Commit graph

338 commits

Author SHA1 Message Date
Raph Levien b36ca7fc2e Add generated shaders 2021-11-06 16:25:56 -07:00
Raph Levien 4ed339d434 Add tree reduction prefix sum test
Do a tree reduction in addition to the existing decoupled look-back, to
explore the tradeoff between performance and compatibility.
2021-11-06 16:19:26 -07:00
Raph Levien 33d7b25a92 Start testing framework
This adds a prefix sum test. This patch is also trying to get a little
more serious about structuring both the test runner (toward the goal of
collecting proper statistics) and pipeline stages for the tests.

Still WIP but giving good results.
2021-11-06 11:24:34 -07:00
Raph Levien b0b0f33c3c
Merge pull request #120 from linebender/element_barrier
Add memory barrier to elements shader
2021-11-05 13:38:13 -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 c648038967
Merge pull request #117 from linebender/cleanup
Reuse command buffers
2021-10-27 07:23:29 -07:00
Raph Levien ad4be401fc
Merge pull request #118 from rosehuds/rose/max-image-count
Vulkan: account for no limit on image count
2021-10-27 07:23:13 -07:00
Rose Hudson 1bdd2a7c86 Vulkan: account for no limit on image count
when clamping image count within device bounds, some devices can report
max_image_count = 0 to indicate no limit on image count. this triggers
assertion in clamp because max < min.

therefore if the device reports zero we treat it as `u32::MAX`

see https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/VkSurfaceCapabilitiesKHR.html
2021-10-27 10:45:28 +01:00
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 5c699e6ac3
Merge pull request #114 from linebender/scale_ctx
Coarser grain ScaleContext
2021-10-23 09:18:00 -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 8b4a6c54cd
Merge pull request #113 from linebender/cleanup_cmdbuf2
Clean up command buffers
2021-10-21 12:04:29 -07:00
Raph Levien a3d3f39fbd Wait on query results
This shouldn't be necessary, but was causing NOT_READY errors.
2021-10-19 17:26:45 -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 f73da22a69 Clean up command buffers
This patch deallocates command buffers after command submission completes (the same time as other resources are released).

It should be portable and robust on all back-ends, but not necessarily the most efficient. But reuse of command buffers, as well as more efficient allocation on Vulkan and DX12, are for followup work.
2021-10-19 17:17:41 -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 698a1546d2
Merge pull request #109 from linebender/gradient
Basic implementation of gradients
2021-08-17 08:33:52 -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
Raph Levien a542833646
Merge pull request #105 from DJMcNab/linguist-highlighting
Linguist highlighting
2021-07-11 18:53:33 -07:00
Daniel McNab 98862ab1c7
Fix name of folder 2021-07-11 18:11:35 +01:00
Daniel McNab 0095a38556
Highlight shaders as glsl 2021-07-11 18:11:12 +01:00
Tatsuyuki Ishi 1e5dcebecd
Merge pull request #104 from ishitatsuyuki/winit-clap 2021-06-26 11:53:40 +09:00
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
Tatsuyuki Ishi 090c99e277
Merge pull request #99 from ishitatsuyuki/bd 2021-06-12 15:29:34 +09:00
Ishi Tatsuyuki e610c71f13 Adjust metal workgroup limits 2021-06-12 15:28:30 +09:00
Ishi Tatsuyuki d77dfb8c00 Runtime querying of threadgroup size 2021-06-08 16:29:40 +09:00
Ishi Tatsuyuki c2772ceac7 Boost backdrop parallelism for the prefix sums 2021-06-08 15:09:32 +09:00
Raph Levien 8b65942f65
Merge pull request #103 from linebender/dx12_fixes
Fix some dx12 bugs
2021-06-01 15:24:54 -07:00
Raph Levien 074fafad1e Turn off reuse of command buffers for now
It worked ok on Vulkan but is causing problems on DX12 and Metal. Punt
for now and come back to this later when we do more sophisticated
resource management.
2021-05-31 21:09:15 -07:00