[win32, canvas] only sample coverage at 8x and source textures at 2x, and accumulate in a single color value per pixel

This commit is contained in:
martinfouilleul 2023-07-14 17:37:33 +02:00
parent ec0f22a9d8
commit 1c244c2a00
2 changed files with 38 additions and 14 deletions

View File

@ -22,6 +22,7 @@ layout(std430) buffer;
// MSAA
#define MG_GL_MAX_SAMPLE_COUNT 8
#define MG_GL_MAX_SRC_SAMPLE_COUNT 4
struct mg_gl_path
{

View File

@ -66,13 +66,20 @@ void main()
sampleCoords[0] = centerCoord;
}
vec4 color[MG_GL_MAX_SAMPLE_COUNT];
const int srcSampleCount = 2;
vec2 imgSampleCoords[MG_GL_MAX_SRC_SAMPLE_COUNT] = {
centerCoord + vec2(-0.25, 0.25),
centerCoord + vec2(+0.25, +0.25),
centerCoord + vec2(+0.25, -0.25),
centerCoord + vec2(-0.25, +0.25)};
vec4 color = vec4(0);
int winding[MG_GL_MAX_SAMPLE_COUNT];
for(int i=0; i<sampleCount; i++)
{
winding[i] = 0;
color[i] = vec4(0);
}
int pathIndex = 0;
@ -91,13 +98,21 @@ void main()
if(useTexture != 0)
{
vec3 ph = vec3(centerCoord.xy, 1);
vec4 texColor = vec4(0);
for(int sampleIndex = 0; sampleIndex<srcSampleCount; sampleIndex++)
{
vec2 sampleCoord = imgSampleCoords[sampleIndex];
vec3 ph = vec3(sampleCoord.xy, 1);
vec2 uv = (pathBuffer.elements[pathIndex].uvTransform * ph).xy;
vec4 texColor = texture(srcTexture, uv);
texColor += texture(srcTexture, uv);
}
texColor /= srcSampleCount;
texColor.rgb *= texColor.a;
nextColor *= texColor;
}
float coverage = 0;
for(int sampleIndex = 0; sampleIndex<sampleCount; sampleIndex++)
{
vec2 sampleCoord = sampleCoords[sampleIndex];
@ -111,11 +126,13 @@ void main()
||(pathBuffer.elements[pathIndex].cmd == MG_GL_STROKE && (winding[sampleIndex] != 0));
if(filled)
{
color[sampleIndex] = color[sampleIndex]*(1-nextColor.a) + nextColor;
coverage++;
}
}
winding[sampleIndex] = op.windingOffsetOrCrossRight;
}
coverage /= sampleCount;
color = coverage*(color*(1-nextColor.a) + nextColor) + (1.-coverage)*color;
pathIndex = op.index;
}
else if(op.kind == MG_GL_OP_SEGMENT)
@ -153,19 +170,25 @@ void main()
vec4 clip = pathBuffer.elements[pathIndex].clip * scale;
vec4 pixelColor = vec4(0);
vec4 nextColor = pathBuffer.elements[pathIndex].color;
nextColor.rgb *= nextColor.a;
if(useTexture != 0)
{
vec3 ph = vec3(centerCoord.xy, 1);
vec4 texColor = vec4(0);
for(int sampleIndex = 0; sampleIndex<srcSampleCount; sampleIndex++)
{
vec2 sampleCoord = imgSampleCoords[sampleIndex];
vec3 ph = vec3(sampleCoord.xy, 1);
vec2 uv = (pathBuffer.elements[pathIndex].uvTransform * ph).xy;
vec4 texColor = texture(srcTexture, uv);
texColor += texture(srcTexture, uv);
}
texColor /= srcSampleCount;
texColor.rgb *= texColor.a;
nextColor *= texColor;
}
float coverage = 0;
for(int sampleIndex=0; sampleIndex<sampleCount; sampleIndex++)
{
vec2 sampleCoord = sampleCoords[sampleIndex];
@ -179,12 +202,12 @@ void main()
||(pathBuffer.elements[pathIndex].cmd == MG_GL_STROKE && (winding[sampleIndex] != 0));
if(filled)
{
color[sampleIndex] = color[sampleIndex]*(1-nextColor.a) + nextColor;
coverage++;
}
}
pixelColor += color[sampleIndex];
}
pixelColor /= sampleCount;
coverage /= sampleCount;
color = coverage*(color*(1-nextColor.a) + nextColor) + (1.-coverage)*color;
imageStore(outTexture, pixelCoord, pixelColor);
imageStore(outTexture, pixelCoord, color);
}