[win32, gl canvas] bound check intermediate buffers in canvas shaders
This commit is contained in:
parent
680deb35b0
commit
a35f0b82b2
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@ -62,6 +62,11 @@ int main()
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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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if(mg_surface_is_nil(surface))
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{
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log_error("Couln'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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//TODO: create canvas
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@ -106,6 +106,11 @@ void main()
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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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if(pathOpIndex >= tileOpBuffer.elements.length())
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{
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return;
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}
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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].index = pathIndex;
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@ -141,6 +146,10 @@ void main()
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{
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//NOTE: add path start op (with winding offset)
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int startOpIndex = atomicAdd(tileOpCountBuffer.elements[0], 1);
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if(startOpIndex >= tileOpBuffer.elements.length())
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{
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return;
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}
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tileOpBuffer.elements[startOpIndex].kind = MG_GL_OP_START;
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tileOpBuffer.elements[startOpIndex].next = -1;
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@ -163,6 +172,10 @@ void main()
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//NOTE: add path end op
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int endOpIndex = atomicAdd(tileOpCountBuffer.elements[0], 1);
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if(endOpIndex >= tileOpBuffer.elements.length())
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{
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return;
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}
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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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@ -50,13 +50,21 @@ void main()
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int tileQueuesIndex = atomicAdd(tileQueueCountBuffer.elements[0], tileCount);
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pathQueueBuffer.elements[pathQueueBufferStart + pathIndex].area = ivec4(firstTile.x, firstTile.y, nTilesX, nTilesY);
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pathQueueBuffer.elements[pathQueueBufferStart + pathIndex].tileQueues = tileQueuesIndex;
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for(int i=0; i<tileCount; i++)
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if(tileQueuesIndex + tileCount >= tileQueueBuffer.elements.length())
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{
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tileQueueBuffer.elements[tileQueuesIndex + i].first = -1;
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tileQueueBuffer.elements[tileQueuesIndex + i].last = -1;
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tileQueueBuffer.elements[tileQueuesIndex + i].windingOffset = 0;
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pathQueueBuffer.elements[pathIndex].area = ivec4(0);
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pathQueueBuffer.elements[pathIndex].tileQueues = 0;
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}
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else
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{
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pathQueueBuffer.elements[pathQueueBufferStart + pathIndex].area = ivec4(firstTile.x, firstTile.y, nTilesX, nTilesY);
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pathQueueBuffer.elements[pathQueueBufferStart + pathIndex].tileQueues = tileQueuesIndex;
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for(int i=0; i<tileCount; i++)
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{
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tileQueueBuffer.elements[tileQueuesIndex + i].first = -1;
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tileQueueBuffer.elements[tileQueuesIndex + i].last = -1;
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tileQueueBuffer.elements[tileQueuesIndex + i].windingOffset = 0;
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}
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}
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}
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@ -105,29 +105,33 @@ void bin_to_tiles(int segIndex)
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{
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int tileOpIndex = atomicAdd(tileOpCountBuffer.elements[0], 1);
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tileOpBuffer.elements[tileOpIndex].kind = MG_GL_OP_SEGMENT;
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tileOpBuffer.elements[tileOpIndex].index = segIndex;
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tileOpBuffer.elements[tileOpIndex].windingOffsetOrCrossRight = 0;
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tileOpBuffer.elements[tileOpIndex].next = -1;
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int tileQueueIndex = pathQueue.tileQueues + y*pathArea.z + x;
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tileOpBuffer.elements[tileOpIndex].next = atomicExchange(tileQueueBuffer.elements[tileQueueIndex].first, tileOpIndex);
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if(tileOpBuffer.elements[tileOpIndex].next == -1)
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if(tileOpIndex < tileOpBuffer.elements.length())
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{
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tileQueueBuffer.elements[tileQueueIndex].last = tileOpIndex;
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}
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tileOpBuffer.elements[tileOpIndex].kind = MG_GL_OP_SEGMENT;
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tileOpBuffer.elements[tileOpIndex].index = segIndex;
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tileOpBuffer.elements[tileOpIndex].windingOffsetOrCrossRight = 0;
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tileOpBuffer.elements[tileOpIndex].next = -1;
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//NOTE: if the segment crosses the tile's bottom boundary, update the tile's winding offset
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if(crossB)
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{
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atomicAdd(tileQueueBuffer.elements[tileQueueIndex].windingOffset, seg.windingIncrement);
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}
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int tileQueueIndex = pathQueue.tileQueues + y*pathArea.z + x;
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//NOTE: if the segment crosses the right boundary, mark it.
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if(crossR)
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{
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tileOpBuffer.elements[tileOpIndex].windingOffsetOrCrossRight = 1;
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tileOpBuffer.elements[tileOpIndex].next = atomicExchange(tileQueueBuffer.elements[tileQueueIndex].first,
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tileOpIndex);
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if(tileOpBuffer.elements[tileOpIndex].next == -1)
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{
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tileQueueBuffer.elements[tileQueueIndex].last = tileOpIndex;
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}
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//NOTE: if the segment crosses the tile's bottom boundary, update the tile's winding offset
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if(crossB)
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{
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atomicAdd(tileQueueBuffer.elements[tileQueueIndex].windingOffset, seg.windingIncrement);
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}
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//NOTE: if the segment crosses the right boundary, mark it.
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if(crossR)
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{
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tileOpBuffer.elements[tileOpIndex].windingOffsetOrCrossRight = 1;
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}
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}
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}
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}
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@ -138,88 +142,90 @@ int push_segment(in vec2 p[4], int kind, int pathIndex)
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{
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int segIndex = atomicAdd(segmentCountBuffer.elements[0], 1);
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vec2 s, c, e;
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switch(kind)
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if(segIndex < segmentBuffer.elements.length())
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{
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case MG_GL_LINE:
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s = p[0];
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c = p[0];
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e = p[1];
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break;
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vec2 s, c, e;
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case MG_GL_QUADRATIC:
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s = p[0];
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c = p[1];
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e = p[2];
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break;
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case MG_GL_CUBIC:
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switch(kind)
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{
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s = p[0];
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float sqrNorm0 = dot(p[1]-p[0], p[1]-p[0]);
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float sqrNorm1 = dot(p[3]-p[2], p[3]-p[2]);
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if(sqrNorm0 < sqrNorm1)
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case MG_GL_LINE:
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s = p[0];
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c = p[0];
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e = p[1];
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break;
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case MG_GL_QUADRATIC:
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s = p[0];
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c = p[1];
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e = p[2];
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break;
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case MG_GL_CUBIC:
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{
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c = p[2];
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s = p[0];
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float sqrNorm0 = dot(p[1]-p[0], p[1]-p[0]);
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float sqrNorm1 = dot(p[3]-p[2], p[3]-p[2]);
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if(sqrNorm0 < sqrNorm1)
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{
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c = p[2];
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}
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else
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{
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c = p[1];
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}
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e = p[3];
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} break;
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}
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bool goingUp = e.y >= s.y;
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bool goingRight = e.x >= s.x;
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vec4 box = vec4(min(s.x, e.x),
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min(s.y, e.y),
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max(s.x, e.x),
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max(s.y, e.y));
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segmentBuffer.elements[segIndex].kind = kind;
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segmentBuffer.elements[segIndex].pathIndex = pathIndex;
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segmentBuffer.elements[segIndex].windingIncrement = goingUp ? 1 : -1;
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segmentBuffer.elements[segIndex].box = box;
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float dx = c.x - box.x;
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float dy = c.y - box.y;
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float alpha = (box.w - box.y)/(box.z - box.x);
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float ofs = box.w - box.y;
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if(goingUp == goingRight)
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{
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if(kind == MG_GL_LINE)
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{
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segmentBuffer.elements[segIndex].config = MG_GL_BR;
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}
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else if(dy > alpha*dx)
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{
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segmentBuffer.elements[segIndex].config = MG_GL_TL;
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}
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else
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{
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c = p[1];
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segmentBuffer.elements[segIndex].config = MG_GL_BR;
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}
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e = p[3];
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} break;
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}
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bool goingUp = e.y >= s.y;
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bool goingRight = e.x >= s.x;
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vec4 box = vec4(min(s.x, e.x),
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min(s.y, e.y),
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max(s.x, e.x),
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max(s.y, e.y));
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segmentBuffer.elements[segIndex].kind = kind;
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segmentBuffer.elements[segIndex].pathIndex = pathIndex;
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segmentBuffer.elements[segIndex].windingIncrement = goingUp ? 1 : -1;
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segmentBuffer.elements[segIndex].box = box;
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float dx = c.x - box.x;
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float dy = c.y - box.y;
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float alpha = (box.w - box.y)/(box.z - box.x);
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float ofs = box.w - box.y;
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if(goingUp == goingRight)
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{
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if(kind == MG_GL_LINE)
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{
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segmentBuffer.elements[segIndex].config = MG_GL_BR;
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}
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else if(dy > alpha*dx)
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{
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segmentBuffer.elements[segIndex].config = MG_GL_TL;
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}
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else
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{
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segmentBuffer.elements[segIndex].config = MG_GL_BR;
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if(kind == MG_GL_LINE)
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{
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segmentBuffer.elements[segIndex].config = MG_GL_TR;
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}
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else if(dy < ofs - alpha*dx)
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{
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segmentBuffer.elements[segIndex].config = MG_GL_BL;
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}
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else
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{
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segmentBuffer.elements[segIndex].config = MG_GL_TR;
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}
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}
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}
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else
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{
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if(kind == MG_GL_LINE)
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{
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segmentBuffer.elements[segIndex].config = MG_GL_TR;
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}
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else if(dy < ofs - alpha*dx)
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{
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segmentBuffer.elements[segIndex].config = MG_GL_BL;
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}
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else
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{
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segmentBuffer.elements[segIndex].config = MG_GL_TR;
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}
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}
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return(segIndex);
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}
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@ -229,9 +235,11 @@ int push_segment(in vec2 p[4], int kind, int pathIndex)
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void line_setup(vec2 p[4], int pathIndex)
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{
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int segIndex = push_segment(p, MG_GL_LINE, pathIndex);
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segmentBuffer.elements[segIndex].hullVertex = p[0];
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bin_to_tiles(segIndex);
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if(segIndex < segmentBuffer.elements.length())
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{
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segmentBuffer.elements[segIndex].hullVertex = p[0];
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bin_to_tiles(segIndex);
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}
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}
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vec2 quadratic_blossom(vec2 p[4], float u, float v)
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@ -298,27 +306,30 @@ void quadratic_emit(vec2 p[4], int pathIndex)
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{
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int segIndex = push_segment(p, MG_GL_QUADRATIC, pathIndex);
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//NOTE: compute implicit equation matrix
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float det = p[0].x*(p[1].y-p[2].y) + p[1].x*(p[2].y-p[0].y) + p[2].x*(p[0].y - p[1].y);
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if(segIndex < segmentBuffer.elements.length())
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{
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//NOTE: compute implicit equation matrix
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float det = p[0].x*(p[1].y-p[2].y) + p[1].x*(p[2].y-p[0].y) + p[2].x*(p[0].y - p[1].y);
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float a = p[0].y - p[1].y + 0.5*(p[2].y - p[0].y);
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float b = p[1].x - p[0].x + 0.5*(p[0].x - p[2].x);
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float c = p[0].x*p[1].y - p[1].x*p[0].y + 0.5*(p[2].x*p[0].y - p[0].x*p[2].y);
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float d = p[0].y - p[1].y;
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float e = p[1].x - p[0].x;
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float f = p[0].x*p[1].y - p[1].x*p[0].y;
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float a = p[0].y - p[1].y + 0.5*(p[2].y - p[0].y);
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float b = p[1].x - p[0].x + 0.5*(p[0].x - p[2].x);
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float c = p[0].x*p[1].y - p[1].x*p[0].y + 0.5*(p[2].x*p[0].y - p[0].x*p[2].y);
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float d = p[0].y - p[1].y;
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float e = p[1].x - p[0].x;
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float f = p[0].x*p[1].y - p[1].x*p[0].y;
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float flip = ( segmentBuffer.elements[segIndex].config == MG_GL_TL
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|| segmentBuffer.elements[segIndex].config == MG_GL_BL)? -1 : 1;
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float flip = ( segmentBuffer.elements[segIndex].config == MG_GL_TL
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|| segmentBuffer.elements[segIndex].config == MG_GL_BL)? -1 : 1;
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float g = flip*(p[2].x*(p[0].y - p[1].y) + p[0].x*(p[1].y - p[2].y) + p[1].x*(p[2].y - p[0].y));
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float g = flip*(p[2].x*(p[0].y - p[1].y) + p[0].x*(p[1].y - p[2].y) + p[1].x*(p[2].y - p[0].y));
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segmentBuffer.elements[segIndex].implicitMatrix = (1/det)*mat3(a, d, 0.,
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b, e, 0.,
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c, f, g);
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segmentBuffer.elements[segIndex].hullVertex = p[1];
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segmentBuffer.elements[segIndex].implicitMatrix = (1/det)*mat3(a, d, 0.,
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b, e, 0.,
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c, f, g);
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segmentBuffer.elements[segIndex].hullVertex = p[1];
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bin_to_tiles(segIndex);
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bin_to_tiles(segIndex);
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}
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}
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void quadratic_setup(vec2 p[4], int pathIndex)
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@ -654,71 +665,74 @@ void cubic_emit(cubic_info curve, vec2 p[4], float s0, float s1, vec2 sp[4], int
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{
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int segIndex = push_segment(sp, MG_GL_CUBIC, pathIndex);
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vec2 v0 = p[0];
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vec2 v1 = p[3];
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vec2 v2;
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mat3 K;
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//TODO: haul that up in caller
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float sqrNorm0 = dot(p[1]-p[0], p[1]-p[0]);
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float sqrNorm1 = dot(p[2]-p[3], p[2]-p[3]);
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if(dot(p[0]-p[3], p[0]-p[3]) > 1e-5)
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if(segIndex < segmentBuffer.elements.length())
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{
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if(sqrNorm0 >= sqrNorm1)
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{
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v2 = p[1];
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K = mat3(curve.K[0].xyz, curve.K[3].xyz, curve.K[1].xyz);
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vec2 v0 = p[0];
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vec2 v1 = p[3];
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vec2 v2;
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mat3 K;
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//TODO: haul that up in caller
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float sqrNorm0 = dot(p[1]-p[0], p[1]-p[0]);
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float sqrNorm1 = dot(p[2]-p[3], p[2]-p[3]);
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if(dot(p[0]-p[3], p[0]-p[3]) > 1e-5)
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{
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if(sqrNorm0 >= sqrNorm1)
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{
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v2 = p[1];
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K = mat3(curve.K[0].xyz, curve.K[3].xyz, curve.K[1].xyz);
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}
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else
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{
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v2 = p[2];
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K = mat3(curve.K[0].xyz, curve.K[3].xyz, curve.K[2].xyz);
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}
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}
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else
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{
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v1 = p[1];
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v2 = p[2];
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K = mat3(curve.K[0].xyz, curve.K[3].xyz, curve.K[2].xyz);
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K = mat3(curve.K[0].xyz, curve.K[1].xyz, curve.K[2].xyz);
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}
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}
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else
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{
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v1 = p[1];
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v2 = p[2];
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K = mat3(curve.K[0].xyz, curve.K[1].xyz, curve.K[2].xyz);
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}
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//NOTE: set matrices
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//NOTE: set matrices
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//TODO: should we compute matrix relative to a base point to avoid loss of precision
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// when computing barycentric matrix?
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//TODO: should we compute matrix relative to a base point to avoid loss of precision
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// when computing barycentric matrix?
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mat3 B = barycentric_matrix(v0, v1, v2);
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mat3 B = barycentric_matrix(v0, v1, v2);
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segmentBuffer.elements[segIndex].implicitMatrix = K*B;
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segmentBuffer.elements[segIndex].hullVertex = select_hull_vertex(sp[0], sp[1], sp[2], sp[3]);
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segmentBuffer.elements[segIndex].implicitMatrix = K*B;
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segmentBuffer.elements[segIndex].hullVertex = select_hull_vertex(sp[0], sp[1], sp[2], sp[3]);
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//NOTE: compute sign flip
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segmentBuffer.elements[segIndex].sign = 1;
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//NOTE: compute sign flip
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segmentBuffer.elements[segIndex].sign = 1;
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if( curve.kind == CUBIC_SERPENTINE
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|| curve.kind == CUBIC_CUSP)
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{
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segmentBuffer.elements[segIndex].sign = (curve.d1 < 0)? -1 : 1;
|
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if( curve.kind == CUBIC_SERPENTINE
|
||||
|| curve.kind == CUBIC_CUSP)
|
||||
{
|
||||
segmentBuffer.elements[segIndex].sign = (curve.d1 < 0)? -1 : 1;
|
||||
}
|
||||
else if(curve.kind == CUBIC_LOOP)
|
||||
{
|
||||
float d1 = curve.d1;
|
||||
float d2 = curve.d2;
|
||||
float d3 = curve.d3;
|
||||
|
||||
float H0 = d3*d1-square(d2) + d1*d2*s0 - square(d1)*square(s0);
|
||||
float H1 = d3*d1-square(d2) + d1*d2*s1 - square(d1)*square(s1);
|
||||
float H = (abs(H0) > abs(H1)) ? H0 : H1;
|
||||
segmentBuffer.elements[segIndex].sign = (H*d1 > 0) ? -1 : 1;
|
||||
}
|
||||
|
||||
if(sp[3].y > sp[0].y)
|
||||
{
|
||||
segmentBuffer.elements[segIndex].sign *= -1;
|
||||
}
|
||||
|
||||
//NOTE: bin to tiles
|
||||
bin_to_tiles(segIndex);
|
||||
}
|
||||
else if(curve.kind == CUBIC_LOOP)
|
||||
{
|
||||
float d1 = curve.d1;
|
||||
float d2 = curve.d2;
|
||||
float d3 = curve.d3;
|
||||
|
||||
float H0 = d3*d1-square(d2) + d1*d2*s0 - square(d1)*square(s0);
|
||||
float H1 = d3*d1-square(d2) + d1*d2*s1 - square(d1)*square(s1);
|
||||
float H = (abs(H0) > abs(H1)) ? H0 : H1;
|
||||
segmentBuffer.elements[segIndex].sign = (H*d1 > 0) ? -1 : 1;
|
||||
}
|
||||
|
||||
if(sp[3].y > sp[0].y)
|
||||
{
|
||||
segmentBuffer.elements[segIndex].sign *= -1;
|
||||
}
|
||||
|
||||
//NOTE: bin to tiles
|
||||
bin_to_tiles(segIndex);
|
||||
}
|
||||
|
||||
void cubic_setup(vec2 p[4], int pathIndex)
|
||||
|
|
Loading…
Reference in New Issue