v0.1.0 47aaa0f

instances.go RawHistoryFolder

1package render
2
3import (
4	"github.com/bnema/nefergui/internal/css"
5	"github.com/bnema/nefergui/internal/presentation/vkdevice"
6)
7
8// ListStats reports every skipped prepared quad by operation.
9type ListStats struct {
10	Drawn   int
11	Skipped map[string]int
12}
13
14// ListInstances converts prepared physical quads to straight-sRGB GPU inputs.
15// Unknown operations are counted, not silently drawn as rectangles. Uploads
16// remain the caller's responsibility.
17func ListInstances(frame Frame) ([]vkdevice.Instance, ListStats) {
18	instances, _, stats := ListBatches(frame)
19	return instances, stats
20}
21
22// ListBatches groups consecutive atlas draws and isolates each image draw.
23// First indexes the returned instances, retaining exact painter's order.
24// The returned slices and map are freshly allocated and owned by the caller.
25func ListBatches(frame Frame) ([]vkdevice.Instance, []vkdevice.Batch, ListStats) {
26	return listBatches(frame, nil, nil, make(map[string]int))
27}
28
29// ListBuffer is a single-owner scratch area for repeated ListBatches calls.
30// The slices it returns alias its storage: they are valid only until the next
31// List or Release call, and must not be retained, shared across goroutines, or
32// used while another List may run. This is safe for consumers that copy the
33// data synchronously (Session.tick uploads instances into GPU memory and
34// resolve copies the batches before recording returns); anything that keeps the
35// slices past that point must use ListBatches instead. Retained frames hold
36// only render.Frame, never these slices, so a blocked frame is re-listed on retry.
37// Stats.Skipped shares the same lifetime. The zero value is ready to use.
38type ListBuffer struct {
39	instances []vkdevice.Instance
40	batches   []vkdevice.Batch
41	skipped   map[string]int
42}
43
44// bufferSlack is how much larger than needed retained storage may be before
45// List drops it, so one huge frame does not pin memory forever.
46const bufferSlack = 4
47
48// List is ListBatches reusing this buffer's storage where capacity allows.
49func (b *ListBuffer) List(frame Frame) ([]vkdevice.Instance, []vkdevice.Batch, ListStats) {
50	b.Release()
51	if b.skipped == nil {
52		b.skipped = make(map[string]int)
53	}
54	clear(b.skipped)
55	instances, batches, stats := listBatches(frame, b.instances[:0], b.batches[:0], b.skipped)
56	b.instances, b.batches = instances[:0], batches[:0]
57	return instances, batches, stats
58}
59
60// Release drops borrowed image references from the previous result. Call it
61// once the result has been consumed so an idle buffer does not pin images.
62func (b *ListBuffer) Release() {
63	clear(b.batches[:cap(b.batches)])
64}
65
66// drawn reports whether the operation draws an instance.
67func drawn(op string) bool {
68	switch op {
69	case "rect", "selection", "caret", "preedit-underline", "preedit-caret", "glyph", "border", "outline", "shadow", "image":
70		return true
71	}
72	return false
73}
74
75// listBatches fills out and batches (both length zero), growing them only when
76// their capacity is short of the exact counts or absurdly larger than needed.
77func listBatches(frame Frame, out []vkdevice.Instance, batches []vkdevice.Batch, skipped map[string]int) ([]vkdevice.Instance, []vkdevice.Batch, ListStats) {
78	// Count first so both slices are sized exactly: no append growth, and no
79	// over-allocation for frames that skip quads.
80	drawCount, batchCount, open := 0, 0, false
81	for i := range frame.Quads {
82		op := frame.Quads[i].Op
83		if !drawn(op) {
84			continue
85		}
86		drawCount++
87		if op == "image" {
88			batchCount++
89			open = false
90		} else if !open {
91			batchCount++
92			open = true
93		}
94	}
95	if out == nil || cap(out) < drawCount || cap(out) > bufferSlack*drawCount+64 {
96		out = make([]vkdevice.Instance, 0, drawCount)
97	}
98	if batchCount == 0 {
99		batches = nil // as before: no draws, no batches
100	} else if cap(batches) < batchCount || cap(batches) > bufferSlack*batchCount+16 {
101		batches = make([]vkdevice.Batch, 0, batchCount)
102	}
103	stats := ListStats{Skipped: skipped}
104	for i := range frame.Quads {
105		q := &frame.Quads[i]
106		if !drawn(q.Op) {
107			stats.Skipped[q.Op]++
108			continue
109		}
110		if q.Op == "image" {
111			batches = append(batches, vkdevice.Batch{First: uint32(len(out)), Count: 1, Source: q.Image})
112		} else if len(batches) == 0 || batches[len(batches)-1].Source != nil {
113			batches = append(batches, vkdevice.Batch{First: uint32(len(out)), Count: 1})
114		} else {
115			batches[len(batches)-1].Count++
116		}
117		out = append(out, instanceOf(q))
118	}
119	stats.Drawn = len(out)
120	return out, batches, stats
121}
122
123// instanceOf converts one drawable quad to its GPU instance.
124func instanceOf(q *Quad) vkdevice.Instance {
125	v := vkdevice.Instance{
126		Bounds: [4]float32{float32(q.Rect.X), float32(q.Rect.Y), float32(q.Rect.W), float32(q.Rect.H)},
127		Clip:   [4]float32{float32(q.Clip.X), float32(q.Clip.Y), float32(q.Clip.W), float32(q.Clip.H)},
128		Color:  [4]float32{float32(q.Color.R), float32(q.Color.G), float32(q.Color.B), float32(q.Color.A)},
129	}
130	v.Shape = [4]float32{float32(q.Shape.X), float32(q.Shape.Y), float32(q.Shape.W), float32(q.Shape.H)}
131	v.Widths = [4]float32{float32(q.Widths.Top), float32(q.Widths.Right), float32(q.Widths.Bottom), float32(q.Widths.Left)}
132	v.Shadow = [4]float32{float32(q.Shadow[0]), float32(q.Shadow[1]), float32(q.Shadow[2]), float32(q.Shadow[3])}
133	for i, c := range [4]css.Color{q.Colors.Top, q.Colors.Right, q.Colors.Bottom, q.Colors.Left} {
134		v.Sides[i] = [4]float32{float32(c.R), float32(c.G), float32(c.B), float32(c.A * float64(v.Color[3]))}
135	}
136	switch q.Op {
137	case "image":
138		v.KindLayer[0] = 6
139		v.UV = [4]float32{0, 0, 1, 1}
140	case "border":
141		v.KindLayer[0] = 2
142	case "outline":
143		v.KindLayer[0] = 3
144	case "shadow":
145		v.KindLayer[0] = 4
146		if q.Inset {
147			v.KindLayer[0] = 5
148		}
149	}
150	for i, r := range q.Radii {
151		v.Radii[i] = float32(r)
152	}
153	if q.Op == "glyph" {
154		v.KindLayer = [4]float32{1, float32(q.Glyph.Page)}
155		v.UV = [4]float32{float32(q.Glyph.Rect.Min.X) / vkdevice.AtlasSize, float32(q.Glyph.Rect.Min.Y) / vkdevice.AtlasSize, float32(q.Glyph.Rect.Max.X) / vkdevice.AtlasSize, float32(q.Glyph.Rect.Max.Y) / vkdevice.AtlasSize}
156	}
157	return v
158}

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