alpha2-render 0.4.4

Render graph and effect registry for alpha2.
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
//! Vector scenes on the CPU: the GPU vector pass (vector.rs) stage by
//! stage.
//!
//! Each fill's tile coverage comes from [`alpha2_geometry::raster`], as on
//! the GPU. Its full and partial tiles are painted at each pixel's centre
//! through the paint's inverse transform, scaled by coverage and opacity,
//! and blended source-over (`One, 1 - Sa`), each write stored as the
//! half-float target stores it; empty tiles are skipped. A group layer is
//! drawn into a picture of its own and composited at its opacity.
//!
//! Where the GPU draws in linear light (the graph blends in linear light;
//! half floats always blend here), the scene blends in linear light and is
//! encoded once at the end, as the GPU's encode pass does. Otherwise each
//! fill's color is encoded first and blending happens in that space.
//!
//! The picture keeps only the drawn tiles' rectangle, so a small shape on a
//! large canvas stays cheap.

use std::sync::{Arc, Mutex, PoisonError};

use alpha2_geometry::raster::{
    CoverageCache, RasterScratch, TILE, TileCoverage, TileState, coverage_key, rasterize,
};
use alpha2_geometry::{IRect, PaintKind, ScenePaint, VectorOp, VectorScene};

use super::half;
use super::image::{CpuImage, PixelBox, Pixels};
use super::paint::{self, Paint};
use super::workers::Workers;
use crate::{BlendSpace, MAX_GENERATOR_STOPS, RenderError, RenderSize};

type Rgba = [f32; 4];

/// [`TILE`] as coordinates count.
const TILE_EDGE: i64 = 16;

const _: () = assert!(TILE == 16, "tiles are 16 pixels across");

/// Draws `scene` at `size`.
///
/// # Errors
/// Returns [`RenderError::InvalidGraph`] for a layer ended that was never
/// begun, as the GPU pass does.
pub(crate) fn draw(
    workers: &Workers,
    cache: &Mutex<CoverageCache>,
    scene: &VectorScene,
    size: RenderSize,
    blend_space: BlendSpace,
) -> Result<CpuImage, RenderError> {
    if scene.fill_count() == 0 {
        return Ok(CpuImage::transparent(size));
    }
    let linear = blend_space == BlendSpace::LinearLight;
    let fills = scene
        .ops
        .iter()
        .filter_map(|op| match op {
            VectorOp::Fill {
                path, rule, bounds, ..
            } => Some((path, *rule, *bounds)),
            _ => None,
        })
        .collect::<Vec<_>>();
    // Coverage kept between frames by its path's key, as the GPU pass keeps it; what is not
    // held is rasterized in parallel.
    let keys = fills
        .iter()
        .map(|(path, rule, bounds)| coverage_key(path, *rule, *bounds))
        .collect::<Vec<_>>();
    let held = {
        let mut cache = cache.lock().unwrap_or_else(PoisonError::into_inner);
        keys.iter().map(|key| cache.get(*key)).collect::<Vec<_>>()
    };
    let drawn = workers.map(fills.len(), |index| {
        held[index].clone().unwrap_or_else(|| {
            let (path, rule, bounds) = fills[index];
            Arc::new(rasterize(path, rule, bounds, &mut RasterScratch::default()))
        })
    });
    {
        let mut cache = cache.lock().unwrap_or_else(PoisonError::into_inner);
        for ((key, coverage), held) in keys.iter().zip(&drawn).zip(&held) {
            if held.is_none() {
                cache.insert(*key, Arc::clone(coverage));
            }
        }
    }
    let mut coverage = drawn.into_iter();
    let mut steps = Vec::with_capacity(scene.ops.len());
    let mut open = 0_usize;
    let mut area = PixelBox::EMPTY;
    for op in &scene.ops {
        match op {
            VectorOp::PushLayer { bounds, opacity } => {
                open += 1;
                steps.push(Step::Push {
                    bounds: scissor(*bounds, size),
                    opacity: *opacity,
                });
            }
            VectorOp::PopLayer => {
                open = open.checked_sub(1).ok_or(RenderError::InvalidGraph)?;
                steps.push(Step::Pop);
            }
            VectorOp::Fill { paint, opacity, .. } => {
                let coverage = coverage.next().ok_or(RenderError::InvalidGraph)?;
                let fill = FillPlan::new(coverage, paint, *opacity, linear, size);
                area = area.union(fill.drawn);
                steps.push(Step::Fill(Box::new(fill)));
            }
        }
    }
    // The encode pass writes only within the scene's bounds.
    let encoded_area = scissor(scene.bounds, size);
    if linear {
        area = area.intersect(encoded_area);
    }
    if area.is_empty() {
        return Ok(CpuImage::transparent(size));
    }
    let width = area.width as usize;
    let mut pixels = vec![[0_u16; 4]; area.pixels()];
    workers.bands(&mut pixels, width, |first_row, band| {
        #[allow(clippy::cast_possible_truncation)]
        let rows = PixelBox {
            x: area.x,
            y: area.y + first_row as u32,
            width: area.width,
            height: (band.len() / width) as u32,
        };
        let base = draw_band(&steps, rows);
        for (row, (out, line)) in band.chunks_mut(width).zip(base.chunks(width)).enumerate() {
            #[allow(clippy::cast_possible_truncation)]
            let y = rows.y + row as u32;
            for (column, (out, value)) in out.iter_mut().zip(line).enumerate() {
                #[allow(clippy::cast_possible_truncation)]
                let x = rows.x + column as u32;
                *out = if linear {
                    if encoded_area.contains(x, y) {
                        half::store4(paint::encode(*value))
                    } else {
                        [0; 4]
                    }
                } else {
                    half::store4(*value)
                };
            }
        }
    });
    Ok(CpuImage::new(size, area, Pixels::Half(pixels)))
}

/// What the pass draws, op by op.
enum Step {
    Fill(Box<FillPlan>),
    /// A layer begins: its contents are composited within `bounds` at
    /// `opacity` when it ends.
    Push {
        bounds: PixelBox,
        opacity: f32,
    },
    Pop,
}

/// Draws `steps` over the pixels `rows` (whole rows of the picture's
/// area), returning the base picture's values there: half floats, as the
/// target holds them.
fn draw_band(steps: &[Step], rows: PixelBox) -> Vec<Rgba> {
    let pixels = rows.pixels();
    // Each open target: its pixels, whether anything is drawn into it yet,
    // and how it ends.
    let mut stack: Vec<(Vec<Rgba>, bool, PixelBox, f32)> =
        vec![(vec![[0.0; 4]; pixels], false, PixelBox::EMPTY, 1.0)];
    let mut spare: Vec<Vec<Rgba>> = Vec::new();
    for step in steps {
        match step {
            Step::Fill(fill) => {
                let (target, drawn, _, _) = stack.last_mut().expect("the base is on the stack");
                *drawn |= fill.draw(target, rows);
            }
            Step::Push { bounds, opacity } => {
                let layer = spare.pop().unwrap_or_else(|| vec![[0.0; 4]; pixels]);
                stack.push((layer, false, *bounds, *opacity));
            }
            Step::Pop => {
                let (mut layer, drawn, bounds, opacity) =
                    stack.pop().expect("layers are balanced before drawing");
                let (parent, parent_drawn, _, _) =
                    stack.last_mut().expect("the base is on the stack");
                // An empty layer composites to what is there: skipped.
                if drawn {
                    *parent_drawn |= composite(parent, &layer, rows, bounds, opacity);
                    layer.fill([0.0; 4]);
                }
                spare.push(layer);
            }
        }
    }
    // Layers still open at the end are never composited, as on the GPU.
    stack.truncate(1);
    stack.pop().map(|(base, ..)| base).unwrap_or_default()
}

/// `layer` at `opacity` over `target` within `bounds` (`fs_layer`).
/// Returns whether it wrote anything.
fn composite(
    target: &mut [Rgba],
    layer: &[Rgba],
    rows: PixelBox,
    bounds: PixelBox,
    opacity: f32,
) -> bool {
    let inside = bounds.intersect(rows);
    if inside.is_empty() {
        return false;
    }
    let width = rows.width as usize;
    for y in inside.y..inside.bottom() {
        let start = (y - rows.y) as usize * width + (inside.x - rows.x) as usize;
        let range = start..start + inside.width as usize;
        for (dst, src) in target[range.clone()].iter_mut().zip(&layer[range]) {
            if src[3] == 0.0 && src[0] == 0.0 && src[1] == 0.0 && src[2] == 0.0 {
                continue;
            }
            over(
                dst,
                [
                    src[0] * opacity,
                    src[1] * opacity,
                    src[2] * opacity,
                    src[3] * opacity,
                ],
            );
        }
    }
    true
}

/// `src` over `dst` premultiplied (`One, 1 - Sa`), computed in `f32` and
/// stored as a half-float target holds it.
#[inline]
fn over(dst: &mut Rgba, src: Rgba) {
    let keep = 1.0 - src[3];
    for channel in 0..4 {
        dst[channel] = half::load(half::store(src[channel] + dst[channel] * keep));
    }
}

/// One fill, ready to draw: its coverage and paint as the tile shader reads
/// them.
struct FillPlan {
    coverage: Arc<TileCoverage>,
    paint: Paint,
    /// Device pixels to paint-space pixels: `x = m[0] x + m[1] y + m[2]`,
    /// `y = m[3] x + m[4] y + m[5]`, narrowed to `f32` as the uniform holds it.
    inverse: [f32; 6],
    space: [f32; 2],
    opacity: f32,
    /// Encode each color for storage before blending.
    encoded: bool,
    /// The color drawn when it is the same at every pixel.
    constant: Option<Rgba>,
    /// The canvas pixels its non-empty tiles cover.
    drawn: PixelBox,
}

impl FillPlan {
    fn new(
        coverage: Arc<TileCoverage>,
        scene_paint: &ScenePaint,
        opacity: f32,
        linear: bool,
        size: RenderSize,
    ) -> Self {
        let kind = match scene_paint.kind {
            PaintKind::Solid => paint::KIND_SOLID,
            PaintKind::Linear => paint::KIND_LINEAR,
            PaintKind::Radial => paint::KIND_RADIAL,
            PaintKind::Conic => paint::KIND_CONIC,
        };
        let mut offsets = [0.0; MAX_GENERATOR_STOPS];
        let mut colors = [[0.0; 4]; MAX_GENERATOR_STOPS];
        for (index, stop) in scene_paint
            .stops
            .iter()
            .take(MAX_GENERATOR_STOPS)
            .enumerate()
        {
            offsets[index] = stop.offset;
            colors[index] = stop.color;
        }
        let paint = Paint::new(
            kind,
            scene_paint.a,
            scene_paint.b,
            scene_paint.spread,
            scene_paint.stops.len(),
            offsets,
            colors,
        );
        let [xx, yx, xy, yy, x0, y0] = scene_paint.inverse.as_coeffs();
        #[allow(clippy::cast_possible_truncation)]
        let inverse = [xx, xy, x0, yx, yy, y0].map(|value| value as f32);
        let encoded = !linear;
        let constant = paint
            .constant()
            .map(|color| if encoded { paint::encode(color) } else { color });
        let drawn = drawn_area(&coverage, size);
        Self {
            coverage,
            paint,
            inverse,
            space: scene_paint.space,
            opacity,
            encoded,
            constant,
            drawn,
        }
    }

    /// The color `fs_tile` paints at pixel `(x, y)`, before coverage.
    #[inline]
    #[allow(clippy::cast_precision_loss)]
    fn color(&self, x: u32, y: u32) -> Rgba {
        if let Some(color) = self.constant {
            return color;
        }
        let device = [x as f32 + 0.5, y as f32 + 0.5];
        let m = &self.inverse;
        let painted = [
            m[0] * device[0] + m[1] * device[1] + m[2],
            m[3] * device[0] + m[4] * device[1] + m[5],
        ];
        let res = self.space;
        let color = self
            .paint
            .at([painted[0] / res[0], painted[1] / res[1]], res);
        if self.encoded {
            paint::encode(color)
        } else {
            color
        }
    }

    /// Draws its tiles within `rows` into `target`, which holds `rows`.
    /// Returns whether it drew anything there.
    fn draw(&self, target: &mut [Rgba], rows: PixelBox) -> bool {
        let inside = self.drawn.intersect(rows);
        if inside.is_empty() {
            return false;
        }
        let coverage = &self.coverage;
        let (tiles_x, tiles_y) = coverage.size;
        let tile = TILE_EDGE;
        let width = rows.width as usize;
        for ty in 0..tiles_y {
            let top = (i64::from(coverage.origin.1) + i64::from(ty)) * tile;
            let (y0, y1) = (
                top.max(i64::from(inside.y)),
                (top + tile).min(i64::from(inside.bottom())),
            );
            if y0 >= y1 {
                continue;
            }
            for tx in 0..tiles_x {
                let state = coverage.tiles[(ty * tiles_x + tx) as usize];
                let bytes = match state {
                    TileState::Empty => continue,
                    TileState::Full => None,
                    TileState::Partial(index) => Some(&coverage.partial[index as usize]),
                };
                let left = (i64::from(coverage.origin.0) + i64::from(tx)) * tile;
                let (x0, x1) = (
                    left.max(i64::from(inside.x)),
                    (left + tile).min(i64::from(inside.right())),
                );
                if x0 >= x1 {
                    continue;
                }
                // Within the canvas, so non-negative and in range.
                #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
                for y in y0 as u32..y1 as u32 {
                    let line = (y - rows.y) as usize * width;
                    let local_y = (i64::from(y) - top) as usize;
                    for x in x0 as u32..x1 as u32 {
                        let coverage = match bytes {
                            None => 1.0,
                            Some(bytes) => {
                                let local_x = (i64::from(x) - left) as usize;
                                half::unorm8_value(bytes[local_y * TILE + local_x])
                            }
                        };
                        if coverage == 0.0 {
                            continue;
                        }
                        let scale = coverage * self.opacity;
                        let color = self.color(x, y);
                        over(
                            &mut target[line + (x - rows.x) as usize],
                            [
                                color[0] * scale,
                                color[1] * scale,
                                color[2] * scale,
                                color[3] * scale,
                            ],
                        );
                    }
                }
            }
        }
        true
    }
}

/// The canvas pixels `coverage`'s non-empty tiles cover.
fn drawn_area(coverage: &TileCoverage, size: RenderSize) -> PixelBox {
    let tiles_x = coverage.size.0 as usize;
    let tile = i32::try_from(TILE).unwrap_or(16);
    let mut area = PixelBox::EMPTY;
    for (index, state) in coverage.tiles.iter().enumerate() {
        if *state == TileState::Empty {
            continue;
        }
        let (tx, ty) = (
            coverage.origin.0 + i32::try_from(index % tiles_x).unwrap_or(0),
            coverage.origin.1 + i32::try_from(index / tiles_x).unwrap_or(0),
        );
        let rect = IRect::new(tx * tile, ty * tile, (tx + 1) * tile, (ty + 1) * tile);
        area = area.union(scissor(rect, size));
    }
    area
}

/// `rect` within a picture of `size`: empty when nothing of it is inside.
fn scissor(rect: IRect, size: RenderSize) -> PixelBox {
    let canvas = IRect::new(
        0,
        0,
        i32::try_from(size.width).unwrap_or(i32::MAX),
        i32::try_from(size.height).unwrap_or(i32::MAX),
    );
    let inside = rect.intersect(canvas);
    if inside.is_empty() {
        return PixelBox::EMPTY;
    }
    PixelBox {
        x: u32::try_from(inside.x0).unwrap_or(0),
        y: u32::try_from(inside.y0).unwrap_or(0),
        width: inside.width(),
        height: inside.height(),
    }
}