Commit graph

133 commits

Author SHA1 Message Date
Raph Levien a4299c1f02
Merge pull request #172 from linebender/query_pool_size
Fix query pool size
2022-05-19 15:39:31 -07:00
Raph Levien 693ecd69e1 Make query pool size an associated constant 2022-05-19 15:28:46 -07:00
Raph Levien 307bf8d227 More blend mode fixes
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.
2022-05-17 16:12:05 -07:00
Raph Levien 18563101b2 Fix blending math
The blending math had two errors: first, colors were not separated for the purpose of blending (blending was wrongly applied to premultiplied values), and second, alpha was applied over-aggressively to the alpha channel.

This PR does *not* address the issue of gamma correctness. That is a complex issue and should probably be handled in the short term by disabling sRGB conversions and doing the internal math in sRGB color space rather than linear. This will degrade the quality of antialiasing but on the other hand give spec-compliant results for compositing.

We remove the plus-darker mode as its specification does not appear to be valid. The plus-lighter mode remains as it is quite useful for cross-fading effects.

Also the generated shaders were compiled on mac so the DXIL is unsigned. Those should be compiled on Windows before this PR is merged. (and we should figure out a better strategy for all that)
2022-05-13 10:18:29 -07:00
Chad Brokaw e12b063cd3 Add Renderer::upload_scene()
This allows rendering from raw stream data and may be temporary depending on the crate structure after the traditional piet api is removed.
2022-05-10 00:53:48 -04:00
Chad Brokaw c749addf6c rebase on timer query patch 2022-05-09 22:39:59 -04:00
Chad Brokaw d243d38b04 render using the new scene API
This commit implements actual rendering for the new piet-scene crate.

In particular, it adds a new EncodedSceneRef type in piet_gpu::encoder to store references to the raw stream data. This is used as a proxy for both PietGpuRenderContext and piet_scene::scene::Scene to feed data into the renderer.

Much of this is still hacky for expedience and because the intention is to be a transitional state that maintains both interfaces until we can move to the new scene API and add a wrapper for the traditional piet API.

The general structure and relationships between these crates need further discussion.
2022-04-18 03:48:10 -04:00
Chad Brokaw 753b97c342 Rebase on radial branch 2022-04-11 05:30:08 -04:00
Spencer Imbleau 18d6c39f14 Factored out file loading on render tick for winit bin 2022-04-04 16:09:24 -04:00
Raph Levien 7134be2329 Fix missing blend/clip logic
We always do BeginClip/EndClip if it's a solid tile and the blend mode
is not default.

Also fix missing entry in pipeline layout (affects Vulkan but not Metal).
2022-03-16 14:40:58 -07:00
Raph Levien acb3933d94 Variable size encoding of draw objects
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
2022-03-14 16:32:08 -07:00
Chad Brokaw d3b08e4c52 Initial implementation of blend modes
* Add blend and composition mode enums to API
* Mirror these in the shaders
* Add new public blend function to PietGpuRenderContext that mirrors clip
* Plumb the modes through the pipeline from scene to kernel4
2022-02-28 12:38:14 -05:00
Raph Levien 3b67a4e7c1 New clip implementation
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
2022-02-17 17:13:28 -08:00
Raph Levien 012d679e3d Merge branch 'master' into mtl_guest 2022-02-07 17:28:52 -08:00
Raph Levien b2e7c80d3b Fix non-mac builds
Also updates comment.

We know the implementation is incomplete and needs refinement, but it
seems useful to commit as a starting point for further work.
2022-02-07 13:54:24 -08:00
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
Raph Levien 0cf370f9c7 Mostly working rendering
This exposes interfaces to render glyphs into a texture atlas. The main changes are:

* Methods to plumb raw Metal GPU resources (device, texture, etc) into piet-gpu-hal objects.

* A new glyph_render API specialized to rendering glyphs. This is basically the same as just painting to a canvas, but will allow better caching (and has more direct access to fonts, bypassing the Piet font type which is underdeveloped).

* Ability to render to A8 target in addition to RGBA.

WIP, there are some rough edges, not least of which is that the image format changes are only on mac and cause compile errors elsewhere.
2022-01-19 12:10:51 -08:00
Raph Levien 833d993a4e More progress exposing interface
Much of the surface area exists for rendering now.

WIP of course still
2022-01-18 18:41:28 -08:00
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 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 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 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 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 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 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
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 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 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 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
Ishi Tatsuyuki d77dfb8c00 Runtime querying of threadgroup size 2021-06-08 16:29:40 +09:00