[win32, canvas] only dispatch raster shader for tiles touched by paths
This commit is contained in:
parent
1c244c2a00
commit
782b7f54ae
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@ -63,6 +63,11 @@ int main()
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//NOTE: create surface
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//NOTE: create surface
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mg_surface surface = mg_surface_create_for_window(window, MG_CANVAS);
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mg_surface surface = mg_surface_create_for_window(window, MG_CANVAS);
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if(mg_surface_is_nil(surface))
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{
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printf("Error: couldn't create surface\n");
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return(-1);
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}
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mg_surface_swap_interval(surface, 0);
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mg_surface_swap_interval(surface, 0);
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mg_canvas canvas = mg_canvas_create();
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mg_canvas canvas = mg_canvas_create();
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@ -53,6 +53,14 @@ enum {
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LAYOUT_PATH_ELT_SIZE = sizeof(mg_gl_path_elt),
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LAYOUT_PATH_ELT_SIZE = sizeof(mg_gl_path_elt),
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};
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};
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typedef struct mg_gl_dispatch_indirect_command
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{
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u32 num_groups_x;
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u32 num_groups_y;
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u32 num_groups_z;
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} mg_gl_dispatch_indirect_command;
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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//NOTE: these are just here for the sizes...
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//NOTE: these are just here for the sizes...
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@ -96,6 +104,11 @@ typedef struct mg_gl_tile_queue
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} mg_gl_tile_queue;
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} mg_gl_tile_queue;
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typedef struct mg_gl_screen_tile
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{
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u32 tileCoord[2];
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i32 first;
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} mg_gl_screen_tile;
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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enum {
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enum {
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@ -140,6 +153,7 @@ typedef struct mg_gl_canvas_backend
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GLuint tileOpBuffer;
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GLuint tileOpBuffer;
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GLuint tileOpCountBuffer;
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GLuint tileOpCountBuffer;
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GLuint screenTilesBuffer;
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GLuint screenTilesBuffer;
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GLuint rasterDispatchBuffer;
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GLuint dummyVertexBuffer;
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GLuint dummyVertexBuffer;
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@ -958,6 +972,10 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementBuffer);
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glFlushMappedBufferRange(GL_SHADER_STORAGE_BUFFER, elementBufferOffset, eltCount*sizeof(mg_gl_path_elt));
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glFlushMappedBufferRange(GL_SHADER_STORAGE_BUFFER, elementBufferOffset, eltCount*sizeof(mg_gl_path_elt));
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//NOTE: clear out texture
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u8 clearColor[4] = {0};
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glClearTexImage(backend->outTexture, 0, GL_RGBA, GL_BYTE, clearColor);
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//NOTE: clear counters
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//NOTE: clear counters
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int zero = 0;
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int zero = 0;
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->segmentCountBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->segmentCountBuffer);
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@ -969,6 +987,9 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileOpCountBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileOpCountBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), &zero, GL_DYNAMIC_COPY);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), &zero, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->rasterDispatchBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(mg_gl_dispatch_indirect_command), &zero, GL_DYNAMIC_COPY);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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//NOTE: path setup pass
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//NOTE: path setup pass
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@ -1048,6 +1069,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileOpCountBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileOpCountBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->tileOpBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->tileOpBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, backend->screenTilesBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, backend->screenTilesBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, backend->rasterDispatchBuffer);
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glUniform1i(0, tileSize);
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glUniform1i(0, tileSize);
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glUniform1f(1, scale);
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glUniform1f(1, scale);
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@ -1090,7 +1112,9 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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{
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{
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glUniform1ui(2, 0);
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glUniform1ui(2, 0);
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}
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}
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glDispatchCompute(nTilesX, nTilesY, 1);
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glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, backend->rasterDispatchBuffer);
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glDispatchComputeIndirect(0);
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//NOTE: blit pass
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//NOTE: blit pass
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glUseProgram(backend->blit);
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glUseProgram(backend->blit);
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@ -1526,7 +1550,12 @@ mg_canvas_backend* gl_canvas_backend_create(mg_wgl_surface* surface)
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glGenBuffers(1, &backend->screenTilesBuffer);
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glGenBuffers(1, &backend->screenTilesBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->screenTilesBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->screenTilesBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, nTilesX*nTilesY*sizeof(int), 0, GL_DYNAMIC_COPY);
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glBufferData(GL_SHADER_STORAGE_BUFFER, nTilesX*nTilesY*sizeof(mg_gl_screen_tile), 0, GL_DYNAMIC_COPY);
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glGenBuffers(1, &backend->rasterDispatchBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->rasterDispatchBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(mg_gl_dispatch_indirect_command), 0, GL_DYNAMIC_COPY);
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if(err)
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if(err)
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{
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{
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@ -17,8 +17,11 @@ layout(std430) buffer;
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#define MG_GL_TR 4 /* curve on top right */
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#define MG_GL_TR 4 /* curve on top right */
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// Operations
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// Operations
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#define MG_GL_OP_START 0
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#define MG_GL_OP_FILL 0
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#define MG_GL_OP_SEGMENT 1
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#define MG_GL_OP_CLIP_FILL 1
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#define MG_GL_OP_START 2
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#define MG_GL_OP_END 3
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#define MG_GL_OP_SEGMENT 4
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// MSAA
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// MSAA
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#define MG_GL_MAX_SAMPLE_COUNT 8
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#define MG_GL_MAX_SAMPLE_COUNT 8
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@ -73,6 +76,19 @@ struct mg_gl_tile_queue
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int last;
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int last;
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};
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};
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struct mg_gl_screen_tile
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{
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uvec2 tileCoord;
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int first;
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};
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struct mg_gl_dispatch_indirect_command
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{
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uint num_groups_x;
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uint num_groups_y;
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uint num_groups_z;
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};
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float ccw(vec2 a, vec2 b, vec2 c)
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float ccw(vec2 a, vec2 b, vec2 c)
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{
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{
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return((b.x-a.x)*(c.y-a.y) - (b.y-a.y)*(c.x-a.x));
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return((b.x-a.x)*(c.y-a.y) - (b.y-a.y)*(c.x-a.x));
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@ -31,9 +31,15 @@ layout(binding = 4) restrict buffer tileOpBufferSSBO
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layout(binding = 5) restrict writeonly buffer screenTilesBufferSSBO
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layout(binding = 5) restrict writeonly buffer screenTilesBufferSSBO
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{
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{
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int elements[];
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mg_gl_screen_tile elements[];
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} screenTilesBuffer;
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} screenTilesBuffer;
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layout(binding = 6) coherent restrict buffer dispatchBufferSSBO
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{
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mg_gl_dispatch_indirect_command elements[];
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} dispatchBuffer;
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layout(location = 0) uniform int tileSize;
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layout(location = 0) uniform int tileSize;
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layout(location = 1) uniform float scale;
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layout(location = 1) uniform float scale;
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layout(location = 2) uniform int pathCount;
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layout(location = 2) uniform int pathCount;
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@ -41,13 +47,14 @@ layout(location = 3) uniform int cullSolidTiles;
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void main()
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void main()
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{
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{
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ivec2 nTiles = ivec2(gl_NumWorkGroups.xy);
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ivec2 tileCoord = ivec2(gl_WorkGroupID.xy);
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ivec2 tileCoord = ivec2(gl_WorkGroupID.xy);
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int tileIndex = tileCoord.y * nTiles.x + tileCoord.x;
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int tileIndex = -1;
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screenTilesBuffer.elements[tileIndex] = -1;
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int lastOpIndex = -1;
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int lastOpIndex = -1;
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dispatchBuffer.elements[0].num_groups_y = 1;
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dispatchBuffer.elements[0].num_groups_z = 1;
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for(int pathIndex = 0; pathIndex < pathCount; pathIndex++)
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for(int pathIndex = 0; pathIndex < pathCount; pathIndex++)
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{
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{
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mg_gl_path_queue pathQueue = pathQueueBuffer.elements[pathIndex];
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mg_gl_path_queue pathQueue = pathQueueBuffer.elements[pathIndex];
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@ -65,13 +72,32 @@ void main()
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&& pathTileCoord.y >= 0
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&& pathTileCoord.y >= 0
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&& pathTileCoord.y < pathQueue.area.w)
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&& pathTileCoord.y < pathQueue.area.w)
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{
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{
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if(tileIndex < 0)
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{
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tileIndex = int(atomicAdd(dispatchBuffer.elements[0].num_groups_x, 1));
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screenTilesBuffer.elements[tileIndex].tileCoord = uvec2(tileCoord);
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screenTilesBuffer.elements[tileIndex].first = -1;
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}
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int pathTileIndex = pathQueue.tileQueues + pathTileCoord.y * pathQueue.area.z + pathTileCoord.x;
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int pathTileIndex = pathQueue.tileQueues + pathTileCoord.y * pathQueue.area.z + pathTileCoord.x;
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mg_gl_tile_queue tileQueue = tileQueueBuffer.elements[pathTileIndex];
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mg_gl_tile_queue tileQueue = tileQueueBuffer.elements[pathTileIndex];
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int windingOffset = tileQueue.windingOffset;
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int windingOffset = tileQueue.windingOffset;
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int firstOpIndex = tileQueue.first;
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int firstOpIndex = tileQueue.first;
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if(firstOpIndex == -1)
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vec4 tileBox = vec4(tileCoord.x, tileCoord.y, tileCoord.x+1, tileCoord.y+1);
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tileBox *= tileSize;
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vec4 clip = pathBuffer.elements[pathIndex].clip * scale;
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if( tileBox.x >= clip.z
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|| tileBox.z < clip.x
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|| tileBox.y >= clip.w
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|| tileBox.w < clip.y)
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{
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//NOTE: tile is fully outside clip, cull it
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//TODO: move that test up
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}
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else if(firstOpIndex == -1)
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{
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{
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if((windingOffset & 1) != 0)
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if((windingOffset & 1) != 0)
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{
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{
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@ -79,29 +105,33 @@ void main()
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// Additionally if color is opaque and tile is fully inside clip, trim tile list.
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// Additionally if color is opaque and tile is fully inside clip, trim tile list.
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int pathOpIndex = atomicAdd(tileOpCountBuffer.elements[0], 1);
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int pathOpIndex = atomicAdd(tileOpCountBuffer.elements[0], 1);
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tileOpBuffer.elements[pathOpIndex].kind = MG_GL_OP_START;
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tileOpBuffer.elements[pathOpIndex].kind = MG_GL_OP_CLIP_FILL;
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tileOpBuffer.elements[pathOpIndex].next = -1;
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tileOpBuffer.elements[pathOpIndex].next = -1;
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tileOpBuffer.elements[pathOpIndex].index = pathIndex;
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tileOpBuffer.elements[pathOpIndex].index = pathIndex;
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tileOpBuffer.elements[pathOpIndex].windingOffsetOrCrossRight = windingOffset;
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tileOpBuffer.elements[pathOpIndex].windingOffsetOrCrossRight = windingOffset;
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vec4 clip = pathBuffer.elements[pathIndex].clip * scale;
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if(lastOpIndex < 0)
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vec4 tileBox = vec4(tileCoord.x, tileCoord.y, tileCoord.x+1, tileCoord.y+1);
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tileBox *= tileSize;
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if( lastOpIndex < 0
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||(pathBuffer.elements[pathIndex].color.a == 1
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&& cullSolidTiles != 0
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&& tileBox.x >= clip.x
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&& tileBox.z < clip.z
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&& tileBox.y >= clip.y
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&& tileBox.w < clip.w))
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{
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{
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screenTilesBuffer.elements[tileIndex] = pathOpIndex;
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screenTilesBuffer.elements[tileIndex].first = pathOpIndex;
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}
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}
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else
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else
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{
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{
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tileOpBuffer.elements[lastOpIndex].next = pathOpIndex;
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tileOpBuffer.elements[lastOpIndex].next = pathOpIndex;
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}
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}
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if( tileBox.x >= clip.x
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&& tileBox.z < clip.z
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&& tileBox.y >= clip.y
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&& tileBox.w < clip.w)
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{
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tileOpBuffer.elements[pathOpIndex].kind = MG_GL_OP_FILL;
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if( pathBuffer.elements[pathIndex].color.a == 1
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&& cullSolidTiles != 0)
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{
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screenTilesBuffer.elements[tileIndex].first = pathOpIndex;
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}
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}
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lastOpIndex = pathOpIndex;
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lastOpIndex = pathOpIndex;
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}
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}
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// else, tile is fully uncovered, skip path
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// else, tile is fully uncovered, skip path
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@ -109,26 +139,44 @@ void main()
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else
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else
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{
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{
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//NOTE: add path start op (with winding offset)
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//NOTE: add path start op (with winding offset)
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int pathOpIndex = atomicAdd(tileOpCountBuffer.elements[0], 1);
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int startOpIndex = atomicAdd(tileOpCountBuffer.elements[0], 1);
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tileOpBuffer.elements[pathOpIndex].kind = MG_GL_OP_START;
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tileOpBuffer.elements[startOpIndex].kind = MG_GL_OP_START;
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tileOpBuffer.elements[pathOpIndex].next = -1;
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tileOpBuffer.elements[startOpIndex].next = -1;
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tileOpBuffer.elements[pathOpIndex].index = pathIndex;
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tileOpBuffer.elements[startOpIndex].index = pathIndex;
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tileOpBuffer.elements[pathOpIndex].windingOffsetOrCrossRight = windingOffset;
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tileOpBuffer.elements[startOpIndex].windingOffsetOrCrossRight = windingOffset;
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if(lastOpIndex < 0)
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if(lastOpIndex < 0)
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{
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{
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screenTilesBuffer.elements[tileIndex] = pathOpIndex;
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screenTilesBuffer.elements[tileIndex].first = startOpIndex;
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}
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}
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else
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else
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{
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{
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tileOpBuffer.elements[lastOpIndex].next = pathOpIndex;
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tileOpBuffer.elements[lastOpIndex].next = startOpIndex;
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}
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}
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lastOpIndex = pathOpIndex;
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lastOpIndex = startOpIndex;
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//NOTE: chain remaining path ops to end of tile list
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//NOTE: chain remaining path ops to end of tile list
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tileOpBuffer.elements[lastOpIndex].next = firstOpIndex;
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tileOpBuffer.elements[lastOpIndex].next = firstOpIndex;
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lastOpIndex = tileQueue.last;
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lastOpIndex = tileQueue.last;
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//NOTE: add path end op
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int endOpIndex = atomicAdd(tileOpCountBuffer.elements[0], 1);
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tileOpBuffer.elements[endOpIndex].kind = MG_GL_OP_END;
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tileOpBuffer.elements[endOpIndex].next = -1;
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tileOpBuffer.elements[endOpIndex].index = pathIndex;
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tileOpBuffer.elements[endOpIndex].windingOffsetOrCrossRight = windingOffset;
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if(lastOpIndex < 0)
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{
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screenTilesBuffer.elements[tileIndex].first = endOpIndex;
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}
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else
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{
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tileOpBuffer.elements[lastOpIndex].next = endOpIndex;
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}
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lastOpIndex = endOpIndex;
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}
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}
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}
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}
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}
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}
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@ -21,7 +21,7 @@ layout(binding = 2) restrict readonly buffer tileOpBufferSSBO
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layout(binding = 3) restrict readonly buffer screenTilesBufferSSBO
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layout(binding = 3) restrict readonly buffer screenTilesBufferSSBO
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{
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{
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int elements[];
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mg_gl_screen_tile elements[];
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} screenTilesBuffer;
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} screenTilesBuffer;
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layout(location = 0) uniform float scale;
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layout(location = 0) uniform float scale;
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@ -33,11 +33,10 @@ layout(binding = 1) uniform sampler2D srcTexture;
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void main()
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void main()
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{
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{
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uvec2 nTiles = gl_NumWorkGroups.xy;
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uint tileIndex = gl_WorkGroupID.x;
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||||||
uvec2 tileCoord = gl_WorkGroupID.xy;
|
uvec2 tileCoord = screenTilesBuffer.elements[tileIndex].tileCoord;
|
||||||
uint tileIndex = tileCoord.y * nTiles.x + tileCoord.x;
|
ivec2 pixelCoord = ivec2(tileCoord * gl_WorkGroupSize.x + gl_LocalInvocationID.xy);
|
||||||
|
|
||||||
ivec2 pixelCoord = ivec2(gl_WorkGroupID.xy*uvec2(16, 16) + gl_LocalInvocationID.xy);
|
|
||||||
vec2 centerCoord = vec2(pixelCoord) + vec2(0.5, 0.5);
|
vec2 centerCoord = vec2(pixelCoord) + vec2(0.5, 0.5);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -47,7 +46,6 @@ void main()
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
|
|
||||||
vec2 sampleCoords[MG_GL_MAX_SAMPLE_COUNT] = {
|
vec2 sampleCoords[MG_GL_MAX_SAMPLE_COUNT] = {
|
||||||
centerCoord + vec2(1, 3)/16,
|
centerCoord + vec2(1, 3)/16,
|
||||||
centerCoord + vec2(-1, -3)/16,
|
centerCoord + vec2(-1, -3)/16,
|
||||||
|
@ -83,57 +81,18 @@ void main()
|
||||||
}
|
}
|
||||||
|
|
||||||
int pathIndex = 0;
|
int pathIndex = 0;
|
||||||
int opIndex = screenTilesBuffer.elements[tileIndex];
|
int opIndex = screenTilesBuffer.elements[tileIndex].first;
|
||||||
|
|
||||||
while(opIndex >= 0)
|
while(opIndex >= 0)
|
||||||
{
|
{
|
||||||
mg_gl_tile_op op = tileOpBuffer.elements[opIndex];
|
mg_gl_tile_op op = tileOpBuffer.elements[opIndex];
|
||||||
opIndex = op.next;
|
|
||||||
|
|
||||||
if(op.kind == MG_GL_OP_START)
|
if(op.kind == MG_GL_OP_START)
|
||||||
{
|
{
|
||||||
vec4 clip = pathBuffer.elements[pathIndex].clip * scale;
|
|
||||||
vec4 nextColor = pathBuffer.elements[pathIndex].color;
|
|
||||||
nextColor.rgb *= nextColor.a;
|
|
||||||
|
|
||||||
if(useTexture != 0)
|
|
||||||
{
|
|
||||||
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;
|
|
||||||
texColor += texture(srcTexture, uv);
|
|
||||||
}
|
|
||||||
texColor /= srcSampleCount;
|
|
||||||
texColor.rgb *= texColor.a;
|
|
||||||
nextColor *= texColor;
|
|
||||||
}
|
|
||||||
|
|
||||||
float coverage = 0;
|
|
||||||
|
|
||||||
for(int sampleIndex = 0; sampleIndex<sampleCount; sampleIndex++)
|
for(int sampleIndex = 0; sampleIndex<sampleCount; sampleIndex++)
|
||||||
{
|
{
|
||||||
vec2 sampleCoord = sampleCoords[sampleIndex];
|
|
||||||
|
|
||||||
if( sampleCoord.x >= clip.x
|
|
||||||
&& sampleCoord.x < clip.z
|
|
||||||
&& sampleCoord.y >= clip.y
|
|
||||||
&& sampleCoord.y < clip.w)
|
|
||||||
{
|
|
||||||
bool filled = (pathBuffer.elements[pathIndex].cmd == MG_GL_FILL && ((winding[sampleIndex] & 1) != 0))
|
|
||||||
||(pathBuffer.elements[pathIndex].cmd == MG_GL_STROKE && (winding[sampleIndex] != 0));
|
|
||||||
if(filled)
|
|
||||||
{
|
|
||||||
coverage++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
winding[sampleIndex] = op.windingOffsetOrCrossRight;
|
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)
|
else if(op.kind == MG_GL_OP_SEGMENT)
|
||||||
{
|
{
|
||||||
|
@ -166,48 +125,62 @@ void main()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
else
|
||||||
|
|
||||||
vec4 clip = pathBuffer.elements[pathIndex].clip * scale;
|
|
||||||
|
|
||||||
vec4 nextColor = pathBuffer.elements[pathIndex].color;
|
|
||||||
nextColor.rgb *= nextColor.a;
|
|
||||||
|
|
||||||
if(useTexture != 0)
|
|
||||||
{
|
|
||||||
vec4 texColor = vec4(0);
|
|
||||||
for(int sampleIndex = 0; sampleIndex<srcSampleCount; sampleIndex++)
|
|
||||||
{
|
{
|
||||||
vec2 sampleCoord = imgSampleCoords[sampleIndex];
|
int pathIndex = op.index;
|
||||||
vec3 ph = vec3(sampleCoord.xy, 1);
|
|
||||||
vec2 uv = (pathBuffer.elements[pathIndex].uvTransform * ph).xy;
|
|
||||||
texColor += texture(srcTexture, uv);
|
|
||||||
}
|
|
||||||
texColor /= srcSampleCount;
|
|
||||||
texColor.rgb *= texColor.a;
|
|
||||||
nextColor *= texColor;
|
|
||||||
}
|
|
||||||
|
|
||||||
float coverage = 0;
|
vec4 nextColor = pathBuffer.elements[pathIndex].color;
|
||||||
for(int sampleIndex=0; sampleIndex<sampleCount; sampleIndex++)
|
nextColor.rgb *= nextColor.a;
|
||||||
{
|
|
||||||
vec2 sampleCoord = sampleCoords[sampleIndex];
|
|
||||||
|
|
||||||
if( sampleCoord.x >= clip.x
|
if(useTexture != 0)
|
||||||
&& sampleCoord.x < clip.z
|
|
||||||
&& sampleCoord.y >= clip.y
|
|
||||||
&& sampleCoord.y < clip.w)
|
|
||||||
{
|
|
||||||
bool filled = (pathBuffer.elements[pathIndex].cmd == MG_GL_FILL && ((winding[sampleIndex] & 1) != 0))
|
|
||||||
||(pathBuffer.elements[pathIndex].cmd == MG_GL_STROKE && (winding[sampleIndex] != 0));
|
|
||||||
if(filled)
|
|
||||||
{
|
{
|
||||||
coverage++;
|
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;
|
||||||
|
texColor += texture(srcTexture, uv);
|
||||||
|
}
|
||||||
|
texColor /= srcSampleCount;
|
||||||
|
texColor.rgb *= texColor.a;
|
||||||
|
nextColor *= texColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(op.kind == MG_GL_OP_FILL)
|
||||||
|
{
|
||||||
|
color = color*(1-nextColor.a) + nextColor;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
vec4 clip = pathBuffer.elements[pathIndex].clip * scale;
|
||||||
|
float coverage = 0;
|
||||||
|
|
||||||
|
for(int sampleIndex = 0; sampleIndex<sampleCount; sampleIndex++)
|
||||||
|
{
|
||||||
|
vec2 sampleCoord = sampleCoords[sampleIndex];
|
||||||
|
|
||||||
|
if( sampleCoord.x >= clip.x
|
||||||
|
&& sampleCoord.x < clip.z
|
||||||
|
&& sampleCoord.y >= clip.y
|
||||||
|
&& sampleCoord.y < clip.w)
|
||||||
|
{
|
||||||
|
bool filled = op.kind == MG_GL_OP_CLIP_FILL
|
||||||
|
||(pathBuffer.elements[pathIndex].cmd == MG_GL_FILL && ((winding[sampleIndex] & 1) != 0))
|
||||||
|
||(pathBuffer.elements[pathIndex].cmd == MG_GL_STROKE && (winding[sampleIndex] != 0));
|
||||||
|
if(filled)
|
||||||
|
{
|
||||||
|
coverage++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
winding[sampleIndex] = op.windingOffsetOrCrossRight;
|
||||||
|
}
|
||||||
|
coverage /= sampleCount;
|
||||||
|
color = coverage*(color*(1-nextColor.a) + nextColor) + (1.-coverage)*color;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
opIndex = op.next;
|
||||||
}
|
}
|
||||||
coverage /= sampleCount;
|
|
||||||
color = coverage*(color*(1-nextColor.a) + nextColor) + (1.-coverage)*color;
|
|
||||||
|
|
||||||
imageStore(outTexture, pixelCoord, color);
|
imageStore(outTexture, pixelCoord, color);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue