Commit graph

225 commits

Author SHA1 Message Date
Tatsuyuki Ishi 53ec958137
Merge pull request #145 from ishitatsuyuki/ninja-targets 2022-02-01 10:13:11 +09:00
Tatsuyuki Ishi b5ffecba17 piet-gpu, hal: Add Vulkan debug markers
Other backends are left as stub for now.

Makes it easier to identify stages within Radeon GPU Profiler and others.
2022-01-21 11:34:34 +09:00
Tatsuyuki Ishi 2bdca399ab piet-gpu: Add phony targets for spv, dxil and msl
Makes building without dxc or spirv-cross easier.
2022-01-20 19:34:05 +09:00
Raph Levien d948126c16 Adjust workgroup sizes
Make max workgroup size 256 and respect LG_WG_FACTOR.

Because the monoid scans only support a height of 2, this will reduce
the maximum scene complexity we can render. But it also increases
compatibility. Supporting larger scans is a TODO.
2021-12-08 11:48:38 -08:00
Raph Levien 49c3a3923b Restore gradients and clips
This changes gradients and clips to the new encoding. Lightly tested.
2021-12-07 18:39:33 -08:00
Raph Levien 5585b3563c Account path tags correctly 2021-12-06 15:59:32 -08:00
Raph Levien 55395fa533 Get text working
This wires up the text rendering. WIP though, as it tends to get stuck.
Not sure if that's text related or just being triggered by it.
2021-12-06 11:08:58 -08:00
Raph Levien 3ee81ad5a9 Fixes for mac
Fix incorrect workgroup sizes, and change strategy for assigning binding
numbers; ultimately we should get correct values for those from shader
compilation, but this works for now.
2021-12-03 20:40:15 -08:00
Raph Levien 395d400cd1 Remove debug printing 2021-12-03 16:35:57 -08:00
Raph Levien 7f3427420b Partial DX12 fixes
As of this patch, cli works in release mode, but hangs in debug. There
are some validation errors about incompatible resouce states.
2021-12-03 16:24:30 -08:00
Raph Levien c503ff28b0 Make shaders cross-platform
Translate all piet-gpu shaders into DXIL and MSL; move generated files
into the shader/gen directory.
2021-12-03 15:49:58 -08:00
Raph Levien 44327fe49f Beginnings of new element pipeline
This successfully renders the tiger; fills and strokes are supported.
Other parts of the imaging model, not yet.

Progress toward #119
2021-12-03 15:33:01 -08:00
Raph Levien 875c8badf4 Add draw object stage
This is one of the stages in the new element pipeline. It's a simple
one, just a prefix sum of a couple counts, and some of it will probably
get merged with a downstream stage, but we'll do it separately for now
for convenience.

This patch also contains an update to Vulkan tools 1.2.198, which
accounts for the large diff of translated shaders.
2021-12-02 13:37:16 -08:00
Raph Levien 70723bf076 Very minor reorg
Move transform stage into its own file, cargo fmt.
2021-12-01 15:46:36 -08:00
Raph Levien 1d1801c1aa Cross-platform path stage shaders 2021-12-01 08:42:06 -08:00
Raph Levien 8af4707525 Fix uninitialized variable 2021-12-01 08:34:41 -08:00
Raph Levien 178761dcb3 Path stream processing
This patch contains the core of the path stream processing, though some
integration bits are missing. The core logic is tested, though
combinations of path types, transforms, and line widths are not (yet).

Progress towards #119
2021-12-01 07:33:24 -08:00
Raph Levien 47f8812e2f Start work on new element pipeline
There's a bit of reorganizing as well. Shader stages are made available
from piet-gpu to the test rig, config is now a proper structure
(marshaled with bytemuck).

This commit just has the transform stage, which is a simple monoid scan
of affine transforms.

Progress toward #119
2021-11-24 08:01:43 -08:00
Raph Levien 8015eb25a1 Also fix write-after-read in elements.com
On further testing, this resolves a hard lockup on Intel 630 on the
mmark stress test, so is worth getting into the repo.
2021-11-14 08:23:37 -08:00
Raph Levien 94949a6906 Mac port of bind layout rework
This gets it working on mac. Also delete old implementation.

There's also an update to winit 0.25 in here, because it was easier to
roll forward than fix inconsistent Cargo.lock. At some point, we should
systematically update all deps.
2021-11-10 13:40:16 -08:00
Raph Levien 74f2b4fd1c Rework bind layout
Use an array of bindtypes rather than the previous situation, which was
a choice of buffer counts, or a heavier builder pattern.

The main thing this unlocks is distinguishing between readonly and
read/write buffers, which is important for DX12.

This is WIP, the Metal part hasn't been done, and the old stuff not
deleted.

Part of #125
2021-11-10 11:25:16 -08:00
Raph Levien d04ae44618 Upgrade to Ash 0.33
This was motivated by experiments with the Vulkan memory model. To use
that, we actually need to explicitly enable the relevant feature on
device creation time. That's a lot easier to do now that push_next works
on the structs in that chain. This PR doesn't do that though, it only
upgrades the dependency and cleans up deprecations.
2021-11-05 14:01:50 -07:00
Raph Levien 95aad3e6c7 Put memory barrier reliably before flag write 2021-11-02 13:02:12 -07:00
Raph Levien e50d5c1f58 Add memory barrier to elements shader
The flag read needs acquire semantics. There are a number of ways that
could be expressed, but a generally portable way is to have a barrier
after. However, in the translation to Metal, that barrier needs to be in
uniform control flow. This patch does some workarounds to ensure that.
2021-11-02 12:50:11 -07:00
Raph Levien 59e850a7b1 Reuse command buffers
Reuse submitted command buffers rather than continually allocating them.

This patch also improves the story across the different backends. On
DX12 it was reusing allocators without resetting them, which could be a
leak. And on Metal the reset "fails," so there's always a new alloc.
2021-10-23 09:21:19 -07:00
Raph Levien b423e6c25d Warning cleanup
This patch gets rid of warnings and runs cargo fmt.

A lot of the warnings were unused items (especially in DX12 land). At
some point we might want to bring some of that back, at which point it
might be useful to refer to what was deleted in this commit.
2021-10-23 09:21:19 -07:00
Raph Levien 086e547aef
Merge pull request #115 from linebender/double_buffer
Double-buffer scene buffer
2021-10-23 09:20:03 -07:00
Raph Levien 7adb300671 Double-buffer scene buffer
Pipeline the CPU and GPU work so that two frames can be in flight at
once.

This dramatically improves the performance especially on Android. Note
that I've also changed the default configuration to be 3 frames in
flight and FIFO mode.
2021-10-21 14:28:27 -07:00
Raph Levien 529e5cce5e Coarser grain ScaleContext
This patch sets up a ScaleContext for the duration of a draw_text call,
where it was previously per-glyph.
2021-10-21 12:10:57 -07:00
Raph Levien 6039916631 Wait on in-flight command buffers on exit
If there is a command buffer in flight on exit from the winit app, wait
on it so that the resources get destroyed cleanly.

There may be a more aggressive strategy to quick-exit, but this is
probably the most reliable approach and I see it in other code bases.
2021-10-19 17:25:08 -07:00
Raph Levien cbebb56981
Merge pull request #112 from linebender/anim
Render COLRv0 emoji; animate
2021-10-19 15:31:04 -07:00
Raph Levien 056446c23d Cargo fmt 2021-09-06 10:19:55 -07:00
Raph Levien 4b2a720289 Animating scene
Make the scene dependent on timing.

This commit patches the HAL to reuse command buffers; this works well on
Vulkan and prevents a leak, but breaks the other back-ends. That will
require a solution, possibly including plumbing up the resource lifetime
responsibilities to the client.

Other things might be hacky as well.
2021-09-06 10:18:14 -07:00
Raph Levien dadb95aba1
Merge pull request #110 from linebender/canvas_size
Make canvas size dynamic
2021-09-06 10:02:52 -07:00
Raph Levien ef5ef2745c Render color emoji layers
A bit hacky still, but does render color in Segoe color emoji.
2021-08-27 08:25:05 -07:00
Raph Levien 02ee369428 Start work on emoji
WIP
2021-08-20 12:20:27 -07:00
Elias Naur 039cfcf0de piet-gpu/shader: treat memoryBarrierBuffer as a control barrier
memoryBarrierBuffer is mapped to the threadgroup_barrier function in
Metal, which is a control barrier that must be executed by all threads
(or none). This change establishes that property for the two memory
barriers we have.

While here, remove ENABLE_IMAGE_INDICES completely; it was disabled in
an earlier change.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-08-20 20:41:35 +02:00
Raph Levien 9cab8b8131 Switch to swash
Use swash instead of ttf-parser.

We can definitely do higher-level use of the swash crate, but this
leaves the integration pretty much as-is.
2021-08-18 12:11:06 -07:00
Raph Levien 660d7b8e91 Make canvas size dynamic
Instead of hard-coding the canvas size, pass it in on renderer creation.

It's still fixed on desktop, but on Android it gets the size from the
window.
2021-08-17 08:34:23 -07:00
Raph Levien 59728868de Merge branch 'master' into gradient 2021-08-16 10:53:19 -07:00
Raph Levien c08e6c300d Small cleanup
Fix winit and android targets.
2021-08-11 13:10:37 -07:00
Raph Levien 05e81acebc Basically get gradients working
Separate out render context upload from renderer creation. Upload ramps
to GPU buffer. Encode gradients to scene description. Fix a number of
bugs in uploading and processing.

This renders gradients in a test image, but has some shortcomings. For
one, staging buffers need to be applied for a couple things (they're
just host mapped for now). Also, the interaction between sRGB and
premultiplied alpha isn't quite right. The size of the gradient ramp
buffer is fixed and should be dynamic.

And of course there's always more optimization to be done, including
making the upload of gradient ramps more incremental, and probably
hashing of the stops instead of the processed ramps.
2021-08-09 16:16:46 -07:00
Raph Levien 3af033f71f
Merge pull request #108 from linebender/path_hang2
Retain subdivision results
2021-07-19 10:22:55 -07:00
Raph Levien 62df7c0bd5 Remove leftover debug stuff
In response to review by Elias.
2021-07-19 08:39:44 -07:00
Raph Levien 29a8975a9a Retain subdivision results
Don't recompute the parameters from quadratic subdivision, but rather
retain them across the two phases (summing the subdivision estimate, and
generating the subdivisions). The motivation for this is that the values
were subtly different (differing by 1 or 2 least signficant bits) across
the two phases. It *might* also be faster depending on ALU/memory
relative performance.

Fixes #107
2021-07-15 11:18:48 -07:00
Tatsuyuki Ishi bc7b2106b0
Merge pull request #77 from ishitatsuyuki/blend-scratch
Remove manual blend stack spilling and rely on scratch memory instead
2021-07-13 09:49:34 +09:00
Raph Levien 6f707c4c62 Start work on gradients
WIP. Most of the GPU-side work should be done (though it's not tested
end-to-end and it's certainly possible I missed something), but still
needs work on encoding side.
2021-07-12 06:56:52 -07:00
Ishi Tatsuyuki afe72804e1 Add command line parameters to winit
So that I don't need to modify lib.rs every time I want to benchmark...
2021-06-26 11:42:33 +09:00
Ishi Tatsuyuki 7a2dc37d36 Remove manual blend stack spilling and rely on scratch memory instead
v2: Add a panic when the nested blend depth exceeds the limit.
v3: Rebase and partially remove code introduced in 22507de.
2021-06-25 17:13:01 +09:00
Raph Levien 379fb1caaa
Merge pull request #89 from linebender/text
Start text rendering
2021-06-23 07:56:24 -07:00