102 lines
2.9 KiB
Metal
102 lines
2.9 KiB
Metal
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#include<metal_stdlib>
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#include<simd/simd.h>
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#include<metal_simdgroup>
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#include"mtl_renderer.h"
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using namespace metal;
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kernel void mtl_raster(constant int* pathCount [[buffer(0)]],
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const device mg_mtl_path* pathBuffer [[buffer(1)]],
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constant int* segCount [[buffer(2)]],
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const device mg_mtl_segment* segmentBuffer [[buffer(3)]],
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texture2d<float, access::write> outTexture [[texture(0)]],
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uint2 threadCoord [[thread_position_in_grid]])
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{
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int2 pixelCoord = int2(threadCoord);
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float4 color = float4(0, 0, 0, 0);
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int currentPath = 0;
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int winding = 0;
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for(int segIndex = 0; segIndex < segCount[0]; segIndex++)
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{
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const device mg_mtl_segment* seg = &segmentBuffer[segIndex];
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if(seg->pathIndex != currentPath)
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{
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//depending on winding number, update color
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if(winding & 1)
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{
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float4 pathColor = pathBuffer[currentPath].color;
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pathColor.rgb *= pathColor.a;
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color = color*(1-pathColor.a) + pathColor;
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}
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currentPath = seg->pathIndex;
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winding = 0;
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}
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if(pixelCoord.y >= seg->box.y && pixelCoord.y < seg->box.w)
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{
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if(pixelCoord.x < seg->box.x)
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{
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winding += seg->windingIncrement;
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}
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else if(pixelCoord.x < seg->box.z)
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{
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/*TODO: if pixel is on opposite size of diagonal as curve on the right, increment
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otherwise if not on same size of diagonal as curve, do implicit test
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*/
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float alpha = (seg->box.w - seg->box.y)/(seg->box.z - seg->box.x);
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float ofs = seg->box.w - seg->box.y;
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float dx = pixelCoord.x - seg->box.x;
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float dy = pixelCoord.y - seg->box.y;
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if( (seg->config == MG_MTL_BR && dy > alpha*dx)
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||(seg->config == MG_MTL_TR && dy < ofs - alpha*dx))
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{
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winding += seg->windingIncrement;
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}
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else if( !(seg->config == MG_MTL_TL && dy < alpha*dx)
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&& !(seg->config == MG_MTL_BL && dy > ofs - alpha*dx))
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{
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//Need implicit test, but for lines, we only have config BR or TR, so the test is always negative for now
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}
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}
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}
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}
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if(winding & 1)
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{
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float4 pathColor = pathBuffer[currentPath].color;
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pathColor.rgb *= pathColor.a;
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color = color*(1-pathColor.a) + pathColor;
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}
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outTexture.write(color, uint2(pixelCoord));
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}
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//------------------------------------------------------------------------------------
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// Blit shader
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//------------------------------------------------------------------------------------
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struct vs_out
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{
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float4 pos [[position]];
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float2 uv;
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};
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vertex vs_out mtl_vertex_shader(ushort vid [[vertex_id]])
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{
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vs_out out;
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out.uv = float2((vid << 1) & 2, vid & 2);
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out.pos = float4(out.uv * float2(2, -2) + float2(-1, 1), 0, 1);
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return(out);
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}
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fragment float4 mtl_fragment_shader(vs_out i [[stage_in]], texture2d<float> tex [[texture(0)]])
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{
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constexpr sampler smp(mip_filter::nearest, mag_filter::linear, min_filter::linear);
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return(tex.sample(smp, i.uv));
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}
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