1842 lines
64 KiB
C
1842 lines
64 KiB
C
/************************************************************/ /**
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*
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* @file: gl_canvas.c
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* @author: Martin Fouilleul
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* @date: 29/01/2023
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* @revision:
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*
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*****************************************************************/
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#include "gl_api.h"
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#include "glsl_shaders.h"
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#include "graphics_surface.h"
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#include "util/macros.h"
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typedef struct oc_gl_image
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{
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oc_image_data interface;
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GLuint texture;
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} oc_gl_image;
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enum oc_gl_cmd_enum
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{
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OC_GL_FILL,
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OC_GL_STROKE,
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};
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typedef int oc_gl_cmd;
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typedef struct oc_gl_path
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{
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float uvTransform[12];
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oc_vec4 color;
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oc_vec4 box;
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oc_vec4 clip;
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oc_gl_cmd cmd;
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int textureID;
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u8 pad[8];
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} oc_gl_path;
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enum oc_gl_seg_kind_enum
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{
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OC_GL_LINE = 1,
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OC_GL_QUADRATIC,
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OC_GL_CUBIC,
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};
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typedef int oc_gl_seg_kind;
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typedef struct oc_gl_path_elt
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{
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oc_vec2 p[4];
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int pathIndex;
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oc_gl_seg_kind kind;
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} oc_gl_path_elt;
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typedef struct oc_gl_dispatch_indirect_command
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{
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u32 num_groups_x;
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u32 num_groups_y;
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u32 num_groups_z;
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} oc_gl_dispatch_indirect_command;
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////////////////////////////////////////////////////////////
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//NOTE: these are just here for the sizes...
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#define OC_GL_LAYOUT_FIRST(name, type) \
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OC_GL_##name##_OFFSET = 0, \
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OC_GL_##name##_SIZE = OC_GL_##type##_SIZE,
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#define OC_GL_LAYOUT_NEXT(name, type, prev) \
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OC_GL_##name##_OFFSET = oc_align_up_pow2(OC_GL_##prev##_OFFSET + OC_GL_##prev##_SIZE, OC_GL_##type##_ALIGN), \
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OC_GL_##name##_SIZE = OC_GL_##type##_SIZE,
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#define OC_GL_LAYOUT_SIZE(name, last, maxAlignType) \
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OC_GL_##name##_ALIGN = oc_align_up_pow2(OC_GL_##maxAlignType##_ALIGN, OC_GL_VEC4_ALIGN), \
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OC_GL_##name##_SIZE = oc_align_up_pow2(OC_GL_##last##_OFFSET + OC_GL_##last##_SIZE, OC_GL_##name##_ALIGN),
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enum
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{
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OC_GL_I32_SIZE = sizeof(i32),
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OC_GL_I32_ALIGN = sizeof(i32),
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OC_GL_F32_SIZE = sizeof(f32),
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OC_GL_F32_ALIGN = sizeof(f32),
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OC_GL_VEC2_SIZE = 2 * sizeof(f32),
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OC_GL_VEC2_ALIGN = 2 * sizeof(f32),
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OC_GL_VEC3_SIZE = 4 * sizeof(f32),
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OC_GL_VEC3_ALIGN = 4 * sizeof(f32),
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OC_GL_VEC4_SIZE = 4 * sizeof(f32),
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OC_GL_VEC4_ALIGN = 4 * sizeof(f32),
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OC_GL_MAT3_SIZE = 3 * 3 * OC_GL_VEC3_SIZE,
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OC_GL_MAT3_ALIGN = OC_GL_VEC3_ALIGN,
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OC_GL_LAYOUT_FIRST(SEGMENT_KIND, I32)
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OC_GL_LAYOUT_NEXT(SEGMENT_PATH_INDEX, I32, SEGMENT_KIND)
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OC_GL_LAYOUT_NEXT(SEGMENT_CONFIG, I32, SEGMENT_PATH_INDEX)
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OC_GL_LAYOUT_NEXT(SEGMENT_WINDING, I32, SEGMENT_CONFIG)
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OC_GL_LAYOUT_NEXT(SEGMENT_BOX, VEC4, SEGMENT_WINDING)
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OC_GL_LAYOUT_NEXT(SEGMENT_IMPLICIT_MATRIX, MAT3, SEGMENT_BOX)
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OC_GL_LAYOUT_NEXT(SEGMENT_HULL_VERTEX, VEC2, SEGMENT_IMPLICIT_MATRIX)
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OC_GL_LAYOUT_NEXT(SEGMENT_SIGN, F32, SEGMENT_HULL_VERTEX)
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OC_GL_LAYOUT_SIZE(SEGMENT, SEGMENT_SIGN, MAT3)
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OC_GL_LAYOUT_FIRST(PATH_QUEUE_AREA, VEC4)
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OC_GL_LAYOUT_NEXT(PATH_QUEUE_TILE_QUEUES, I32, PATH_QUEUE_AREA)
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OC_GL_LAYOUT_SIZE(PATH_QUEUE, PATH_QUEUE_TILE_QUEUES, VEC4)
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OC_GL_LAYOUT_FIRST(TILE_OP_KIND, I32)
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OC_GL_LAYOUT_NEXT(TILE_OP_NEXT, I32, TILE_OP_KIND)
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OC_GL_LAYOUT_NEXT(TILE_OP_INDEX, I32, TILE_OP_NEXT)
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OC_GL_LAYOUT_NEXT(TILE_OP_WINDING, I32, TILE_OP_INDEX)
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OC_GL_LAYOUT_SIZE(TILE_OP, TILE_OP_WINDING, I32)
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OC_GL_LAYOUT_FIRST(TILE_QUEUE_WINDING, I32)
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OC_GL_LAYOUT_NEXT(TILE_QUEUE_FIRST, I32, TILE_QUEUE_WINDING)
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OC_GL_LAYOUT_NEXT(TILE_QUEUE_LAST, I32, TILE_QUEUE_FIRST)
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OC_GL_LAYOUT_SIZE(TILE_QUEUE, TILE_QUEUE_LAST, I32)
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OC_GL_LAYOUT_FIRST(SCREEN_TILE_COORD, VEC2)
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OC_GL_LAYOUT_NEXT(SCREEN_TILE_FIRST, I32, SCREEN_TILE_COORD)
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OC_GL_LAYOUT_SIZE(SCREEN_TILE, SCREEN_TILE_FIRST, VEC2)
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};
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enum
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{
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OC_GL_INPUT_BUFFERS_COUNT = 3,
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OC_GL_TILE_SIZE = 16,
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OC_GL_MSAA_COUNT = 8,
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OC_GL_MAX_IMAGES_PER_BATCH = 8,
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};
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typedef struct oc_gl_mapped_buffer
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{
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GLuint buffer;
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int size;
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char* contents;
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} oc_gl_mapped_buffer;
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typedef struct oc_gl_canvas_backend
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{
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oc_canvas_backend interface;
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oc_wgl_surface* surface;
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int msaaCount;
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oc_vec2 frameSize;
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// gl stuff
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GLuint vao;
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GLuint pathSetup;
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GLuint segmentSetup;
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GLuint backprop;
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GLuint merge;
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GLuint balanceWorkgroups;
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GLuint raster;
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GLuint blit;
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GLuint outTexture;
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int bufferIndex;
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GLsync bufferSync[OC_GL_INPUT_BUFFERS_COUNT];
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oc_gl_mapped_buffer pathBuffer[OC_GL_INPUT_BUFFERS_COUNT];
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oc_gl_mapped_buffer elementBuffer[OC_GL_INPUT_BUFFERS_COUNT];
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GLuint segmentBuffer;
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GLuint segmentCountBuffer;
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GLuint pathQueueBuffer;
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GLuint tileQueueBuffer;
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GLuint tileQueueCountBuffer;
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GLuint tileOpBuffer;
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GLuint tileOpCountBuffer;
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GLuint screenTilesBuffer;
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GLuint screenTilesCountBuffer;
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GLuint rasterDispatchBuffer;
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GLuint dummyVertexBuffer;
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//encoding context
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int pathCount;
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int eltCount;
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int pathBatchStart;
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int eltBatchStart;
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oc_primitive* primitive;
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oc_vec4 pathScreenExtents;
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oc_vec4 pathUserExtents;
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int maxTileQueueCount;
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int maxSegmentCount;
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int currentImageIndex;
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} oc_gl_canvas_backend;
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static void oc_update_path_extents(oc_vec4* extents, oc_vec2 p)
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{
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extents->x = oc_min(extents->x, p.x);
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extents->y = oc_min(extents->y, p.y);
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extents->z = oc_max(extents->z, p.x);
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extents->w = oc_max(extents->w, p.y);
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}
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void oc_gl_grow_input_buffer(oc_gl_mapped_buffer* buffer, int copyStart, int copySize, int newSize)
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{
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oc_gl_mapped_buffer newBuffer = { 0 };
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newBuffer.size = newSize;
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glGenBuffers(1, &newBuffer.buffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, newBuffer.buffer);
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glBufferStorage(GL_SHADER_STORAGE_BUFFER, newBuffer.size, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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newBuffer.contents = glMapBufferRange(GL_SHADER_STORAGE_BUFFER,
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0,
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newBuffer.size,
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GL_MAP_WRITE_BIT
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| GL_MAP_PERSISTENT_BIT
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| GL_MAP_FLUSH_EXPLICIT_BIT);
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memcpy(newBuffer.contents + copyStart, buffer->contents + copyStart, copySize);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer->buffer);
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glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
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glDeleteBuffers(1, &buffer->buffer);
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*buffer = newBuffer;
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}
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void oc_gl_canvas_encode_element(oc_gl_canvas_backend* backend, oc_path_elt_type kind, oc_vec2* p)
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{
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int bufferIndex = backend->bufferIndex;
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int bufferCap = backend->elementBuffer[bufferIndex].size / sizeof(oc_gl_path_elt);
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if(backend->eltCount >= bufferCap)
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{
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int newBufferCap = (int)(bufferCap * 1.5);
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int newBufferSize = newBufferCap * sizeof(oc_gl_path_elt);
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oc_log_info("growing element buffer to %i elements\n", newBufferCap);
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oc_gl_grow_input_buffer(&backend->elementBuffer[bufferIndex],
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backend->eltBatchStart * sizeof(oc_gl_path_elt),
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backend->eltCount * sizeof(oc_gl_path_elt),
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newBufferSize);
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}
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oc_gl_path_elt* elementData = (oc_gl_path_elt*)backend->elementBuffer[bufferIndex].contents;
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oc_gl_path_elt* elt = &elementData[backend->eltCount];
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backend->eltCount++;
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elt->pathIndex = backend->pathCount - backend->pathBatchStart;
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int count = 0;
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switch(kind)
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{
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case OC_PATH_LINE:
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backend->maxSegmentCount += 1;
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elt->kind = OC_GL_LINE;
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count = 2;
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break;
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case OC_PATH_QUADRATIC:
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backend->maxSegmentCount += 3;
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elt->kind = OC_GL_QUADRATIC;
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count = 3;
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break;
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case OC_PATH_CUBIC:
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backend->maxSegmentCount += 7;
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elt->kind = OC_GL_CUBIC;
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count = 4;
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break;
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default:
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break;
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}
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for(int i = 0; i < count; i++)
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{
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oc_update_path_extents(&backend->pathUserExtents, p[i]);
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oc_vec2 screenP = oc_mat2x3_mul(backend->primitive->attributes.transform, p[i]);
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elt->p[i] = (oc_vec2){ screenP.x, screenP.y };
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oc_update_path_extents(&backend->pathScreenExtents, screenP);
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}
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}
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void oc_gl_canvas_encode_path(oc_gl_canvas_backend* backend, oc_primitive* primitive, f32 scale)
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{
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int bufferIndex = backend->bufferIndex;
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int bufferCap = backend->pathBuffer[bufferIndex].size / sizeof(oc_gl_path);
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if(backend->pathCount >= bufferCap)
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{
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int newBufferCap = (int)(bufferCap * 1.5);
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int newBufferSize = newBufferCap * sizeof(oc_gl_path);
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oc_log_info("growing path buffer to %i elements\n", newBufferCap);
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oc_gl_grow_input_buffer(&backend->pathBuffer[bufferIndex],
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backend->pathBatchStart * sizeof(oc_gl_path),
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backend->eltCount * sizeof(oc_gl_path),
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newBufferSize);
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}
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oc_gl_path* pathData = (oc_gl_path*)backend->pathBuffer[backend->bufferIndex].contents;
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oc_gl_path* path = &pathData[backend->pathCount];
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backend->pathCount++;
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path->cmd = (oc_gl_cmd)primitive->cmd;
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path->box = (oc_vec4){
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backend->pathScreenExtents.x,
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backend->pathScreenExtents.y,
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backend->pathScreenExtents.z,
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backend->pathScreenExtents.w
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};
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path->clip = (oc_vec4){
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primitive->attributes.clip.x,
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primitive->attributes.clip.y,
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primitive->attributes.clip.x + primitive->attributes.clip.w,
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primitive->attributes.clip.y + primitive->attributes.clip.h
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};
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path->color = (oc_vec4){
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primitive->attributes.color.r,
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primitive->attributes.color.g,
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primitive->attributes.color.b,
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primitive->attributes.color.a
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};
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oc_rect srcRegion = primitive->attributes.srcRegion;
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oc_rect destRegion = {
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backend->pathUserExtents.x,
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backend->pathUserExtents.y,
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backend->pathUserExtents.z - backend->pathUserExtents.x,
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backend->pathUserExtents.w - backend->pathUserExtents.y
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};
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if(!oc_image_is_nil(primitive->attributes.image))
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{
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oc_vec2 texSize = oc_image_size(primitive->attributes.image);
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oc_mat2x3 srcRegionToImage = {
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1 / texSize.x, 0, srcRegion.x / texSize.x,
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0, 1 / texSize.y, srcRegion.y / texSize.y
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};
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oc_mat2x3 destRegionToSrcRegion = {
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srcRegion.w / destRegion.w, 0, 0,
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0, srcRegion.h / destRegion.h, 0
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};
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oc_mat2x3 userToDestRegion = {
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1, 0, -destRegion.x,
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0, 1, -destRegion.y
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};
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oc_mat2x3 screenToUser = oc_mat2x3_inv(primitive->attributes.transform);
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oc_mat2x3 uvTransform = srcRegionToImage;
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uvTransform = oc_mat2x3_mul_m(uvTransform, destRegionToSrcRegion);
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uvTransform = oc_mat2x3_mul_m(uvTransform, userToDestRegion);
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uvTransform = oc_mat2x3_mul_m(uvTransform, screenToUser);
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//NOTE: mat3 std430 layout is an array of oc_vec3, which are padded to _oc_vec4_ alignment
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path->uvTransform[0] = uvTransform.m[0] / scale;
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path->uvTransform[1] = uvTransform.m[3] / scale;
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path->uvTransform[2] = 0;
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path->uvTransform[3] = 0;
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path->uvTransform[4] = uvTransform.m[1] / scale;
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path->uvTransform[5] = uvTransform.m[4] / scale;
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path->uvTransform[6] = 0;
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path->uvTransform[7] = 0;
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path->uvTransform[8] = uvTransform.m[2];
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path->uvTransform[9] = uvTransform.m[5];
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path->uvTransform[10] = 1;
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path->uvTransform[11] = 0;
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path->textureID = backend->currentImageIndex;
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}
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else
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{
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path->textureID = -1;
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}
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int firstTileX = path->box.x * scale / OC_GL_TILE_SIZE;
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int firstTileY = path->box.y * scale / OC_GL_TILE_SIZE;
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int lastTileX = path->box.z * scale / OC_GL_TILE_SIZE;
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int lastTileY = path->box.w * scale / OC_GL_TILE_SIZE;
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int nTilesX = lastTileX - firstTileX + 1;
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int nTilesY = lastTileY - firstTileY + 1;
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backend->maxTileQueueCount += (nTilesX * nTilesY);
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}
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static bool oc_intersect_hull_legs(oc_vec2 p0, oc_vec2 p1, oc_vec2 p2, oc_vec2 p3, oc_vec2* intersection)
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{
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/*NOTE: check intersection of lines (p0-p1) and (p2-p3)
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P = p0 + u(p1-p0)
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P = p2 + w(p3-p2)
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*/
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bool found = false;
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f32 den = (p0.x - p1.x) * (p2.y - p3.y) - (p0.y - p1.y) * (p2.x - p3.x);
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if(fabs(den) > 0.0001)
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{
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f32 u = ((p0.x - p2.x) * (p2.y - p3.y) - (p0.y - p2.y) * (p2.x - p3.x)) / den;
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f32 w = ((p0.x - p2.x) * (p0.y - p1.y) - (p0.y - p2.y) * (p0.x - p1.x)) / den;
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intersection->x = p0.x + u * (p1.x - p0.x);
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intersection->y = p0.y + u * (p1.y - p0.y);
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found = true;
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}
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return (found);
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}
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static bool oc_offset_hull(int count, oc_vec2* p, oc_vec2* result, f32 offset)
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{
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//NOTE: we should have no more than two coincident points here. This means the leg between
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// those two points can't be offset, but we can set a double point at the start of first leg,
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// end of first leg, or we can join the first and last leg to create a missing middle one
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oc_vec2 legs[3][2] = { 0 };
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bool valid[3] = { 0 };
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for(int i = 0; i < count - 1; i++)
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{
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oc_vec2 n = { p[i].y - p[i + 1].y,
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p[i + 1].x - p[i].x };
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f32 norm = sqrt(n.x * n.x + n.y * n.y);
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if(norm >= 1e-6)
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{
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n = oc_vec2_mul(offset / norm, n);
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legs[i][0] = oc_vec2_add(p[i], n);
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legs[i][1] = oc_vec2_add(p[i + 1], n);
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valid[i] = true;
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}
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}
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//NOTE: now we find intersections
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// first point is either the start of the first or second leg
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if(valid[0])
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{
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result[0] = legs[0][0];
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}
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else
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{
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OC_ASSERT(valid[1]);
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result[0] = legs[1][0];
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}
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for(int i = 1; i < count - 1; i++)
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{
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//NOTE: we're computing the control point i, at the end of leg (i-1)
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if(!valid[i - 1])
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{
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OC_ASSERT(valid[i]);
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result[i] = legs[i][0];
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}
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else if(!valid[i])
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{
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OC_ASSERT(valid[i - 1]);
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result[i] = legs[i - 1][0];
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}
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else
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{
|
|
if(!oc_intersect_hull_legs(legs[i - 1][0], legs[i - 1][1], legs[i][0], legs[i][1], &result[i]))
|
|
{
|
|
// legs don't intersect.
|
|
return (false);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(valid[count - 2])
|
|
{
|
|
result[count - 1] = legs[count - 2][1];
|
|
}
|
|
else
|
|
{
|
|
OC_ASSERT(valid[count - 3]);
|
|
result[count - 1] = legs[count - 3][1];
|
|
}
|
|
|
|
return (true);
|
|
}
|
|
|
|
static oc_vec2 oc_quadratic_get_point(oc_vec2 p[3], f32 t)
|
|
{
|
|
oc_vec2 r;
|
|
|
|
f32 oneMt = 1 - t;
|
|
f32 oneMt2 = oc_square(oneMt);
|
|
f32 t2 = oc_square(t);
|
|
|
|
r.x = oneMt2 * p[0].x + 2 * oneMt * t * p[1].x + t2 * p[2].x;
|
|
r.y = oneMt2 * p[0].y + 2 * oneMt * t * p[1].y + t2 * p[2].y;
|
|
|
|
return (r);
|
|
}
|
|
|
|
static void oc_quadratic_split(oc_vec2 p[3], f32 t, oc_vec2 outLeft[3], oc_vec2 outRight[3])
|
|
{
|
|
//NOTE(martin): split bezier curve p at parameter t, using De Casteljau's algorithm
|
|
// the q_n are the points along the hull's segments at parameter t
|
|
// s is the split point.
|
|
|
|
f32 oneMt = 1 - t;
|
|
|
|
oc_vec2 q0 = { oneMt * p[0].x + t * p[1].x,
|
|
oneMt * p[0].y + t * p[1].y };
|
|
|
|
oc_vec2 q1 = { oneMt * p[1].x + t * p[2].x,
|
|
oneMt * p[1].y + t * p[2].y };
|
|
|
|
oc_vec2 s = { oneMt * q0.x + t * q1.x,
|
|
oneMt * q0.y + t * q1.y };
|
|
|
|
outLeft[0] = p[0];
|
|
outLeft[1] = q0;
|
|
outLeft[2] = s;
|
|
|
|
outRight[0] = s;
|
|
outRight[1] = q1;
|
|
outRight[2] = p[2];
|
|
}
|
|
|
|
static oc_vec2 oc_cubic_get_point(oc_vec2 p[4], f32 t)
|
|
{
|
|
oc_vec2 r;
|
|
|
|
f32 oneMt = 1 - t;
|
|
f32 oneMt2 = oc_square(oneMt);
|
|
f32 oneMt3 = oneMt2 * oneMt;
|
|
f32 t2 = oc_square(t);
|
|
f32 t3 = t2 * t;
|
|
|
|
r.x = oneMt3 * p[0].x + 3 * oneMt2 * t * p[1].x + 3 * oneMt * t2 * p[2].x + t3 * p[3].x;
|
|
r.y = oneMt3 * p[0].y + 3 * oneMt2 * t * p[1].y + 3 * oneMt * t2 * p[2].y + t3 * p[3].y;
|
|
|
|
return (r);
|
|
}
|
|
|
|
static void oc_cubic_split(oc_vec2 p[4], f32 t, oc_vec2 outLeft[4], oc_vec2 outRight[4])
|
|
{
|
|
//NOTE(martin): split bezier curve p at parameter t, using De Casteljau's algorithm
|
|
// the q_n are the points along the hull's segments at parameter t
|
|
// the r_n are the points along the (q_n, q_n+1) segments at parameter t
|
|
// s is the split point.
|
|
|
|
oc_vec2 q0 = { (1 - t) * p[0].x + t * p[1].x,
|
|
(1 - t) * p[0].y + t * p[1].y };
|
|
|
|
oc_vec2 q1 = { (1 - t) * p[1].x + t * p[2].x,
|
|
(1 - t) * p[1].y + t * p[2].y };
|
|
|
|
oc_vec2 q2 = { (1 - t) * p[2].x + t * p[3].x,
|
|
(1 - t) * p[2].y + t * p[3].y };
|
|
|
|
oc_vec2 r0 = { (1 - t) * q0.x + t * q1.x,
|
|
(1 - t) * q0.y + t * q1.y };
|
|
|
|
oc_vec2 r1 = { (1 - t) * q1.x + t * q2.x,
|
|
(1 - t) * q1.y + t * q2.y };
|
|
|
|
oc_vec2 s = { (1 - t) * r0.x + t * r1.x,
|
|
(1 - t) * r0.y + t * r1.y };
|
|
;
|
|
|
|
outLeft[0] = p[0];
|
|
outLeft[1] = q0;
|
|
outLeft[2] = r0;
|
|
outLeft[3] = s;
|
|
|
|
outRight[0] = s;
|
|
outRight[1] = r1;
|
|
outRight[2] = q2;
|
|
outRight[3] = p[3];
|
|
}
|
|
|
|
void oc_gl_encode_stroke_line(oc_gl_canvas_backend* backend, oc_vec2* p)
|
|
{
|
|
f32 width = backend->primitive->attributes.width;
|
|
|
|
oc_vec2 v = { p[1].x - p[0].x, p[1].y - p[0].y };
|
|
oc_vec2 n = { v.y, -v.x };
|
|
f32 norm = sqrt(n.x * n.x + n.y * n.y);
|
|
oc_vec2 offset = oc_vec2_mul(0.5 * width / norm, n);
|
|
|
|
oc_vec2 left[2] = { oc_vec2_add(p[0], offset), oc_vec2_add(p[1], offset) };
|
|
oc_vec2 right[2] = { oc_vec2_add(p[1], oc_vec2_mul(-1, offset)), oc_vec2_add(p[0], oc_vec2_mul(-1, offset)) };
|
|
oc_vec2 joint0[2] = { oc_vec2_add(p[0], oc_vec2_mul(-1, offset)), oc_vec2_add(p[0], offset) };
|
|
oc_vec2 joint1[2] = { oc_vec2_add(p[1], offset), oc_vec2_add(p[1], oc_vec2_mul(-1, offset)) };
|
|
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, right);
|
|
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, left);
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, joint0);
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, joint1);
|
|
}
|
|
|
|
enum
|
|
{
|
|
OC_HULL_CHECK_SAMPLE_COUNT = 5
|
|
};
|
|
|
|
void oc_gl_encode_stroke_quadratic(oc_gl_canvas_backend* backend, oc_vec2* p)
|
|
{
|
|
f32 width = backend->primitive->attributes.width;
|
|
f32 tolerance = oc_min(backend->primitive->attributes.tolerance, 0.5 * width);
|
|
|
|
//NOTE: check for degenerate line case
|
|
const f32 equalEps = 1e-3;
|
|
if(oc_vec2_close(p[0], p[1], equalEps))
|
|
{
|
|
oc_gl_encode_stroke_line(backend, p + 1);
|
|
return;
|
|
}
|
|
else if(oc_vec2_close(p[1], p[2], equalEps))
|
|
{
|
|
oc_gl_encode_stroke_line(backend, p);
|
|
return;
|
|
}
|
|
|
|
oc_vec2 leftHull[3];
|
|
oc_vec2 rightHull[3];
|
|
|
|
if(!oc_offset_hull(3, p, leftHull, width / 2)
|
|
|| !oc_offset_hull(3, p, rightHull, -width / 2))
|
|
{
|
|
//TODO split and recurse
|
|
//NOTE: offsetting the hull failed, split the curve
|
|
oc_vec2 splitLeft[3];
|
|
oc_vec2 splitRight[3];
|
|
oc_quadratic_split(p, 0.5, splitLeft, splitRight);
|
|
oc_gl_encode_stroke_quadratic(backend, splitLeft);
|
|
oc_gl_encode_stroke_quadratic(backend, splitRight);
|
|
}
|
|
else
|
|
{
|
|
f32 checkSamples[OC_HULL_CHECK_SAMPLE_COUNT] = { 1. / 6, 2. / 6, 3. / 6, 4. / 6, 5. / 6 };
|
|
|
|
f32 d2LowBound = oc_square(0.5 * width - tolerance);
|
|
f32 d2HighBound = oc_square(0.5 * width + tolerance);
|
|
|
|
f32 maxOvershoot = 0;
|
|
f32 maxOvershootParameter = 0;
|
|
|
|
for(int i = 0; i < OC_HULL_CHECK_SAMPLE_COUNT; i++)
|
|
{
|
|
f32 t = checkSamples[i];
|
|
|
|
oc_vec2 c = oc_quadratic_get_point(p, t);
|
|
oc_vec2 cp = oc_quadratic_get_point(leftHull, t);
|
|
oc_vec2 cn = oc_quadratic_get_point(rightHull, t);
|
|
|
|
f32 positiveDistSquare = oc_square(c.x - cp.x) + oc_square(c.y - cp.y);
|
|
f32 negativeDistSquare = oc_square(c.x - cn.x) + oc_square(c.y - cn.y);
|
|
|
|
f32 positiveOvershoot = oc_max(positiveDistSquare - d2HighBound, d2LowBound - positiveDistSquare);
|
|
f32 negativeOvershoot = oc_max(negativeDistSquare - d2HighBound, d2LowBound - negativeDistSquare);
|
|
|
|
f32 overshoot = oc_max(positiveOvershoot, negativeOvershoot);
|
|
|
|
if(overshoot > maxOvershoot)
|
|
{
|
|
maxOvershoot = overshoot;
|
|
maxOvershootParameter = t;
|
|
}
|
|
}
|
|
|
|
if(maxOvershoot > 0)
|
|
{
|
|
oc_vec2 splitLeft[3];
|
|
oc_vec2 splitRight[3];
|
|
oc_quadratic_split(p, maxOvershootParameter, splitLeft, splitRight);
|
|
oc_gl_encode_stroke_quadratic(backend, splitLeft);
|
|
oc_gl_encode_stroke_quadratic(backend, splitRight);
|
|
}
|
|
else
|
|
{
|
|
oc_vec2 tmp = leftHull[0];
|
|
leftHull[0] = leftHull[2];
|
|
leftHull[2] = tmp;
|
|
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_QUADRATIC, rightHull);
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_QUADRATIC, leftHull);
|
|
|
|
oc_vec2 joint0[2] = { rightHull[2], leftHull[0] };
|
|
oc_vec2 joint1[2] = { leftHull[2], rightHull[0] };
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, joint0);
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, joint1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void oc_gl_encode_stroke_cubic(oc_gl_canvas_backend* backend, oc_vec2* p)
|
|
{
|
|
f32 width = backend->primitive->attributes.width;
|
|
f32 tolerance = oc_min(backend->primitive->attributes.tolerance, 0.5 * width);
|
|
|
|
//NOTE: check degenerate line cases
|
|
f32 equalEps = 1e-3;
|
|
|
|
if((oc_vec2_close(p[0], p[1], equalEps) && oc_vec2_close(p[2], p[3], equalEps))
|
|
|| (oc_vec2_close(p[0], p[1], equalEps) && oc_vec2_close(p[1], p[2], equalEps))
|
|
|| (oc_vec2_close(p[1], p[2], equalEps) && oc_vec2_close(p[2], p[3], equalEps)))
|
|
{
|
|
oc_vec2 line[2] = { p[0], p[3] };
|
|
oc_gl_encode_stroke_line(backend, line);
|
|
return;
|
|
}
|
|
else if(oc_vec2_close(p[0], p[1], equalEps) && oc_vec2_close(p[1], p[3], equalEps))
|
|
{
|
|
oc_vec2 line[2] = { p[0], oc_vec2_add(oc_vec2_mul(5. / 9, p[0]), oc_vec2_mul(4. / 9, p[2])) };
|
|
oc_gl_encode_stroke_line(backend, line);
|
|
return;
|
|
}
|
|
else if(oc_vec2_close(p[0], p[2], equalEps) && oc_vec2_close(p[2], p[3], equalEps))
|
|
{
|
|
oc_vec2 line[2] = { p[0], oc_vec2_add(oc_vec2_mul(5. / 9, p[0]), oc_vec2_mul(4. / 9, p[1])) };
|
|
oc_gl_encode_stroke_line(backend, line);
|
|
return;
|
|
}
|
|
|
|
oc_vec2 leftHull[4];
|
|
oc_vec2 rightHull[4];
|
|
|
|
if(!oc_offset_hull(4, p, leftHull, width / 2)
|
|
|| !oc_offset_hull(4, p, rightHull, -width / 2))
|
|
{
|
|
//TODO split and recurse
|
|
//NOTE: offsetting the hull failed, split the curve
|
|
oc_vec2 splitLeft[4];
|
|
oc_vec2 splitRight[4];
|
|
oc_cubic_split(p, 0.5, splitLeft, splitRight);
|
|
oc_gl_encode_stroke_cubic(backend, splitLeft);
|
|
oc_gl_encode_stroke_cubic(backend, splitRight);
|
|
}
|
|
else
|
|
{
|
|
f32 checkSamples[OC_HULL_CHECK_SAMPLE_COUNT] = { 1. / 6, 2. / 6, 3. / 6, 4. / 6, 5. / 6 };
|
|
|
|
f32 d2LowBound = oc_square(0.5 * width - tolerance);
|
|
f32 d2HighBound = oc_square(0.5 * width + tolerance);
|
|
|
|
f32 maxOvershoot = 0;
|
|
f32 maxOvershootParameter = 0;
|
|
|
|
for(int i = 0; i < OC_HULL_CHECK_SAMPLE_COUNT; i++)
|
|
{
|
|
f32 t = checkSamples[i];
|
|
|
|
oc_vec2 c = oc_cubic_get_point(p, t);
|
|
oc_vec2 cp = oc_cubic_get_point(leftHull, t);
|
|
oc_vec2 cn = oc_cubic_get_point(rightHull, t);
|
|
|
|
f32 positiveDistSquare = oc_square(c.x - cp.x) + oc_square(c.y - cp.y);
|
|
f32 negativeDistSquare = oc_square(c.x - cn.x) + oc_square(c.y - cn.y);
|
|
|
|
f32 positiveOvershoot = oc_max(positiveDistSquare - d2HighBound, d2LowBound - positiveDistSquare);
|
|
f32 negativeOvershoot = oc_max(negativeDistSquare - d2HighBound, d2LowBound - negativeDistSquare);
|
|
|
|
f32 overshoot = oc_max(positiveOvershoot, negativeOvershoot);
|
|
|
|
if(overshoot > maxOvershoot)
|
|
{
|
|
maxOvershoot = overshoot;
|
|
maxOvershootParameter = t;
|
|
}
|
|
}
|
|
|
|
if(maxOvershoot > 0)
|
|
{
|
|
oc_vec2 splitLeft[4];
|
|
oc_vec2 splitRight[4];
|
|
oc_cubic_split(p, maxOvershootParameter, splitLeft, splitRight);
|
|
oc_gl_encode_stroke_cubic(backend, splitLeft);
|
|
oc_gl_encode_stroke_cubic(backend, splitRight);
|
|
}
|
|
else
|
|
{
|
|
oc_vec2 tmp = leftHull[0];
|
|
leftHull[0] = leftHull[3];
|
|
leftHull[3] = tmp;
|
|
tmp = leftHull[1];
|
|
leftHull[1] = leftHull[2];
|
|
leftHull[2] = tmp;
|
|
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_CUBIC, rightHull);
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_CUBIC, leftHull);
|
|
|
|
oc_vec2 joint0[2] = { rightHull[3], leftHull[0] };
|
|
oc_vec2 joint1[2] = { leftHull[3], rightHull[0] };
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, joint0);
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, joint1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void oc_gl_encode_stroke_element(oc_gl_canvas_backend* backend,
|
|
oc_path_elt* element,
|
|
oc_vec2 currentPoint,
|
|
oc_vec2* startTangent,
|
|
oc_vec2* endTangent,
|
|
oc_vec2* endPoint)
|
|
{
|
|
oc_vec2 controlPoints[4] = { currentPoint, element->p[0], element->p[1], element->p[2] };
|
|
int endPointIndex = 0;
|
|
|
|
switch(element->type)
|
|
{
|
|
case OC_PATH_LINE:
|
|
oc_gl_encode_stroke_line(backend, controlPoints);
|
|
endPointIndex = 1;
|
|
break;
|
|
|
|
case OC_PATH_QUADRATIC:
|
|
oc_gl_encode_stroke_quadratic(backend, controlPoints);
|
|
endPointIndex = 2;
|
|
break;
|
|
|
|
case OC_PATH_CUBIC:
|
|
oc_gl_encode_stroke_cubic(backend, controlPoints);
|
|
endPointIndex = 3;
|
|
break;
|
|
|
|
case OC_PATH_MOVE:
|
|
OC_ASSERT(0, "should be unreachable");
|
|
break;
|
|
}
|
|
|
|
//NOTE: ensure tangents are properly computed even in presence of coincident points
|
|
//TODO: see if we can do this in a less hacky way
|
|
|
|
for(int i = 1; i < 4; i++)
|
|
{
|
|
if(controlPoints[i].x != controlPoints[0].x
|
|
|| controlPoints[i].y != controlPoints[0].y)
|
|
{
|
|
*startTangent = (oc_vec2){ .x = controlPoints[i].x - controlPoints[0].x,
|
|
.y = controlPoints[i].y - controlPoints[0].y };
|
|
break;
|
|
}
|
|
}
|
|
*endPoint = controlPoints[endPointIndex];
|
|
|
|
for(int i = endPointIndex - 1; i >= 0; i++)
|
|
{
|
|
if(controlPoints[i].x != endPoint->x
|
|
|| controlPoints[i].y != endPoint->y)
|
|
{
|
|
*endTangent = (oc_vec2){ .x = endPoint->x - controlPoints[i].x,
|
|
.y = endPoint->y - controlPoints[i].y };
|
|
break;
|
|
}
|
|
}
|
|
OC_DEBUG_ASSERT(startTangent->x != 0 || startTangent->y != 0);
|
|
}
|
|
|
|
void oc_gl_stroke_cap(oc_gl_canvas_backend* backend,
|
|
oc_vec2 p0,
|
|
oc_vec2 direction)
|
|
{
|
|
oc_attributes* attributes = &backend->primitive->attributes;
|
|
|
|
//NOTE(martin): compute the tangent and normal vectors (multiplied by half width) at the cap point
|
|
f32 dn = sqrt(oc_square(direction.x) + oc_square(direction.y));
|
|
f32 alpha = 0.5 * attributes->width / dn;
|
|
|
|
oc_vec2 n0 = { -alpha * direction.y,
|
|
alpha * direction.x };
|
|
|
|
oc_vec2 m0 = { alpha * direction.x,
|
|
alpha * direction.y };
|
|
|
|
oc_vec2 points[] = { { p0.x + n0.x, p0.y + n0.y },
|
|
{ p0.x + n0.x + m0.x, p0.y + n0.y + m0.y },
|
|
{ p0.x - n0.x + m0.x, p0.y - n0.y + m0.y },
|
|
{ p0.x - n0.x, p0.y - n0.y },
|
|
{ p0.x + n0.x, p0.y + n0.y } };
|
|
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, points);
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, points + 1);
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, points + 2);
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, points + 3);
|
|
}
|
|
|
|
void oc_gl_stroke_joint(oc_gl_canvas_backend* backend,
|
|
oc_vec2 p0,
|
|
oc_vec2 t0,
|
|
oc_vec2 t1)
|
|
{
|
|
oc_attributes* attributes = &backend->primitive->attributes;
|
|
|
|
//NOTE(martin): compute the normals at the joint point
|
|
f32 norm_t0 = sqrt(oc_square(t0.x) + oc_square(t0.y));
|
|
f32 norm_t1 = sqrt(oc_square(t1.x) + oc_square(t1.y));
|
|
|
|
oc_vec2 n0 = { -t0.y, t0.x };
|
|
n0.x /= norm_t0;
|
|
n0.y /= norm_t0;
|
|
|
|
oc_vec2 n1 = { -t1.y, t1.x };
|
|
n1.x /= norm_t1;
|
|
n1.y /= norm_t1;
|
|
|
|
//NOTE(martin): the sign of the cross product determines if the normals are facing outwards or inwards the angle.
|
|
// we flip them to face outwards if needed
|
|
f32 crossZ = n0.x * n1.y - n0.y * n1.x;
|
|
if(crossZ > 0)
|
|
{
|
|
n0.x *= -1;
|
|
n0.y *= -1;
|
|
n1.x *= -1;
|
|
n1.y *= -1;
|
|
}
|
|
|
|
//NOTE(martin): use the same code as hull offset to find mitter point...
|
|
/*NOTE(martin): let vector u = (n0+n1) and vector v = pIntersect - p1
|
|
then v = u * (2*offset / norm(u)^2)
|
|
(this can be derived from writing the pythagoras theorems in the triangles of the joint)
|
|
*/
|
|
f32 halfW = 0.5 * attributes->width;
|
|
oc_vec2 u = { n0.x + n1.x, n0.y + n1.y };
|
|
f32 uNormSquare = u.x * u.x + u.y * u.y;
|
|
f32 alpha = attributes->width / uNormSquare;
|
|
oc_vec2 v = { u.x * alpha, u.y * alpha };
|
|
|
|
f32 excursionSquare = uNormSquare * oc_square(alpha - attributes->width / 4);
|
|
|
|
if(attributes->joint == OC_JOINT_MITER
|
|
&& excursionSquare <= oc_square(attributes->maxJointExcursion))
|
|
{
|
|
//NOTE(martin): add a mitter joint
|
|
oc_vec2 points[] = { p0,
|
|
{ p0.x + n0.x * halfW, p0.y + n0.y * halfW },
|
|
{ p0.x + v.x, p0.y + v.y },
|
|
{ p0.x + n1.x * halfW, p0.y + n1.y * halfW },
|
|
p0 };
|
|
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, points);
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, points + 1);
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, points + 2);
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, points + 3);
|
|
}
|
|
else
|
|
{
|
|
//NOTE(martin): add a bevel joint
|
|
oc_vec2 points[] = { p0,
|
|
{ p0.x + n0.x * halfW, p0.y + n0.y * halfW },
|
|
{ p0.x + n1.x * halfW, p0.y + n1.y * halfW },
|
|
p0 };
|
|
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, points);
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, points + 1);
|
|
oc_gl_canvas_encode_element(backend, OC_PATH_LINE, points + 2);
|
|
}
|
|
}
|
|
|
|
u32 oc_gl_encode_stroke_subpath(oc_gl_canvas_backend* backend,
|
|
oc_path_elt* elements,
|
|
oc_path_descriptor* path,
|
|
u32 startIndex,
|
|
oc_vec2 startPoint)
|
|
{
|
|
u32 eltCount = path->count;
|
|
OC_DEBUG_ASSERT(startIndex < eltCount);
|
|
|
|
oc_vec2 currentPoint = startPoint;
|
|
oc_vec2 endPoint = { 0, 0 };
|
|
oc_vec2 previousEndTangent = { 0, 0 };
|
|
oc_vec2 firstTangent = { 0, 0 };
|
|
oc_vec2 startTangent = { 0, 0 };
|
|
oc_vec2 endTangent = { 0, 0 };
|
|
|
|
//NOTE(martin): encode first element and compute first tangent
|
|
oc_gl_encode_stroke_element(backend, elements + startIndex, currentPoint, &startTangent, &endTangent, &endPoint);
|
|
|
|
firstTangent = startTangent;
|
|
previousEndTangent = endTangent;
|
|
currentPoint = endPoint;
|
|
|
|
//NOTE(martin): encode subsequent elements along with their joints
|
|
|
|
oc_attributes* attributes = &backend->primitive->attributes;
|
|
|
|
u32 eltIndex = startIndex + 1;
|
|
for(;
|
|
eltIndex < eltCount && elements[eltIndex].type != OC_PATH_MOVE;
|
|
eltIndex++)
|
|
{
|
|
oc_gl_encode_stroke_element(backend, elements + eltIndex, currentPoint, &startTangent, &endTangent, &endPoint);
|
|
|
|
if(attributes->joint != OC_JOINT_NONE)
|
|
{
|
|
oc_gl_stroke_joint(backend, currentPoint, previousEndTangent, startTangent);
|
|
}
|
|
previousEndTangent = endTangent;
|
|
currentPoint = endPoint;
|
|
}
|
|
u32 subPathEltCount = eltIndex - startIndex;
|
|
|
|
//NOTE(martin): draw end cap / joint. We ensure there's at least two segments to draw a closing joint
|
|
if(subPathEltCount > 1
|
|
&& startPoint.x == endPoint.x
|
|
&& startPoint.y == endPoint.y)
|
|
{
|
|
if(attributes->joint != OC_JOINT_NONE)
|
|
{
|
|
//NOTE(martin): add a closing joint if the path is closed
|
|
oc_gl_stroke_joint(backend, endPoint, endTangent, firstTangent);
|
|
}
|
|
}
|
|
else if(attributes->cap == OC_CAP_SQUARE)
|
|
{
|
|
//NOTE(martin): add start and end cap
|
|
oc_gl_stroke_cap(backend, startPoint, (oc_vec2){ -startTangent.x, -startTangent.y });
|
|
oc_gl_stroke_cap(backend, endPoint, endTangent);
|
|
}
|
|
return (eltIndex);
|
|
}
|
|
|
|
void oc_gl_encode_stroke(oc_gl_canvas_backend* backend,
|
|
oc_path_elt* elements,
|
|
oc_path_descriptor* path)
|
|
{
|
|
u32 eltCount = path->count;
|
|
OC_DEBUG_ASSERT(eltCount);
|
|
|
|
oc_vec2 startPoint = path->startPoint;
|
|
u32 startIndex = 0;
|
|
|
|
while(startIndex < eltCount)
|
|
{
|
|
//NOTE(martin): eliminate leading moves
|
|
while(startIndex < eltCount && elements[startIndex].type == OC_PATH_MOVE)
|
|
{
|
|
startPoint = elements[startIndex].p[0];
|
|
startIndex++;
|
|
}
|
|
if(startIndex < eltCount)
|
|
{
|
|
startIndex = oc_gl_encode_stroke_subpath(backend, elements, path, startIndex, startPoint);
|
|
}
|
|
}
|
|
}
|
|
|
|
void oc_gl_grow_buffer_if_needed(GLuint buffer, i32 wantedSize, const char* name)
|
|
{
|
|
i32 oldSize = 0;
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
|
|
glGetBufferParameteriv(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &oldSize);
|
|
|
|
if(oldSize < wantedSize)
|
|
{
|
|
oc_log_info("growing %s buffer\n", name);
|
|
|
|
int newSize = wantedSize * 1.2;
|
|
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, newSize, 0, GL_DYNAMIC_COPY);
|
|
}
|
|
}
|
|
|
|
void oc_gl_render_batch(oc_gl_canvas_backend* backend,
|
|
oc_wgl_surface* surface,
|
|
oc_image* images,
|
|
int tileSize,
|
|
int nTilesX,
|
|
int nTilesY,
|
|
oc_vec2 viewportSize,
|
|
f32 scale)
|
|
{
|
|
GLuint pathBuffer = backend->pathBuffer[backend->bufferIndex].buffer;
|
|
GLuint elementBuffer = backend->elementBuffer[backend->bufferIndex].buffer;
|
|
|
|
int pathBufferOffset = backend->pathBatchStart * sizeof(oc_gl_path);
|
|
int elementBufferOffset = backend->eltBatchStart * sizeof(oc_gl_path_elt);
|
|
int pathCount = backend->pathCount - backend->pathBatchStart;
|
|
int eltCount = backend->eltCount - backend->eltBatchStart;
|
|
|
|
if(!pathCount || !eltCount)
|
|
{
|
|
return;
|
|
}
|
|
|
|
//NOTE: update intermediate buffers size if needed
|
|
//TODO: compute correct sizes
|
|
|
|
oc_gl_grow_buffer_if_needed(backend->pathQueueBuffer, pathCount * OC_GL_PATH_QUEUE_SIZE, "path queues");
|
|
oc_gl_grow_buffer_if_needed(backend->tileQueueBuffer, backend->maxTileQueueCount * OC_GL_TILE_QUEUE_SIZE, "tile queues");
|
|
oc_gl_grow_buffer_if_needed(backend->segmentBuffer, backend->maxSegmentCount * OC_GL_SEGMENT_SIZE, "segments");
|
|
oc_gl_grow_buffer_if_needed(backend->screenTilesBuffer, nTilesX * nTilesY * OC_GL_SCREEN_TILE_SIZE, "screen tiles");
|
|
oc_gl_grow_buffer_if_needed(backend->tileOpBuffer, backend->maxSegmentCount * 30 * OC_GL_TILE_OP_SIZE, "tile ops");
|
|
|
|
//NOTE: make the buffers visible to gl
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, pathBuffer);
|
|
glFlushMappedBufferRange(GL_SHADER_STORAGE_BUFFER, pathBufferOffset, pathCount * sizeof(oc_gl_path));
|
|
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementBuffer);
|
|
glFlushMappedBufferRange(GL_SHADER_STORAGE_BUFFER, elementBufferOffset, eltCount * sizeof(oc_gl_path_elt));
|
|
|
|
//NOTE: clear out texture
|
|
u8 clearColor[4] = { 0 };
|
|
glClearTexImage(backend->outTexture, 0, GL_RGBA, GL_BYTE, clearColor);
|
|
|
|
//NOTE: clear counters
|
|
int zero = 0;
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->segmentCountBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), &zero, GL_DYNAMIC_COPY);
|
|
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileQueueCountBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), &zero, GL_DYNAMIC_COPY);
|
|
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileOpCountBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), &zero, GL_DYNAMIC_COPY);
|
|
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->rasterDispatchBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(oc_gl_dispatch_indirect_command), &zero, GL_DYNAMIC_COPY);
|
|
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->screenTilesCountBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), &zero, GL_DYNAMIC_COPY);
|
|
|
|
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
|
|
|
|
int err = glGetError();
|
|
if(err)
|
|
{
|
|
oc_log_error("gl error %i\n", err);
|
|
}
|
|
|
|
//NOTE: path setup pass
|
|
int maxWorkGroupCount = 0;
|
|
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0, &maxWorkGroupCount);
|
|
//NOTE: glDispatchCompute errors if work group count is greater _or equal_ to GL_MAX_COMPUTE_WORK_GROUP_COUNT
|
|
// so the maximum _allowed_ group count is one less.
|
|
maxWorkGroupCount--;
|
|
|
|
glUseProgram(backend->pathSetup);
|
|
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileQueueCountBuffer);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileQueueBuffer);
|
|
|
|
glUniform1i(0, tileSize);
|
|
glUniform1f(1, scale);
|
|
|
|
for(int i = 0; i < pathCount; i += maxWorkGroupCount)
|
|
{
|
|
int count = oc_min(maxWorkGroupCount, pathCount - i);
|
|
|
|
glUniform1i(2, backend->pathBatchStart + i);
|
|
glUniform1i(3, i);
|
|
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, pathBuffer);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->pathQueueBuffer);
|
|
|
|
glDispatchCompute(count, 1, 1);
|
|
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
|
|
}
|
|
|
|
if(!err)
|
|
{
|
|
err = glGetError();
|
|
if(err)
|
|
{
|
|
oc_log_error("gl error %i\n", err);
|
|
}
|
|
}
|
|
|
|
//NOTE: segment setup pass
|
|
glUseProgram(backend->segmentSetup);
|
|
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentCountBuffer);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->segmentBuffer);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->pathQueueBuffer);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->tileQueueBuffer);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, backend->tileOpCountBuffer);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, backend->tileOpBuffer);
|
|
|
|
glUniform1f(0, scale);
|
|
glUniform1ui(1, tileSize);
|
|
|
|
for(int i = 0; i < eltCount; i += maxWorkGroupCount)
|
|
{
|
|
int offset = elementBufferOffset + i * sizeof(oc_gl_path_elt);
|
|
int count = oc_min(maxWorkGroupCount, eltCount - i);
|
|
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, elementBuffer);
|
|
|
|
glUniform1i(2, (backend->eltBatchStart + i));
|
|
|
|
glDispatchCompute(count, 1, 1);
|
|
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
|
|
}
|
|
|
|
if(!err)
|
|
{
|
|
err = glGetError();
|
|
if(err)
|
|
{
|
|
oc_log_error("gl error %i\n", err);
|
|
}
|
|
}
|
|
|
|
//NOTE: backprop pass
|
|
glUseProgram(backend->backprop);
|
|
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->tileQueueBuffer);
|
|
|
|
for(int i = 0; i < pathCount; i += maxWorkGroupCount)
|
|
{
|
|
int count = oc_min(maxWorkGroupCount, pathCount - i);
|
|
|
|
glUniform1i(0, i);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->pathQueueBuffer);
|
|
|
|
glDispatchCompute(count, 1, 1);
|
|
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
|
|
}
|
|
|
|
if(!err)
|
|
{
|
|
err = glGetError();
|
|
if(err)
|
|
{
|
|
oc_log_error("gl error %i\n", err);
|
|
}
|
|
}
|
|
|
|
//NOTE: merge pass
|
|
glUseProgram(backend->merge);
|
|
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 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);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->tileOpBuffer);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, backend->screenTilesBuffer);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, backend->screenTilesCountBuffer);
|
|
|
|
glUniform1i(0, tileSize);
|
|
glUniform1f(1, scale);
|
|
glUniform1i(2, pathCount);
|
|
glUniform1i(3, backend->pathBatchStart);
|
|
|
|
glDispatchCompute(nTilesX, nTilesY, 1);
|
|
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
|
|
|
|
if(!err)
|
|
{
|
|
err = glGetError();
|
|
if(err)
|
|
{
|
|
oc_log_error("gl error %i\n", err);
|
|
}
|
|
}
|
|
|
|
//NOTE: balance work groups
|
|
glUseProgram(backend->balanceWorkgroups);
|
|
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->screenTilesCountBuffer);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->rasterDispatchBuffer);
|
|
glUniform1ui(0, maxWorkGroupCount);
|
|
|
|
glDispatchCompute(1, 1, 1);
|
|
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
|
|
|
|
//NOTE: raster pass
|
|
glUseProgram(backend->raster);
|
|
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, pathBuffer);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentBuffer);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileOpBuffer);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->screenTilesBuffer);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->screenTilesCountBuffer);
|
|
|
|
glUniform1f(0, scale);
|
|
glUniform1i(1, backend->msaaCount);
|
|
|
|
glBindImageTexture(0, backend->outTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
|
|
|
|
for(int i = 0; i < OC_GL_MAX_IMAGES_PER_BATCH; i++)
|
|
{
|
|
if(images[i].h)
|
|
{
|
|
oc_gl_image* image = (oc_gl_image*)oc_image_data_from_handle(images[i]);
|
|
if(image)
|
|
{
|
|
glActiveTexture(GL_TEXTURE1 + i);
|
|
glBindTexture(GL_TEXTURE_2D, image->texture);
|
|
}
|
|
}
|
|
}
|
|
|
|
glUniform1i(2, backend->pathBatchStart);
|
|
glUniform1ui(3, maxWorkGroupCount);
|
|
|
|
glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, backend->rasterDispatchBuffer);
|
|
glDispatchComputeIndirect(0);
|
|
|
|
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
|
|
|
|
if(!err)
|
|
{
|
|
err = glGetError();
|
|
if(err)
|
|
{
|
|
oc_log_error("gl error %i\n", err);
|
|
}
|
|
}
|
|
|
|
//NOTE: blit pass
|
|
glUseProgram(backend->blit);
|
|
glBindBuffer(GL_ARRAY_BUFFER, backend->dummyVertexBuffer);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, backend->outTexture);
|
|
glUniform1i(0, 0);
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
|
|
if(!err)
|
|
{
|
|
err = glGetError();
|
|
if(err)
|
|
{
|
|
oc_log_error("gl error %i\n", err);
|
|
}
|
|
}
|
|
|
|
backend->pathBatchStart = backend->pathCount;
|
|
backend->eltBatchStart = backend->eltCount;
|
|
|
|
backend->maxSegmentCount = 0;
|
|
backend->maxTileQueueCount = 0;
|
|
}
|
|
|
|
void oc_gl_canvas_resize(oc_gl_canvas_backend* backend, oc_vec2 size)
|
|
{
|
|
int tileSize = OC_GL_TILE_SIZE;
|
|
int nTilesX = (int)(size.x + tileSize - 1) / tileSize;
|
|
int nTilesY = (int)(size.y + tileSize - 1) / tileSize;
|
|
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->screenTilesBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, nTilesX * nTilesY * OC_GL_SCREEN_TILE_SIZE, 0, GL_DYNAMIC_COPY);
|
|
|
|
if(backend->outTexture)
|
|
{
|
|
//NOTE: do we need to explicitly glDeleteTextures()?
|
|
glDeleteTextures(1, &backend->outTexture);
|
|
glGenTextures(1, &backend->outTexture);
|
|
glBindTexture(GL_TEXTURE_2D, backend->outTexture);
|
|
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, size.x, size.y);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
}
|
|
|
|
backend->frameSize = size;
|
|
}
|
|
|
|
void oc_gl_canvas_render(oc_canvas_backend* interface,
|
|
oc_color clearColor,
|
|
u32 primitiveCount,
|
|
oc_primitive* primitives,
|
|
u32 eltCount,
|
|
oc_path_elt* pathElements)
|
|
{
|
|
oc_gl_canvas_backend* backend = (oc_gl_canvas_backend*)interface;
|
|
|
|
//NOTE: roll input buffers
|
|
backend->bufferIndex = (backend->bufferIndex + 1) % OC_GL_INPUT_BUFFERS_COUNT;
|
|
if(backend->bufferSync[backend->bufferIndex] != 0)
|
|
{
|
|
glClientWaitSync(backend->bufferSync[backend->bufferIndex], GL_SYNC_FLUSH_COMMANDS_BIT, 0xffffffff);
|
|
glDeleteSync(backend->bufferSync[backend->bufferIndex]);
|
|
backend->bufferSync[backend->bufferIndex] = 0;
|
|
}
|
|
|
|
//NOTE update screen tiles buffer size
|
|
oc_wgl_surface* surface = backend->surface;
|
|
oc_vec2 surfaceSize = surface->interface.getSize((oc_surface_data*)surface);
|
|
oc_vec2 contentsScaling = surface->interface.contentsScaling((oc_surface_data*)surface);
|
|
//TODO support scaling in both axes?
|
|
f32 scale = contentsScaling.x;
|
|
|
|
oc_vec2 viewportSize = { surfaceSize.x * scale, surfaceSize.y * scale };
|
|
int tileSize = OC_GL_TILE_SIZE;
|
|
int nTilesX = (int)(viewportSize.x + tileSize - 1) / tileSize;
|
|
int nTilesY = (int)(viewportSize.y + tileSize - 1) / tileSize;
|
|
|
|
if(viewportSize.x != backend->frameSize.x || viewportSize.y != backend->frameSize.y)
|
|
{
|
|
oc_gl_canvas_resize(backend, viewportSize);
|
|
}
|
|
|
|
glViewport(0, 0, viewportSize.x, viewportSize.y);
|
|
|
|
//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->pathCount = 0;
|
|
backend->pathBatchStart = 0;
|
|
backend->eltCount = 0;
|
|
backend->eltBatchStart = 0;
|
|
backend->maxSegmentCount = 0;
|
|
backend->maxTileQueueCount = 0;
|
|
|
|
//NOTE: encode and render batches
|
|
oc_vec2 currentPos = { 0 };
|
|
oc_image images[OC_GL_MAX_IMAGES_PER_BATCH] = { 0 };
|
|
int imageCount = 0;
|
|
backend->eltCount = 0;
|
|
|
|
for(int primitiveIndex = 0; primitiveIndex < primitiveCount; primitiveIndex++)
|
|
{
|
|
oc_primitive* primitive = &primitives[primitiveIndex];
|
|
|
|
if(primitive->attributes.image.h != 0)
|
|
{
|
|
backend->currentImageIndex = -1;
|
|
for(int i = 0; i < imageCount; i++)
|
|
{
|
|
if(images[i].h == primitive->attributes.image.h)
|
|
{
|
|
backend->currentImageIndex = i;
|
|
}
|
|
}
|
|
if(backend->currentImageIndex <= 0)
|
|
{
|
|
if(imageCount < OC_GL_MAX_IMAGES_PER_BATCH)
|
|
{
|
|
images[imageCount] = primitive->attributes.image;
|
|
backend->currentImageIndex = imageCount;
|
|
imageCount++;
|
|
}
|
|
else
|
|
{
|
|
oc_gl_render_batch(backend,
|
|
surface,
|
|
images,
|
|
tileSize,
|
|
nTilesX,
|
|
nTilesY,
|
|
viewportSize,
|
|
scale);
|
|
|
|
images[0] = primitive->attributes.image;
|
|
backend->currentImageIndex = 0;
|
|
imageCount = 1;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
backend->currentImageIndex = -1;
|
|
}
|
|
|
|
if(primitive->path.count)
|
|
{
|
|
backend->primitive = primitive;
|
|
backend->pathScreenExtents = (oc_vec4){ FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX };
|
|
backend->pathUserExtents = (oc_vec4){ FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX };
|
|
|
|
if(primitive->cmd == OC_CMD_STROKE)
|
|
{
|
|
oc_gl_encode_stroke(backend, pathElements + primitive->path.startIndex, &primitive->path);
|
|
}
|
|
else
|
|
{
|
|
int segCount = 0;
|
|
for(int eltIndex = 0;
|
|
(eltIndex < primitive->path.count) && (primitive->path.startIndex + eltIndex < eltCount);
|
|
eltIndex++)
|
|
{
|
|
oc_path_elt* elt = &pathElements[primitive->path.startIndex + eltIndex];
|
|
|
|
if(elt->type != OC_PATH_MOVE)
|
|
{
|
|
oc_vec2 p[4] = { currentPos, elt->p[0], elt->p[1], elt->p[2] };
|
|
oc_gl_canvas_encode_element(backend, elt->type, p);
|
|
segCount++;
|
|
}
|
|
switch(elt->type)
|
|
{
|
|
case OC_PATH_MOVE:
|
|
currentPos = elt->p[0];
|
|
break;
|
|
|
|
case OC_PATH_LINE:
|
|
currentPos = elt->p[0];
|
|
break;
|
|
|
|
case OC_PATH_QUADRATIC:
|
|
currentPos = elt->p[1];
|
|
break;
|
|
|
|
case OC_PATH_CUBIC:
|
|
currentPos = elt->p[2];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
//NOTE: push path
|
|
oc_gl_canvas_encode_path(backend, primitive, scale);
|
|
}
|
|
}
|
|
|
|
oc_gl_render_batch(backend,
|
|
surface,
|
|
images,
|
|
tileSize,
|
|
nTilesX,
|
|
nTilesY,
|
|
viewportSize,
|
|
scale);
|
|
|
|
//NOTE: add fence for rolling input buffers
|
|
backend->bufferSync[backend->bufferIndex] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
}
|
|
|
|
//--------------------------------------------------------------------
|
|
// Image API
|
|
//--------------------------------------------------------------------
|
|
oc_image_data* oc_gl_canvas_image_create(oc_canvas_backend* interface, oc_vec2 size)
|
|
{
|
|
oc_gl_image* image = 0;
|
|
|
|
image = oc_malloc_type(oc_gl_image);
|
|
if(image)
|
|
{
|
|
glGenTextures(1, &image->texture);
|
|
glBindTexture(GL_TEXTURE_2D, image->texture);
|
|
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, size.x, size.y);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
image->interface.size = size;
|
|
}
|
|
return ((oc_image_data*)image);
|
|
}
|
|
|
|
void oc_gl_canvas_image_destroy(oc_canvas_backend* interface, oc_image_data* imageInterface)
|
|
{
|
|
//TODO: check that this image belongs to this backend
|
|
oc_gl_image* image = (oc_gl_image*)imageInterface;
|
|
glDeleteTextures(1, &image->texture);
|
|
free(image);
|
|
}
|
|
|
|
void oc_gl_canvas_image_upload_region(oc_canvas_backend* interface,
|
|
oc_image_data* imageInterface,
|
|
oc_rect region,
|
|
u8* pixels)
|
|
{
|
|
//TODO: check that this image belongs to this backend
|
|
oc_gl_image* image = (oc_gl_image*)imageInterface;
|
|
glBindTexture(GL_TEXTURE_2D, image->texture);
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, region.x, region.y, region.w, region.h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
|
}
|
|
|
|
//--------------------------------------------------------------------
|
|
// Canvas setup / destroy
|
|
//--------------------------------------------------------------------
|
|
|
|
void oc_gl_canvas_destroy(oc_canvas_backend* interface)
|
|
{
|
|
oc_gl_canvas_backend* backend = (oc_gl_canvas_backend*)interface;
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
//TODO
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
free(backend);
|
|
}
|
|
|
|
static int oc_gl_compile_shader(const char* name, GLuint shader, const char* source)
|
|
{
|
|
int res = 0;
|
|
|
|
const char* sources[3] = { "#version 430", glsl_common, source };
|
|
|
|
glShaderSource(shader, 3, sources, 0);
|
|
glCompileShader(shader);
|
|
|
|
int status = 0;
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
|
if(!status)
|
|
{
|
|
char buffer[256];
|
|
int size = 0;
|
|
glGetShaderInfoLog(shader, 256, &size, buffer);
|
|
printf("Shader compile error (%s): %.*s\n", name, size, buffer);
|
|
res = -1;
|
|
}
|
|
return (res);
|
|
}
|
|
|
|
static int oc_gl_canvas_compile_compute_program_named(const char* name, const char* source, GLuint* outProgram)
|
|
{
|
|
int res = 0;
|
|
*outProgram = 0;
|
|
|
|
GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
|
|
GLuint program = glCreateProgram();
|
|
|
|
res |= oc_gl_compile_shader(name, shader, source);
|
|
|
|
if(!res)
|
|
{
|
|
glAttachShader(program, shader);
|
|
glLinkProgram(program);
|
|
|
|
int status = 0;
|
|
glGetProgramiv(program, GL_LINK_STATUS, &status);
|
|
if(!status)
|
|
{
|
|
char buffer[256];
|
|
int size = 0;
|
|
glGetProgramInfoLog(program, 256, &size, buffer);
|
|
oc_log_error("Shader link error (%s): %.*s\n", name, size, buffer);
|
|
|
|
res = -1;
|
|
}
|
|
else
|
|
{
|
|
*outProgram = program;
|
|
}
|
|
}
|
|
return (res);
|
|
}
|
|
|
|
int oc_gl_canvas_compile_render_program_named(const char* progName,
|
|
const char* vertexName,
|
|
const char* fragmentName,
|
|
const char* vertexSrc,
|
|
const char* fragmentSrc,
|
|
GLuint* outProgram)
|
|
{
|
|
int res = 0;
|
|
*outProgram = 0;
|
|
|
|
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
|
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
GLuint program = glCreateProgram();
|
|
|
|
res |= oc_gl_compile_shader(vertexName, vertexShader, vertexSrc);
|
|
res |= oc_gl_compile_shader(fragmentName, fragmentShader, fragmentSrc);
|
|
|
|
if(!res)
|
|
{
|
|
glAttachShader(program, vertexShader);
|
|
glAttachShader(program, fragmentShader);
|
|
glLinkProgram(program);
|
|
|
|
int status = 0;
|
|
glGetProgramiv(program, GL_LINK_STATUS, &status);
|
|
if(!status)
|
|
{
|
|
char buffer[256];
|
|
int size = 0;
|
|
glGetProgramInfoLog(program, 256, &size, buffer);
|
|
oc_log_error("Shader link error (%s): %.*s\n", progName, size, buffer);
|
|
res = -1;
|
|
}
|
|
else
|
|
{
|
|
*outProgram = program;
|
|
}
|
|
}
|
|
return (res);
|
|
}
|
|
|
|
#define oc_gl_canvas_compile_compute_program(src, out) \
|
|
oc_gl_canvas_compile_compute_program_named(#src, src, out)
|
|
|
|
#define oc_gl_canvas_compile_render_program(progName, shaderSrc, vertexSrc, out) \
|
|
oc_gl_canvas_compile_render_program_named(progName, #shaderSrc, #vertexSrc, shaderSrc, vertexSrc, out)
|
|
|
|
const u32 OC_GL_PATH_BUFFER_SIZE = (4 << 10) * sizeof(oc_gl_path),
|
|
OC_GL_ELEMENT_BUFFER_SIZE = (4 << 12) * sizeof(oc_gl_path_elt),
|
|
OC_GL_SEGMENT_BUFFER_SIZE = (4 << 10) * OC_GL_SEGMENT_SIZE,
|
|
OC_GL_PATH_QUEUE_BUFFER_SIZE = (4 << 10) * OC_GL_PATH_QUEUE_SIZE,
|
|
OC_GL_TILE_QUEUE_BUFFER_SIZE = (4 << 10) * OC_GL_TILE_QUEUE_SIZE,
|
|
OC_GL_TILE_OP_BUFFER_SIZE = (4 << 20) * OC_GL_TILE_OP_SIZE;
|
|
|
|
oc_canvas_backend* oc_gl_canvas_backend_create(oc_wgl_surface* surface)
|
|
{
|
|
oc_gl_canvas_backend* backend = oc_malloc_type(oc_gl_canvas_backend);
|
|
if(backend)
|
|
{
|
|
memset(backend, 0, sizeof(oc_gl_canvas_backend));
|
|
backend->surface = surface;
|
|
|
|
backend->msaaCount = OC_GL_MSAA_COUNT;
|
|
|
|
//NOTE(martin): setup interface functions
|
|
backend->interface.destroy = oc_gl_canvas_destroy;
|
|
backend->interface.render = oc_gl_canvas_render;
|
|
backend->interface.imageCreate = oc_gl_canvas_image_create;
|
|
backend->interface.imageDestroy = oc_gl_canvas_image_destroy;
|
|
backend->interface.imageUploadRegion = oc_gl_canvas_image_upload_region;
|
|
|
|
surface->interface.prepare((oc_surface_data*)surface);
|
|
|
|
glGenVertexArrays(1, &backend->vao);
|
|
glBindVertexArray(backend->vao);
|
|
|
|
//NOTE: create programs
|
|
int err = 0;
|
|
err |= oc_gl_canvas_compile_compute_program(glsl_path_setup, &backend->pathSetup);
|
|
err |= oc_gl_canvas_compile_compute_program(glsl_segment_setup, &backend->segmentSetup);
|
|
err |= oc_gl_canvas_compile_compute_program(glsl_backprop, &backend->backprop);
|
|
err |= oc_gl_canvas_compile_compute_program(glsl_merge, &backend->merge);
|
|
err |= oc_gl_canvas_compile_compute_program(glsl_balance_workgroups, &backend->balanceWorkgroups);
|
|
err |= oc_gl_canvas_compile_compute_program(glsl_raster, &backend->raster);
|
|
err |= oc_gl_canvas_compile_render_program("blit", glsl_blit_vertex, glsl_blit_fragment, &backend->blit);
|
|
|
|
if(glGetError() != GL_NO_ERROR)
|
|
{
|
|
err |= -1;
|
|
}
|
|
|
|
//NOTE: create out texture
|
|
oc_vec2 size = surface->interface.getSize((oc_surface_data*)surface);
|
|
oc_vec2 scale = surface->interface.contentsScaling((oc_surface_data*)surface);
|
|
|
|
backend->frameSize = (oc_vec2){ size.x * scale.x, size.y * scale.y };
|
|
|
|
glGenTextures(1, &backend->outTexture);
|
|
glBindTexture(GL_TEXTURE_2D, backend->outTexture);
|
|
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, backend->frameSize.x, backend->frameSize.y);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
//NOTE: generate buffers
|
|
glGenBuffers(1, &backend->dummyVertexBuffer);
|
|
glBindBuffer(GL_ARRAY_BUFFER, backend->dummyVertexBuffer);
|
|
|
|
for(int i = 0; i < OC_GL_INPUT_BUFFERS_COUNT; i++)
|
|
{
|
|
glGenBuffers(1, &backend->pathBuffer[i].buffer);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->pathBuffer[i].buffer);
|
|
glBufferStorage(GL_SHADER_STORAGE_BUFFER, OC_GL_PATH_BUFFER_SIZE, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
|
|
backend->pathBuffer[i].size = OC_GL_PATH_BUFFER_SIZE;
|
|
backend->pathBuffer[i].contents = glMapBufferRange(GL_SHADER_STORAGE_BUFFER,
|
|
0,
|
|
OC_GL_PATH_BUFFER_SIZE,
|
|
GL_MAP_WRITE_BIT
|
|
| GL_MAP_PERSISTENT_BIT
|
|
| GL_MAP_FLUSH_EXPLICIT_BIT);
|
|
|
|
glGenBuffers(1, &backend->elementBuffer[i].buffer);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->elementBuffer[i].buffer);
|
|
glBufferStorage(GL_SHADER_STORAGE_BUFFER, OC_GL_ELEMENT_BUFFER_SIZE, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
|
|
backend->elementBuffer[i].size = OC_GL_ELEMENT_BUFFER_SIZE;
|
|
backend->elementBuffer[i].contents = glMapBufferRange(GL_SHADER_STORAGE_BUFFER,
|
|
0,
|
|
OC_GL_ELEMENT_BUFFER_SIZE,
|
|
GL_MAP_WRITE_BIT
|
|
| GL_MAP_PERSISTENT_BIT
|
|
| GL_MAP_FLUSH_EXPLICIT_BIT);
|
|
}
|
|
|
|
glGenBuffers(1, &backend->segmentBuffer);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->segmentBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, OC_GL_SEGMENT_BUFFER_SIZE, 0, GL_DYNAMIC_COPY);
|
|
|
|
glGenBuffers(1, &backend->segmentCountBuffer);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->segmentCountBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), 0, GL_DYNAMIC_COPY);
|
|
|
|
glGenBuffers(1, &backend->pathQueueBuffer);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->pathQueueBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, OC_GL_PATH_QUEUE_BUFFER_SIZE, 0, GL_DYNAMIC_COPY);
|
|
|
|
glGenBuffers(1, &backend->tileQueueBuffer);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileQueueBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, OC_GL_TILE_QUEUE_BUFFER_SIZE, 0, GL_DYNAMIC_COPY);
|
|
|
|
glGenBuffers(1, &backend->tileQueueCountBuffer);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileQueueCountBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), 0, GL_DYNAMIC_COPY);
|
|
|
|
glGenBuffers(1, &backend->tileOpBuffer);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileOpBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, OC_GL_TILE_OP_BUFFER_SIZE, 0, GL_DYNAMIC_COPY);
|
|
|
|
glGenBuffers(1, &backend->tileOpCountBuffer);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileOpCountBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), 0, GL_DYNAMIC_COPY);
|
|
|
|
int tileSize = OC_GL_TILE_SIZE;
|
|
int nTilesX = (int)(backend->frameSize.x + tileSize - 1) / tileSize;
|
|
int nTilesY = (int)(backend->frameSize.y + tileSize - 1) / tileSize;
|
|
|
|
glGenBuffers(1, &backend->screenTilesBuffer);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->screenTilesBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, nTilesX * nTilesY * OC_GL_SCREEN_TILE_SIZE, 0, GL_DYNAMIC_COPY);
|
|
|
|
glGenBuffers(1, &backend->screenTilesCountBuffer);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->screenTilesCountBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), 0, GL_DYNAMIC_COPY);
|
|
|
|
glGenBuffers(1, &backend->rasterDispatchBuffer);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->rasterDispatchBuffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(oc_gl_dispatch_indirect_command), 0, GL_DYNAMIC_COPY);
|
|
|
|
if(err)
|
|
{
|
|
oc_gl_canvas_destroy((oc_canvas_backend*)backend);
|
|
backend = 0;
|
|
}
|
|
}
|
|
return ((oc_canvas_backend*)backend);
|
|
}
|
|
|
|
oc_surface_data* oc_gl_canvas_surface_create_for_window(oc_window window)
|
|
{
|
|
oc_wgl_surface* surface = (oc_wgl_surface*)oc_wgl_surface_create_for_window(window);
|
|
|
|
if(surface)
|
|
{
|
|
surface->interface.backend = oc_gl_canvas_backend_create(surface);
|
|
if(surface->interface.backend)
|
|
{
|
|
surface->interface.api = OC_CANVAS;
|
|
}
|
|
else
|
|
{
|
|
surface->interface.destroy((oc_surface_data*)surface);
|
|
surface = 0;
|
|
}
|
|
}
|
|
return ((oc_surface_data*)surface);
|
|
}
|