[gl canvas] allow multiple textures per batch
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@ -30,7 +30,8 @@ typedef struct mg_gl_path
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vec4 box;
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vec4 clip;
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mg_gl_cmd cmd;
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u8 pad[12];
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int textureID;
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u8 pad[8];
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} mg_gl_path;
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enum _mg_gl_seg_kind{
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@ -125,6 +126,7 @@ enum {
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MG_GL_INPUT_BUFFERS_COUNT = 3,
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MG_GL_TILE_SIZE = 16,
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MG_GL_MSAA_COUNT = 8,
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MG_GL_MAX_IMAGES_PER_BATCH = 8,
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};
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typedef struct mg_gl_mapped_buffer
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@ -186,6 +188,7 @@ typedef struct mg_gl_canvas_backend
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int maxTileQueueCount;
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int maxSegmentCount;
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int currentImageIndex;
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} mg_gl_canvas_backend;
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static void mg_update_path_extents(vec4* extents, vec2 p)
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@ -362,6 +365,12 @@ void mg_gl_canvas_encode_path(mg_gl_canvas_backend* backend, mg_primitive* primi
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path->uvTransform[9] = uvTransform.m[5];
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path->uvTransform[10] = 1;
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path->uvTransform[11] = 0;
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path->textureID = backend->currentImageIndex;
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}
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else
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{
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path->textureID = -1;
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}
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int nTilesX = ((path->box.z - path->box.x)*scale - 1) / MG_GL_TILE_SIZE + 1;
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@ -1043,7 +1052,7 @@ void mg_gl_grow_buffer_if_needed(GLuint buffer, i32 wantedSize, const char* name
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void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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mg_wgl_surface* surface,
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mg_image_data* image,
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mg_image* images,
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int tileSize,
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int nTilesX,
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int nTilesY,
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@ -1220,18 +1229,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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glUniform1i(0, tileSize);
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glUniform1f(1, scale);
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glUniform1i(2, pathCount);
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// if there's an image, don't cull solid tiles
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if(image)
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{
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glUniform1i(3, 0);
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}
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else
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{
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glUniform1i(3, 1);
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}
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glUniform1i(4, backend->pathBatchStart);
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glUniform1i(3, backend->pathBatchStart);
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glDispatchCompute(nTilesX, nTilesY, 1);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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@ -1269,20 +1267,21 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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glBindImageTexture(0, backend->outTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
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for(int i=0; i<MG_GL_MAX_IMAGES_PER_BATCH; i++)
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{
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if(images[i].h)
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{
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mg_gl_image* image = (mg_gl_image*)mg_image_data_from_handle(images[i]);
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if(image)
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{
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mg_gl_image* glImage = (mg_gl_image*)image;
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, glImage->texture);
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glUniform1ui(2, 1);
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glActiveTexture(GL_TEXTURE1+i);
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glBindTexture(GL_TEXTURE_2D, image->texture);
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}
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}
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else
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{
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glUniform1ui(2, 0);
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}
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glUniform1i(3, backend->pathBatchStart);
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glUniform1ui(4, maxWorkGroupCount);
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glUniform1i(2, backend->pathBatchStart);
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glUniform1ui(3, maxWorkGroupCount);
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glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, backend->rasterDispatchBuffer);
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glDispatchComputeIndirect(0);
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@ -1397,28 +1396,53 @@ void mg_gl_canvas_render(mg_canvas_backend* interface,
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//NOTE: encode and render batches
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vec2 currentPos = {0};
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mg_image currentImage = mg_image_nil();
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mg_image images[MG_GL_MAX_IMAGES_PER_BATCH] = {0};
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int imageCount = 0;
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backend->eltCount = 0;
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for(int primitiveIndex = 0; primitiveIndex < primitiveCount; primitiveIndex++)
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{
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mg_primitive* primitive = &primitives[primitiveIndex];
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if(primitiveIndex && (primitive->attributes.image.h != currentImage.h))
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if(primitive->attributes.image.h != 0)
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{
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backend->currentImageIndex = -1;
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for(int i=0; i<imageCount; i++)
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{
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if(images[i].h == primitive->attributes.image.h)
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{
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backend->currentImageIndex = i;
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}
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}
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if(backend->currentImageIndex <= 0)
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{
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if(imageCount<MG_GL_MAX_IMAGES_PER_BATCH)
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{
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images[imageCount] = primitive->attributes.image;
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backend->currentImageIndex = imageCount;
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imageCount++;
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}
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else
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{
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mg_image_data* imageData = mg_image_data_from_handle(currentImage);
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mg_gl_render_batch(backend,
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surface,
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imageData,
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images,
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tileSize,
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nTilesX,
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nTilesY,
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viewportSize,
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scale);
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images[0] = primitive->attributes.image;
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backend->currentImageIndex = 0;
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imageCount = 1;
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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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backend->currentImageIndex = -1;
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}
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currentImage = primitive->attributes.image;
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if(primitive->path.count)
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{
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@ -1470,10 +1494,9 @@ void mg_gl_canvas_render(mg_canvas_backend* interface,
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}
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}
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mg_image_data* imageData = mg_image_data_from_handle(currentImage);
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mg_gl_render_batch(backend,
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surface,
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imageData,
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images,
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tileSize,
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nTilesX,
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nTilesY,
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@ -1661,10 +1684,10 @@ mg_canvas_backend* gl_canvas_backend_create(mg_wgl_surface* surface)
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//NOTE(martin): setup interface functions
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backend->interface.destroy = mg_gl_canvas_destroy;
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backend->interface.render = mg_gl_canvas_render;
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backend->interface.imageCreate = mg_gl_canvas_image_create;
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backend->interface.imageDestroy = mg_gl_canvas_image_destroy;
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backend->interface.imageUploadRegion = mg_gl_canvas_image_upload_region;
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backend->interface.render = mg_gl_canvas_render;
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surface->interface.prepare((mg_surface_data*)surface);
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@ -34,6 +34,7 @@ struct mg_gl_path
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vec4 box;
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vec4 clip;
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int cmd;
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int textureID;
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};
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struct mg_gl_path_elt
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@ -43,8 +43,7 @@ layout(binding = 6) coherent restrict buffer screenTilesCountBufferSSBO
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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 = 2) uniform int pathCount;
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layout(location = 3) uniform int cullSolidTiles;
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layout(location = 4) uniform int pathBufferStart;
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layout(location = 3) uniform int pathBufferStart;
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void main()
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{
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@ -130,7 +129,7 @@ void main()
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tileOpBuffer.elements[pathOpIndex].kind = MG_GL_OP_FILL;
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if( pathBuffer.elements[pathBufferStart + pathIndex].color.a == 1
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&& cullSolidTiles != 0)
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&& pathBuffer.elements[pathBufferStart + pathIndex].textureID < 0)
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{
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screenTilesBuffer.elements[tileIndex].first = pathOpIndex;
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}
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@ -32,12 +32,19 @@ layout(binding = 4) restrict readonly buffer screenTilesCountBufferSSBO
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layout(location = 0) uniform float scale;
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layout(location = 1) uniform int msaaSampleCount;
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layout(location = 2) uniform uint useTexture;
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layout(location = 3) uniform int pathBufferStart;
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layout(location = 4) uniform uint maxWorkGroupCount;
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layout(location = 2) uniform int pathBufferStart;
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layout(location = 3) uniform uint maxWorkGroupCount;
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layout(rgba8, binding = 0) uniform restrict writeonly image2D outTexture;
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layout(binding = 1) uniform sampler2D srcTexture;
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layout(binding = 1) uniform sampler2D srcTexture0;
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layout(binding = 2) uniform sampler2D srcTexture1;
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layout(binding = 3) uniform sampler2D srcTexture2;
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layout(binding = 4) uniform sampler2D srcTexture3;
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layout(binding = 5) uniform sampler2D srcTexture4;
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layout(binding = 6) uniform sampler2D srcTexture5;
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layout(binding = 7) uniform sampler2D srcTexture6;
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layout(binding = 8) uniform sampler2D srcTexture7;
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void main()
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{
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@ -146,15 +153,49 @@ void main()
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vec4 nextColor = pathBuffer.elements[pathBufferStart + pathIndex].color;
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nextColor.rgb *= nextColor.a;
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if(useTexture != 0)
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int textureID = pathBuffer.elements[pathBufferStart+pathIndex].textureID;
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if(textureID >= 0)
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{
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vec4 texColor = vec4(0);
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for(int sampleIndex = 0; sampleIndex<srcSampleCount; sampleIndex++)
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{
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vec2 sampleCoord = imgSampleCoords[sampleIndex];
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vec3 ph = vec3(sampleCoord.xy, 1);
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vec2 uv = (pathBuffer.elements[pathBufferStart + pathIndex].uvTransform * ph).xy;
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texColor += texture(srcTexture, uv);
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if(textureID == 0)
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{
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texColor += texture(srcTexture0, uv);
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}
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else if(textureID == 1)
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{
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texColor += texture(srcTexture1, uv);
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}
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else if(textureID == 2)
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{
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texColor += texture(srcTexture2, uv);
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}
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else if(textureID == 3)
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{
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texColor += texture(srcTexture3, uv);
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}
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else if(textureID == 4)
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{
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texColor += texture(srcTexture4, uv);
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}
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else if(textureID == 5)
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{
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texColor += texture(srcTexture5, uv);
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}
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else if(textureID == 6)
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{
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texColor += texture(srcTexture6, uv);
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}
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else if(textureID == 7)
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{
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texColor += texture(srcTexture7, uv);
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}
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}
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texColor /= srcSampleCount;
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texColor.rgb *= texColor.a;
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