Commit graph

14 commits

Author SHA1 Message Date
Elias Naur 07e07c7544 ensure consistent path segment transformation
As described in #62, the non-deterministic scene monoid may result in
slightly different transformations for path segments in an otherwise
closed path.

This change ensures consistent transformation across paths in three steps.

First, absolute transformations computed by the scene monoid is stored
along with path segments and annotated elements.

Second, elements.comp no longer transforms path segments. Instead, each
segment is stored untransformed along with a reference to its absolute
transformation.

Finally, path_coarse performs the transformation of path segments.
Because all segments in a path share a single transformation reference,
the inconsistency in #62 is avoided.

Fixes #62

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-19 12:45:23 +01:00
Elias Naur 6a4e26ef2a all: add optional memory checks
Defining MEM_DEBUG in mem.h will add a size field to Alloc and enable
bounds and alignment checks for every memory read and write.

Notes:
- Deriving an Alloc from Path.tiles is unsound, but it's more trouble to
  convert Path.tiles from TileRef to a variable sized Alloc.
- elements.comp note that "We should be able to use an array of structs but the
  NV shader compiler doesn't seem to like it". If that's still relevant, does
  the shared arrays of Allocs work?

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-02-15 16:07:45 +01:00
Elias Naur ef4ec772ad backdrop: repair unsound optimization
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-27 20:24:29 +01:00
Elias Naur 8b62022749 backdrop: avoid a (benign) zero-sized read
Found with MEM_DEBUG added in later change.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-27 20:24:29 +01:00
Elias Naur c4f5a69a0d implement variable output sizing
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-27 20:24:29 +01:00
Elias Naur 4de67d9081 unify GPU memory management
Merge all static and dynamic buffers to just one, "memory". Add a malloc
function for dynamic allocations.

Unify static allocation offsets into a "config" buffer containing scene setup
(number of paths, number of path segments), as well as the memory offsets of
the static allocations.

Finally, set an overflow flag when an allocation fail, and make sure to exit
shader execution as soon as that triggers. Add checks before beginning
execution in case the client wants to run two or more shaders before checking
the flag.

The "state" buffer is left alone because it needs zero'ing and because it is
accessed with the "volatile" keyword.

Fixes #40

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-12-27 20:24:29 +01:00
Elias Naur feeb459fa1 remove FillMask and FillMaskInv
Obsoleted by BeginClip/EndClip.

Updates #36

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-11-29 16:59:58 +01:00
Raph Levien d14895b107 Continuing work on clips
I realized there's a problem with encoding clip bboxes relative to the
current transform (see #36 for a more detailed explanation), so this is
changing it to absolute bboxes.

This more or less gets clips working. There are optimization
opportunities (all-clear and all-opaque mask tiles), and it doesn't deal
with overflow of the blend stack, but it seems to basically work.
2020-11-20 18:25:27 -08:00
Raph Levien f53d00e6bc Add transforms and state stack
Actually handle transforms in RenderCtx (was implemented in renderer but
not actually plumbed through). This also requires maintaining a state
stack, which will also be required for clipping.

This PR also starts work on encoding clipping, including tracking
bounding boxes.

WIP, none of this is tested yet.
2020-11-20 18:25:27 -08:00
Elias Naur 8fab45544e shader: implement clip paths
Expand the the final kernel4 stage to maintain a per-pixel mask.

Introduce two new path elements, FillMask and FillMaskInv, to fill
the mask. FillMask acts like Fill, while FillMaskInv fills the area
outside the path.

SVG clipPaths is then representable by a FillMaskInv(0.0) for every nested
path, preceded by a FillMask(1.0) to clear the mask.

The bounding box for FillMaskInv elements is the entire screen; tightening of
the bounding box is left for future work. Note that a fullscreen bounding
box is not hopelessly inefficient because completely filling a tile with
a mask is just a single CmdSolidMask per tile.

Fixes #30

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-10-09 13:20:26 +02:00
Elias Naur dceb0f9412 piet-gpu-types: remove unused annotated types
Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-09-21 10:55:58 +02:00
msiglreith 1cc5c7ac0d Shader documentation and a slight cleanup 2020-06-28 15:37:27 +02:00
Raph Levien 6db4e20bbb More parallel backdrop propagation
This is a nice improvement but still not great on tiger.
2020-06-06 08:23:40 -07:00
Raph Levien af0a1af8e1 Make fills work
The backdrop propagation is slow but it does work.
2020-06-05 22:40:44 -07:00