[wip, win32, canvas] adding back textures

This commit is contained in:
martinfouilleul 2023-07-04 15:59:45 +02:00
parent 311cef65e8
commit 5c4c8ce505
4 changed files with 64 additions and 42 deletions

View File

@ -6,6 +6,7 @@
* @revision:
*
*****************************************************************/
#include<stdio.h>
#include<stdlib.h>
#include<string.h>
#include<errno.h>
@ -27,6 +28,11 @@ int main()
//NOTE: create surface
mg_surface surface = mg_surface_create_for_window(window, MG_CANVAS);
if(mg_surface_is_nil(surface))
{
log_error("couldn't create surface\n");
return(-1);
}
mg_surface_swap_interval(surface, 0);
//NOTE: create canvas
@ -78,7 +84,6 @@ int main()
mg_matrix_push((mg_mat2x3){0.707, -0.707, 200,
0.707, 0.707, 100});
mg_set_image(image);
mg_set_image_source_region((mp_rect){500, 500, 2000, 1400});

View File

@ -107,6 +107,11 @@ int main()
//NOTE: create surface, canvas and font
mg_surface surface = mg_surface_create_for_window(window, MG_CANVAS);
if(mg_surface_is_nil(surface))
{
log_error("couldn't create surface\n");
return(-1);
}
mg_surface_swap_interval(surface, 0);
mg_canvas canvas = mg_canvas_create();

View File

@ -97,6 +97,8 @@ typedef struct mg_gl_tile_queue
} mg_gl_tile_queue;
////////////////////////////////////////////////////////////
typedef struct mg_gl_encoding_context
{
int glEltCount;
@ -109,8 +111,6 @@ typedef struct mg_gl_encoding_context
vec4 pathUserExtents;
} mg_gl_encoding_context;
////////////////////////////////////////////////////////////
enum {
// MG_GL_INPUT_BUFFERS_COUNT = 3,
@ -134,8 +134,6 @@ typedef struct mg_gl_canvas_backend
GLuint outTexture;
int pathBufferOffset;
int elementBufferOffset;
int bufferIndex;
//TODO buffer semaphore...
@ -876,12 +874,18 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
f32 scale)
{
//NOTE: send the buffers
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// this is wrong, we should send the part we just wrote, which doesn't necessarily start at the begining of the buffer
// or, alternatively, we should always write at the beginning of our data buffer and send from there...
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->pathBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, LAYOUT_PATH_SIZE*pathCount, backend->pathBufferData, GL_STREAM_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->elementBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, LAYOUT_PATH_ELT_SIZE*eltCount, backend->elementBufferData, GL_STREAM_DRAW);
// --> this always bind the begining of the buffer, with the wrong pathCount/eltCount...
//NOTE: clear counters
int zero = 0;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->segmentCountBuffer);
@ -912,7 +916,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
for(int i=0; i<pathCount; i += maxWorkGroupCount)
{
int pathOffset = backend->pathBufferOffset + i*sizeof(mg_gl_path);
int pathOffset = i*sizeof(mg_gl_path);
int pathQueueOffset = i*sizeof(mg_gl_path_queue);
int count = minimum(maxWorkGroupCount, pathCount-i);
@ -938,7 +942,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
for(int i=0; i<eltCount; i += maxWorkGroupCount)
{
int offset = backend->elementBufferOffset + i*sizeof(mg_gl_path_elt);
int offset = i*sizeof(mg_gl_path_elt);
int count = minimum(maxWorkGroupCount, eltCount-i);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->elementBuffer, offset, count*sizeof(mg_gl_path_elt));
@ -966,7 +970,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
//NOTE: merge pass
glUseProgram(backend->merge);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path));
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->pathQueueBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileQueueBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileOpCountBuffer);
@ -983,7 +987,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
//NOTE: raster pass
glUseProgram(backend->raster);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path));
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentCountBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->segmentBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileOpBuffer);
@ -992,32 +996,19 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
glUniform1f(0, scale);
glUniform1i(1, backend->msaaCount);
int err = glGetError();
if(err)
{
log_error("gl error %i\n", err);
}
log_info("eltCount = %i\n", eltCount);
ASSERT(eltCount != 0);
glBindImageTexture(0, backend->outTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
/*
if(image)
{
//TODO: make sure this image belongs to that context
mg_gl_image* glImage = (mg_gl_image*)image;
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, glImage->texture);
glUniform1ui(3, 1);
glUniform1ui(2, 1);
}
else
{
glUniform1ui(3, 0);
glUniform1ui(2, 0);
}
*/
glDispatchCompute(nTilesX, nTilesY, 1);
//NOTE: blit pass
@ -1028,6 +1019,12 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
glUniform1i(0, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
int err = glGetError();
if(err)
{
log_error("gl error %i\n", err);
}
}
/////////////////////////////////////////////////////////////////////////
@ -1044,8 +1041,6 @@ void mg_gl_canvas_render(mg_canvas_backend* interface,
{
mg_gl_canvas_backend* backend = (mg_gl_canvas_backend*)interface;
//TODO rolling buffer
//TODO update screen tiles buffer size
mg_wgl_surface* surface = backend->surface;
mp_rect frame = surface->interface.getFrame((mg_surface_data*)surface);
@ -1064,12 +1059,12 @@ void mg_gl_canvas_render(mg_canvas_backend* interface,
}
//NOTE: clear screen and reset input buffer offsets
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
glClear(GL_COLOR_BUFFER_BIT);
backend->pathBufferOffset = 0;
backend->elementBufferOffset = 0;
//NOTE: encode and render batches
int pathCount = 0;
vec2 currentPos = {0};
@ -1098,12 +1093,8 @@ void mg_gl_canvas_render(mg_canvas_backend* interface,
viewportSize,
scale);
backend->pathBufferOffset += pathCount * sizeof(mg_gl_path);
backend->elementBufferOffset += context.glEltCount * sizeof(mg_gl_path_elt);
pathCount = 0;
context.glEltCount = 0;
context.elementBufferData = (mg_gl_path_elt*)((char*)backend->elementBufferData + backend->elementBufferOffset);
context.pathBufferData = (mg_gl_path*)((char*)backend->pathBufferData + backend->pathBufferOffset);
}
currentImage = primitive->attributes.image;
@ -1203,15 +1194,19 @@ void mg_gl_canvas_render(mg_canvas_backend* interface,
uvTransform = mg_mat2x3_mul_m(uvTransform, userToDestRegion);
uvTransform = mg_mat2x3_mul_m(uvTransform, screenToUser);
//NOTE: mat3 std430 layout is an array of vec3, which are padded to _vec4_ alignment
path->uvTransform[0] = uvTransform.m[0]/scale;
path->uvTransform[1] = uvTransform.m[3]/scale;
path->uvTransform[2] = 0;
path->uvTransform[3] = uvTransform.m[1]/scale;
path->uvTransform[4] = uvTransform.m[4]/scale;
path->uvTransform[5] = 0;
path->uvTransform[6] = uvTransform.m[2];
path->uvTransform[7] = uvTransform.m[5];
path->uvTransform[8] = 1;
path->uvTransform[3] = 0;
path->uvTransform[4] = uvTransform.m[1]/scale;
path->uvTransform[5] = uvTransform.m[4]/scale;
path->uvTransform[6] = 0;
path->uvTransform[7] = 0;
path->uvTransform[8] = uvTransform.m[2];
path->uvTransform[9] = uvTransform.m[5];
path->uvTransform[10] = 1;
path->uvTransform[11] = 0;
}
}
}

View File

@ -31,9 +31,10 @@ layout(binding = 4) restrict readonly buffer screenTilesBufferSSBO
layout(location = 0) uniform float scale;
layout(location = 1) uniform int msaaSampleCount;
layout(location = 2) uniform uint useTexture;
layout(rgba8, binding = 0) uniform restrict writeonly image2D outTexture;
layout(binding = 1) uniform sampler2D srcTexture;
void main()
{
@ -44,13 +45,13 @@ void main()
ivec2 pixelCoord = ivec2(gl_WorkGroupID.xy*uvec2(16, 16) + gl_LocalInvocationID.xy);
vec2 centerCoord = vec2(pixelCoord) + vec2(0.5, 0.5);
/*
/*
if((pixelCoord.x % 16) == 0 || (pixelCoord.y % 16) == 0)
{
imageStore(outTexture, pixelCoord, vec4(0, 0, 0, 1));
return;
}
*/
*/
vec2 sampleCoords[MG_GL_MAX_SAMPLE_COUNT] = {
centerCoord + vec2(1, 3)/16,
@ -107,6 +108,14 @@ void main()
if(filled)
{
vec4 nextColor = pathColor;
if(useTexture != 0)
{
vec3 ph = vec3(sampleCoord.xy, 1);
vec2 uv = (pathBuffer.elements[pathIndex].uvTransform * ph).xy;
vec4 texColor = texture(srcTexture, uv);
texColor.rgb *= texColor.a;
nextColor *= texColor;
}
color[sampleIndex] = color[sampleIndex]*(1-nextColor.a) + nextColor;
}
}
@ -167,6 +176,14 @@ void main()
if(filled)
{
vec4 nextColor = pathColor;
if(useTexture != 0)
{
vec3 ph = vec3(sampleCoord.xy, 1);
vec2 uv = (pathBuffer.elements[pathIndex].uvTransform * ph).xy;
vec4 texColor = texture(srcTexture, uv);
texColor.rgb *= texColor.a;
nextColor *= texColor;
}
color[sampleIndex] = color[sampleIndex]*(1-nextColor.a) + nextColor;
}
}