINUS_SRC_ALPHA);
gl::Enable(gl::BLEND);
gl::DrawElements(gl::TRIANGLES,
index_data.len() as GLsizei,
gl::UNSIGNED_INT,
ptr::null());
gl::Disable(gl::BLEND);
}
}
}
struct DebugTextureVertexArray {
gl_vertex_array: GLuint,
vertex_buffer: Buffer,
index_buffer: Buffer,
}
impl DebugTextureVertexArray {
fn new(debug_texture_program: &DebugTextureProgram) -> DebugTextureVertexArray {
let vertex_buffer = Buffer::new();
let index_buffer = Buffer::new();
let mut gl_vertex_array = 0;
unsafe {
let position_attr = VertexAttr::new(&debug_texture_program.program, "Position");
let tex_coord_attr = VertexAttr::new(&debug_texture_program.program, "TexCoord");
gl::GenVertexArrays(1, &mut gl_vertex_array);
gl::BindVertexArray(gl_vertex_array);
gl::UseProgram(debug_texture_program.program.gl_program);
gl::BindBuffer(gl::ARRAY_BUFFER, vertex_buffer.gl_buffer);
position_attr.configure_float(2,
gl::UNSIGNED_SHORT,
false,
DEBUG_TEXTURE_VERTEX_SIZE,
0,
0);
tex_coord_attr.configure_float(2,
gl::UNSIGNED_SHORT,
false,
DEBUG_TEXTURE_VERTEX_SIZE,
4,
0);
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, index_buffer.gl_buffer);
}
DebugTextureVertexArray { gl_vertex_array, vertex_buffer, index_buffer }
}
}
impl Drop for DebugTextureVertexArray {
#[inline]
fn drop(&mut self) {
unsafe {
gl::DeleteVertexArrays(1, &mut self.gl_vertex_array);
}
}
}
struct DebugSolidVertexArray {
gl_vertex_array: GLuint,
vertex_buffer: Buffer,
index_buffer: Buffer,
}
impl DebugSolidVertexArray {
fn new(debug_solid_program: &DebugSolidProgram) -> DebugSolidVertexArray {
let vertex_buffer = Buffer::new();
let index_buffer = Buffer::new();
let mut gl_vertex_array = 0;
unsafe {
let position_attr = VertexAttr::new(&debug_solid_program.program, "Position");
gl::GenVertexArrays(1, &mut gl_vertex_array);
gl::BindVertexArray(gl_vertex_array);
gl::UseProgram(debug_solid_program.program.gl_program);
gl::BindBuffer(gl::ARRAY_BUFFER, vertex_buffer.gl_buffer);
position_attr.configure_float(2,
gl::UNSIGNED_SHORT,
false,
DEBUG_SOLID_VERTEX_SIZE,
0,
0);
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, index_buffer.gl_buffer);
}
DebugSolidVertexArray { gl_vertex_array, vertex_buffer, index_buffer }
}
}
impl Drop for DebugSolidVertexArray {
#[inline]
fn drop(&mut self) {
unsafe {
gl::DeleteVertexArrays(1, &mut self.gl_vertex_array);
}
}
}
struct DebugTextureProgram {
program: Program,
framebuffer_size_uniform: Uniform,
texture_size_uniform: Uniform,
texture_uniform: Uniform,
color_uniform: Uniform,
}
impl DebugTextureProgram {
fn new(device: &Device) -> DebugTextureProgram {
let program = device.create_program("debug_texture");
let framebuffer_size_uniform = Uniform::new(&program, "FramebufferSize");
let texture_size_uniform = Uniform::new(&program, "TextureSize");
let texture_uniform = Uniform::new(&program, "Texture");
let color_uniform = Uniform::new(&program, "Color");
DebugTextureProgram {
program,
framebuffer_size_uniform,
texture_size_uniform,
texture_uniform,
color_uniform,
}
}
}
struct DebugSolidProgram {
program: Program,
framebuffer_size_uniform: Uniform,
color_uniform: Uniform,
}
impl DebugSolidProgram {
fn new(device: &Device) -> DebugSolidProgram {
let program = device.create_program("debug_solid");
let framebuffer_size_uniform = Uniform::new(&program, "FramebufferSize");
let color_uniform = Uniform::new(&program, "Color");
DebugSolidProgram { program, framebuffer_size_uniform, color_uniform }
}
}
#[derive(Clone, Copy)]
#[allow(dead_code)]
struct DebugTextureVertex {
position_x: i16,
position_y: i16,
tex_coord_x: u16,
tex_coord_y: u16,
}
impl DebugTextureVertex {
fn new(position: Point2DI32, tex_coord: Point2DI32) -> DebugTextureVertex {
DebugTextureVertex {
position_x: position.x() as i16,
position_y: position.y() as i16,
tex_coord_x: tex_coord.x() as u16,
tex_coord_y: tex_coord.y() as u16,
}
}
}
#[derive(Clone, Copy)]
#[allow(dead_code)]
struct DebugSolidVertex {
position_x: i16,
position_y: i16,
}
impl DebugSolidVertex {
fn new(position: Point2DI32) -> DebugSolidVertex {
DebugSolidVertex { position_x: position.x() as i16, position_y: position.y() as i16 }
}
}
struct SampleBuffer {
samples: VecDeque<Duration>,
}
impl SampleBuffer {
fn new() -> SampleBuffer {
SampleBuffer { samples: VecDeque::with_capacity(SAMPLE_BUFFER_SIZE) }
}
fn push(&mut self, time: Duration) {
self.samples.push_back(time);
while self.samples.len() > SAMPLE_BUFFER_SIZE {
self.samples.pop_front();
}
}
fn mean_ms(&self) -> f64 {
if self.samples.is_empty() {
return 0.0;
}
let mut ms = 0.0;
for time in &self.samples {
ms += time.as_secs() as f64 * 1000.0 + time.subsec_nanos() as f64 / 1000000.0;
}
ms / self.samples.len() as f64
}
}
fn set_color_uniform(uniform: &Uniform, color: ColorU) {
unsafe {
gl::Uniform4f(uniform.location,
color.r as f32 * (1.0 / 255.0),
color.g as f32 * (1.0 / 255.0),
color.b as f32 * (1.0 / 255.0),
color.a as f32 * (1.0 / 255.0));
}
}