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>
In kernel 4, compute a chunk of pixels rather than just one per thread.
This is a dramatic speedup.
(This commit cherry-picked from another working branch)
This version seems to work but the allocation of segments has low
utilization. Probably best to allocate in chunks rather than try to
make them contiguous.
This just adds the first step of polyline stroking, which is adding it
to the scene. Also just a bit of cleaning up of dimensions into one
header file.