Removes the dependency on the piet crate and replaces all uses with the scene crate. Also does some cleanup of the scene API, renaming some types and moving them all to the crate root for better ergonomics.
This removes the GPU transform stage, changes shaders to reference transforms directly from the scene, and modifies the render context to maintain a transform stack.
This is the core logic for robust dynamic memory. There are changes to both shaders and the driver logic.
On the shader side, failure information is more useful and fine grained. In particular, it now reports which stage failed and how much memory would have been required to make that stage succeed.
On the driver side, there is a new RenderDriver abstraction which owns command buffers (and associated query pools) and runs the logic to retry and reallocate buffers when necessary. There's also a fairly significant rework of the logic to produce the config block, as that overlaps the robust memory.
The RenderDriver abstraction may not stay. It was done this way to minimize code disruption, but arguably it should just be combined with Renderer.
Another change: the GLSL length() method on a buffer requires additional infrastructure (at least on Metal, where it needs a binding of its own), so we now pass that in as a field in the config.
This also moves blend memory to its own buffer. This worked out well because coarse rasterization can simply report the size of the blend buffer and it can be reallocated without needing to rerun the pipeline. In the previous state, blend allocations and ptcl writes were interleaved in coarse rasterization, so a failure of the former would require rerunning coarse. This should fix#83 (finally!)
There are a few loose ends. The binaries haven't (yet) been updated (I've been testing using a hand-written test program). Gradients weren't touched so still have a fixed size allocation. And the logic to calculate the new buffer size on allocation failure could be smarter.
Closes#175
Adds a test to visualize the blend modes. Fixes a dumb bug in blend.h and also a more subtle issue where default blending is not the same as clipping, as the former needs to always push a blend group (to cause isolation) and the latter does not. This might be something we need to get back to.
This should fix the rendering, so it fairly closely resembles the Mozilla reference image. There's also a compile-time switch to disable sRGB conversion, which is (sadly) needed for compatible rendering.
This commit adds timestamps to compute pass boundaries for command style timer queries on metal.
It also updates the code in piet-gpu/stages, piet-gpu/lib.rs and tests/ to use the new ComputePass type.
This patch switches to a variable size encoding of draw objects.
In addition to the CPU-side scene encoding, it changes the representation of intermediate per draw object state from the `Annotated` struct to a variable "info" encoding. In addition, the bounding boxes are moved to a separate array (for a more "structure of "arrays" approach). Data that's unchanged from the scene encoding is not copied. Rather, downstream stages can access the data from the scene buffer (reducing allocation and copying).
Prefix sums, computed in `DrawMonoid` track the offset of both scene and intermediate data. The tags for the CPU-side encoding have been split into their own stream (again a change from AoS to SoA style).
This is not necessarily the final form. There's some stuff (including at least one piet-gpu-derive type) that can be deleted. In addition, the linewidth field should probably move from the info to path-specific. Also, the 1:1 correspondence between draw object and path has not yet been broken.
Closes#152
This PR reworks the clip implementation. The highlight is that clip bounding box accounting is now done on GPU rather than CPU. The clip mask is also rasterized on EndClip rather than BeginClip, which decreases memory traffic needed for the clip stack.
This is a pretty good working state, but not all cleanup has been applied. An important next step is to remove the CPU clip accounting (it is computed and encoded, but that result is not used). Another step is to remove the Annotated structure entirely.
Fixes#88. Also relevant to #119
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.
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.
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