diff --git a/src/gl_canvas.c b/src/gl_canvas.c index 7b0343e..86e47bd 100644 --- a/src/gl_canvas.c +++ b/src/gl_canvas.c @@ -44,9 +44,8 @@ typedef struct mg_gl_path_elt { vec2 p[4]; int pathIndex; - int localEltIndex; mg_gl_seg_kind kind; - u8 pad[4]; + } mg_gl_path_elt; enum { @@ -105,7 +104,6 @@ typedef struct mg_gl_encoding_context mg_gl_path* pathBufferData; mg_gl_path_elt* elementBufferData; int pathIndex; - int localEltIndex; mg_primitive* primitive; vec4 pathScreenExtents; vec4 pathUserExtents; @@ -195,8 +193,6 @@ void mg_gl_canvas_encode_element(mg_gl_encoding_context* context, mg_path_elt_ty break; } - glElt->localEltIndex = context->localEltIndex; - for(int i=0; ipathUserExtents, p[i]); @@ -998,10 +994,9 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend, glUseProgram(backend->raster); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer); - glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentCountBuffer); - glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->segmentBuffer); - glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileOpBuffer); - glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->screenTilesBuffer); + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentBuffer); + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileOpBuffer); + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->screenTilesBuffer); glUniform1f(0, scale); glUniform1i(1, backend->msaaCount); @@ -1126,8 +1121,6 @@ void mg_gl_canvas_render(mg_canvas_backend* interface, (eltIndex < primitive->path.count) && (primitive->path.startIndex + eltIndex < eltCount); eltIndex++) { - context.localEltIndex = segCount; - mg_path_elt* elt = &pathElements[primitive->path.startIndex + eltIndex]; if(elt->type != MG_PATH_MOVE) @@ -1453,12 +1446,12 @@ mg_canvas_backend* gl_canvas_backend_create(mg_wgl_surface* surface) glGenBuffers(1, &backend->pathBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->pathBuffer); - glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_PATH_BUFFER_SIZE, 0, GL_DYNAMIC_COPY); + glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_PATH_BUFFER_SIZE, 0, GL_STREAM_DRAW); //TODO change flags glGenBuffers(1, &backend->elementBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->elementBuffer); - glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_ELEMENT_BUFFER_SIZE, 0, GL_DYNAMIC_COPY); + glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_ELEMENT_BUFFER_SIZE, 0, GL_STREAM_DRAW); glGenBuffers(1, &backend->segmentBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->segmentBuffer); diff --git a/src/glsl_shaders/common.glsl b/src/glsl_shaders/common.glsl index b30adce..e0fcf1e 100644 --- a/src/glsl_shaders/common.glsl +++ b/src/glsl_shaders/common.glsl @@ -36,7 +36,6 @@ struct mg_gl_path_elt { vec2 p[4]; int pathIndex; - int localEltIndex; int kind; }; @@ -44,13 +43,12 @@ struct mg_gl_segment { int kind; int pathIndex; - int config; //TODO pack these + int config; int windingIncrement; vec4 box; mat3 implicitMatrix; - float sign; vec2 hullVertex; - int debugID; + float sign; }; struct mg_gl_path_queue @@ -62,10 +60,9 @@ struct mg_gl_path_queue struct mg_gl_tile_op { int kind; - int index; int next; - bool crossRight; - int windingOffset; + int index; + int windingOffsetOrCrossRight; }; struct mg_gl_tile_queue @@ -75,7 +72,6 @@ struct mg_gl_tile_queue int last; }; - float ccw(vec2 a, vec2 b, vec2 c) { return((b.x-a.x)*(c.y-a.y) - (b.y-a.y)*(c.x-a.x)); diff --git a/src/glsl_shaders/merge.glsl b/src/glsl_shaders/merge.glsl index ca0b2e1..68302f4 100644 --- a/src/glsl_shaders/merge.glsl +++ b/src/glsl_shaders/merge.glsl @@ -82,7 +82,7 @@ void main() tileOpBuffer.elements[pathOpIndex].kind = MG_GL_OP_START; tileOpBuffer.elements[pathOpIndex].next = -1; tileOpBuffer.elements[pathOpIndex].index = pathIndex; - tileOpBuffer.elements[pathOpIndex].windingOffset = windingOffset; + tileOpBuffer.elements[pathOpIndex].windingOffsetOrCrossRight = windingOffset; vec4 clip = pathBuffer.elements[pathIndex].clip * scale; vec4 tileBox = vec4(tileCoord.x, tileCoord.y, tileCoord.x+1, tileCoord.y+1); @@ -114,7 +114,7 @@ void main() tileOpBuffer.elements[pathOpIndex].kind = MG_GL_OP_START; tileOpBuffer.elements[pathOpIndex].next = -1; tileOpBuffer.elements[pathOpIndex].index = pathIndex; - tileOpBuffer.elements[pathOpIndex].windingOffset = windingOffset; + tileOpBuffer.elements[pathOpIndex].windingOffsetOrCrossRight = windingOffset; if(lastOpIndex < 0) { diff --git a/src/glsl_shaders/raster.glsl b/src/glsl_shaders/raster.glsl index a137db9..7963f05 100644 --- a/src/glsl_shaders/raster.glsl +++ b/src/glsl_shaders/raster.glsl @@ -9,22 +9,17 @@ layout(binding = 0) restrict readonly buffer pathBufferSSBO mg_gl_path elements[]; } pathBuffer; -layout(binding = 1) restrict readonly buffer segmentCountBufferSSBO -{ - int elements[]; -} segmentCountBuffer; - -layout(binding = 2) restrict readonly buffer segmentBufferSSBO +layout(binding = 1) restrict readonly buffer segmentBufferSSBO { mg_gl_segment elements[]; } segmentBuffer; -layout(binding = 3) restrict readonly buffer tileOpBufferSSBO +layout(binding = 2) restrict readonly buffer tileOpBufferSSBO { mg_gl_tile_op elements[]; } tileOpBuffer; -layout(binding = 4) restrict readonly buffer screenTilesBufferSSBO +layout(binding = 3) restrict readonly buffer screenTilesBufferSSBO { int elements[]; } screenTilesBuffer; @@ -91,8 +86,17 @@ void main() if(op.kind == MG_GL_OP_START) { vec4 clip = pathBuffer.elements[pathIndex].clip * scale; - vec4 pathColor = pathBuffer.elements[pathIndex].color; - pathColor.rgb *= pathColor.a; + vec4 nextColor = pathBuffer.elements[pathIndex].color; + nextColor.rgb *= nextColor.a; + + if(useTexture != 0) + { + vec3 ph = vec3(centerCoord.xy, 1); + vec2 uv = (pathBuffer.elements[pathIndex].uvTransform * ph).xy; + vec4 texColor = texture(srcTexture, uv); + texColor.rgb *= texColor.a; + nextColor *= texColor; + } for(int sampleIndex = 0; sampleIndex seg.box.w)) @@ -159,8 +154,17 @@ void main() vec4 clip = pathBuffer.elements[pathIndex].clip * scale; vec4 pixelColor = vec4(0); - vec4 pathColor = pathBuffer.elements[pathIndex].color; - pathColor.rgb *= pathColor.a; + vec4 nextColor = pathBuffer.elements[pathIndex].color; + nextColor.rgb *= nextColor.a; + + if(useTexture != 0) + { + vec3 ph = vec3(centerCoord.xy, 1); + vec2 uv = (pathBuffer.elements[pathIndex].uvTransform * ph).xy; + vec4 texColor = texture(srcTexture, uv); + texColor.rgb *= texColor.a; + nextColor *= texColor; + } for(int sampleIndex=0; sampleIndex