[mtl canvas] rearranged bounding box computations in tiling shader

This commit is contained in:
Martin Fouilleul 2023-03-15 10:19:04 +01:00
parent f2cb96826c
commit 98bac9744f
1 changed files with 8 additions and 21 deletions

View File

@ -31,13 +31,6 @@ bool is_top_left(float2 a, float2 b)
return( (a.y == b.y && b.x < a.x) return( (a.y == b.y && b.x < a.x)
||(b.y < a.y)); ||(b.y < a.y));
} }
/*
bool is_top_left(int2 a, int2 b)
{
return( (a.y == b.y && b.x < a.x)
||(b.y < a.y));
}
*/
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////
//TODO: we should do these computations on 64bits, because otherwise //TODO: we should do these computations on 64bits, because otherwise
@ -80,19 +73,13 @@ kernel void TileKernel(constant mg_vertex* vertexBuffer [[buffer(0)]],
int shapeIndex = vertexBuffer[i0].shapeIndex; int shapeIndex = vertexBuffer[i0].shapeIndex;
//NOTE(martin): compute triangle bounding box and clip it //NOTE(martin): compute triangle bounding box and clip it
float2 boxMin = min(min(p0, p1), p2); float4 clip = shapeBuffer[shapeIndex].clip * scaling[0];
float2 boxMax = max(max(p0, p1), p2); float4 fbox = float4(min(min(p0, p1), p2), max(max(p0, p1), p2));
fbox = float4(max(fbox.xy, clip.xy), min(fbox.zw, clip.zw));
vector_float4 clip = scaling[0]*shapeBuffer[shapeIndex].clip;
boxMin = max(boxMin, clip.xy);
boxMax = min(boxMax, clip.zw);
//NOTE(martin): fill triangle data //NOTE(martin): fill triangle data
const float subPixelFactor = 16; const float subPixelFactor = 16;
float4 fbox = float4(boxMin.x, boxMin.y, boxMax.x, boxMax.y);
triangleArray[gid].box = int4(fbox * subPixelFactor); triangleArray[gid].box = int4(fbox * subPixelFactor);
triangleArray[gid].shapeIndex = shapeIndex; triangleArray[gid].shapeIndex = shapeIndex;
@ -125,12 +112,12 @@ kernel void TileKernel(constant mg_vertex* vertexBuffer [[buffer(0)]],
//NOTE(martin): it's important to do the computation with signed int, so that we can have negative xMax/yMax //NOTE(martin): it's important to do the computation with signed int, so that we can have negative xMax/yMax
// otherwise all triangles on the left or below the x/y axis are attributed to tiles on row/column 0. // otherwise all triangles on the left or below the x/y axis are attributed to tiles on row/column 0.
int4 box = int4(floor(fbox))/RENDERER_TILE_SIZE; int4 tileBox = int4(fbox)/RENDERER_TILE_SIZE;
int xMin = max(0, box.x); int xMin = max(0, tileBox.x);
int yMin = max(0, box.y); int yMin = max(0, tileBox.y);
int xMax = min(box.z, nTilesX-1); int xMax = min(tileBox.z, nTilesX-1);
int yMax = min(box.w, nTilesY-1); int yMax = min(tileBox.w, nTilesY-1);
for(int y = yMin; y <= yMax; y++) for(int y = yMin; y <= yMax; y++)
{ {