raylib: speed up polygon shader (#36275)

* actually works

* fix shader grad

* switch

* our own triangulate

* this is amazing

* ok 100 is too much for 3x. 10?

* fix colors

* review intern chad

* fmt

* rm for the line count

* bye

* rm

* see the diff

* start to revert nulleffect

* fix

* fix

* always feather

* aliasing doesn't seem necessary

* aliasing doesn't seem necessary

* fix lane lines disappearing halfway up due to buggy deduping -- very simple triangulation function takes ~same CPU time + same GPU utilization on PC (nvidia-smi)

* remove old

* even simpler triangulate

* this is useless

* more revert

* split color out again

* clean up ai bs

* back to original names

* more clean up

* stop it

* this limiting logic split out feels more even // less super dense

* typing

* clean up a little

* move to get grad color

* RM

* flip

* document

* clean up

* clean up

* clean

* clean up

* not a "state"

* clean up

* that did nothing

* cmt
This commit is contained in:
Shane Smiskol
2025-10-08 03:51:37 -07:00
committed by GitHub
parent a7fe9db773
commit e1912fa5be
2 changed files with 118 additions and 191 deletions
+16 -16
View File
@@ -8,7 +8,7 @@ from openpilot.common.params import Params
from openpilot.selfdrive.locationd.calibrationd import HEIGHT_INIT
from openpilot.selfdrive.ui.ui_state import ui_state
from openpilot.system.ui.lib.application import gui_app
from openpilot.system.ui.lib.shader_polygon import draw_polygon
from openpilot.system.ui.lib.shader_polygon import draw_polygon, Gradient
from openpilot.system.ui.widgets import Widget
CLIP_MARGIN = 500
@@ -66,12 +66,12 @@ class ModelRenderer(Widget):
self._transform_dirty = True
self._clip_region = None
self._exp_gradient = {
'start': (0.0, 1.0), # Bottom of path
'end': (0.0, 0.0), # Top of path
'colors': [],
'stops': [],
}
self._exp_gradient = Gradient(
start=(0.0, 1.0), # Bottom of path
end=(0.0, 0.0), # Top of path
colors=[],
stops=[],
)
# Get longitudinal control setting from car parameters
if car_params := Params().get("CarParams"):
@@ -226,8 +226,8 @@ class ModelRenderer(Widget):
i += 1 + (1 if (i + 2) < max_len else 0)
# Store the gradient in the path object
self._exp_gradient['colors'] = segment_colors
self._exp_gradient['stops'] = gradient_stops
self._exp_gradient.colors = segment_colors
self._exp_gradient.stops = gradient_stops
def _update_lead_vehicle(self, d_rel, v_rel, point, rect):
speed_buff, lead_buff = 10.0, 40.0
@@ -281,7 +281,7 @@ class ModelRenderer(Widget):
if self._experimental_mode:
# Draw with acceleration coloring
if len(self._exp_gradient['colors']) > 1:
if len(self._exp_gradient.colors) > 1:
draw_polygon(self._rect, self._path.projected_points, gradient=self._exp_gradient)
else:
draw_polygon(self._rect, self._path.projected_points, rl.Color(255, 255, 255, 30))
@@ -289,12 +289,12 @@ class ModelRenderer(Widget):
# Blend throttle/no throttle colors based on transition
blend_factor = round(self._blend_filter.x * 100) / 100
blended_colors = self._blend_colors(NO_THROTTLE_COLORS, THROTTLE_COLORS, blend_factor)
gradient = {
'start': (0.0, 1.0), # Bottom of path
'end': (0.0, 0.0), # Top of path
'colors': blended_colors,
'stops': [0.0, 0.5, 1.0],
}
gradient = Gradient(
start=(0.0, 1.0), # Bottom of path
end=(0.0, 0.0), # Top of path
colors=blended_colors,
stops=[0.0, 0.5, 1.0],
)
draw_polygon(self._rect, self._path.projected_points, gradient=gradient)
def _draw_lead_indicator(self):