Comments (5)
This is a very interesting problem, thanks for bringing it to my attention. I will study your solution, but also consider some alternatives. Just to brainstorm, one is to represent the affine transformation using fixed point arithmetic, which should make the math deterministic, but with limitations.
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@raphlinus I'd like to take a stab at implementing your idea of combining transformations in their own monoid in elements.comp. Are you currently (or anyone else) working on this?
Related, is the comment about shared arrays of structs in elements.comp still relevant? If we're going to have two monoid passes, it would be a big readability to work on structs.
FWIW, the malloc functionality (example) uses shared arrays of structs, and I haven't heard you complain.
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I'm open to you having a crack at it. If you would like to write a brief design doc before digging into the code, I'll try to prioritize it (I've had difficulty switching gears to focus on piet-gpu, but plan for it to be my main work over the next weeks).
I think we can do shared structs now, the bug in the NV shader compiler has been fixed a while ago and we're not at the point where we have to accumulate workarounds for driver bugs - yet.
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Please review #71 which contains an implementation of your separate transformation monoid. It works for me in Gio, and the piet-gpu tiger.
EDIT: I lied. It doesn't always work correctly. Stay tuned.
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Ok, I believe I found a correct (and simpler) fix, a hybrid between your resolved transforms and my tracking of path endpoints. I abandoned the second pass, because I ended up needing both the resolved transformations (for path segments) and the relative transformations (for the bounding box monoid). The new approach keeps a single pass, and doesn't need an end path flag.
Tested with Gio and the piet-gpu tiger.
Please review at #72.
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Related Issues (20)
- Add basic tests HOT 3
- Serde support for re-exported Peniko types HOT 1
- Rendering issue when clipping and stroking the same path HOT 5
- How: `scene.append_with_opacity(scene)` HOT 3
- IOS app crash 0.2.1 HOT 1
- Drop shadows HOT 2
- Corruption issue with clipping HOT 4
- Clips cause compute shaders to take 10 seconds and results in corruption
- Infinitesimal stroked bezier fills whole tile HOT 4
- Examples don't run on Raspberry Pi 4 HOT 12
- Vello image rendering artifacts? HOT 3
- High GPU usage and Slow Framerate on Integrated Graphics. HOT 12
- Ability to directly use a wgpu::Texture instead of a peniko::Image. HOT 2
- Zero-width stroke acts as fill HOT 4
- Better API for already GPU-resident images HOT 2
- Add an API to reserve a scene HOT 2
- Stack of scaled layers breaks at certain window size HOT 3
- Incorrect COLR Emoji Rendering
- Sparse strip path rendering HOT 1
- Add the linebender lint set
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