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float32 conversion #3663
float32 conversion #3663
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Keeping track of some thoughts/discussion. On Float64 -> Float32 transform:
Other Notes:
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#3671 isn't strictly necessary for this pr, but I think it would be quite helpful. With stricter definitions of what data_limits and boundingbox do it's easier to reason about them and update them. That pr also should also be more or less done with converting these function to Float64. I changed For handling projection matrices with and without float32 conversion we had the following idea:
Another option would be to always patch matrices in Makie (so keeping Float32) and handle float32 conversions as another matrix in CairoMakie. Since the float conversions are just scaling + translations they are easy to turn into a matrix and merge into the project functions. Assuming we project efficiently (i.e. multiply all matrices together once, not for each point) this should be practically free. |
end | ||
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# For Vector{<: Real} applying to x/y/z dimension | ||
function apply_transform_and_f32_conversion( |
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I thought we still may want a Float32Projection <: PointTransform
type, and then create one of those per scene, and apply them directly in drawing_primitives.jl
, like this
function cached_robj!(robj_func, screen, scene, plot::AbstractPlot)
...
transform = Float32Transform(scene.f32convert)
gl_attributes[:transform] = transform
....
end
function draw_atomic(screen::Screen, scene::Scene, ::Scatter)
return cached_robj!(screen, scene, plot) do gl_attributes
space = plot.space
positions = handle_view(plot[1], gl_attributes)
transform_func_obs = gl_attributes[:transform]
# Leave all the transform func lifts, just change them coming from `plot` to `gl_attributes`:
positions = lift(apply_transform, plot, transform_func_obs, positions, space)
...
end
end
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Wouldn't that override the plot's native transform_func
, though?
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We wouldn't want to replace existing transform_func's though, would we?
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Ah I guess I meant:
transform = Float32Transform(scene.f32convert, plot.transform))
And then in apply_transform do the heavy lifting and apply the original transform...
We should not overwrite the plot.transform, that's why I put it in gl_attributes
Also, is this a good place to start looking at transforms for points/lines/etc? For example, if I want to convert all lines (but not polygons) to resampled geodesic paths... |
GLMakie/src/drawing_primitives.jl
Outdated
else | ||
# If we do any transformation, we have to assume things aren't on the grid anymore | ||
# so x + y need to become matrices. | ||
[apply_transform(t, Point(x, y), space) for x in x, y in y] | ||
[MAkie.f32_convert(f32c, apply_transform(t, Point(x, y), space), space) for x in x, y in y] |
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[MAkie.f32_convert(f32c, apply_transform(t, Point(x, y), space), space) for x in x, y in y] | |
[Makie.f32_convert(f32c, apply_transform(t, Point(x, y), space), space) for x in x, y in y] |
(typo fix)
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Thanks, but I don't think it's worth reviewing details at this point. I'm currently prototyping without much care and plan to clean things up later, once we are more certain about whether this is a good direction to go.
Reviews on a more conceptual level would be more useful. For example if you see issues with how this would integrate with GeoMakie. I think I noted this somewhere before but the rough plan for the conversion pipeline here is:
- convert_arguments makes structural changes, e.g. Vector, Vector -> Vector{Point2}, leaving types alone or converting to Float32 and Float64 as appropriate
- apply transform_func, preferably keeping types
- apply Float32 conversion which may rescale data
- continue with model, camera as usual
I think Axis converts apply between 1 and 2, but I haven't paid much attention to that pr yet, tbh.
Also regarding transformed space - it's not the point of this pr to add it but I wouldn't mind. I want to add that and world space, but it's not a priority for me.
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I think Axis converts apply between 1 and 2, but I haven't paid much attention to that pr yet, tbh.
No, axis convert shouldn't change anything about that at this point.
Does that mean you want/need |
On second thought, this is a bit tricky. What I want is: apply_transform(transform_func, plot_type, data::Vector)::(result::Vector)
# where
length(data) < length(result) but that would require us to handle per-attribute values, like colors, as well, probably by interpolating. I guess that this could be handled explicitly per atomic plot type? What I want to be able to do is dynamically resample lines (but not any other point based plot, like scatter or text) in a geo axis. Maybe this goes in the axis conversion layer, then, but there would have to be a way to indicate that this particular transformation is nondimensional. |
Yeah this is not the right place to discuss this ;) |
* remove transformations from data_limits * update plots * update blocks * do not consider child scenes in data_limits and boundingbox * put out some fires * note important changes * rename function * fix PolarAxis * cleanup Text some more * small fixes * use apply_transform_and_model * fix some bbox types * fix typing * fix typo * undo zoom change & fix data-space text * fix "Transforming lines" * consider marker bboxes in meshscatter data_limits * fix remaining test errors * boundingbox -> text_boundingbox
Closing in favor of #3681 |
As a PR against #3226, since its not working completely yet
TODO:
convert_arguments
pipeline to either let numeric types pass through OR always convert them to Float32/Float64 as appropriateproject
,data_limits
,boundingbox
to handle Real inputs, make outputs Float64 or input basedbase + offset
tick formatting (e.g.1e9 + 1 .. 1e9 + 10
)Breaking Changes:
project
functions may return Point{N, Float64} dependeing on their inputsdata_limits
and boundingbox now return Rect3d instead of Rect3ftransform_func
is now expected to keep the input type or convert to Float64