[wip, win32, canvas] porting new canvas renderer to opengl
This commit is contained in:
parent
21aa1bef68
commit
b797f187dc
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@echo off
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setlocal EnableDelayedExpansion
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if not exist bin mkdir bin
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set glsl_shaders=src\glsl_shaders\common.glsl src\glsl_shaders\blit_vertex.glsl src\glsl_shaders\blit_fragment.glsl src\glsl_shaders\clear_counters.glsl src\glsl_shaders\tile.glsl src\glsl_shaders\sort.glsl src\glsl_shaders\draw.glsl
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set glsl_shaders=src\glsl_shaders\common.glsl src\glsl_shaders\blit_vertex.glsl src\glsl_shaders\blit_fragment.glsl src\glsl_shaders\path_setup.glsl src\glsl_shaders\segment_setup.glsl src\glsl_shaders\backprop.glsl src\glsl_shaders\merge.glsl src\glsl_shaders\raster.glsl
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call python3 scripts\embed_text.py %glsl_shaders% --prefix=glsl_ --output src\glsl_shaders.h
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2208
src/gl_canvas.c
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src/gl_canvas.c
File diff suppressed because it is too large
Load Diff
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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precision mediump float;
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layout(std430) buffer;
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layout(binding = 0) restrict readonly buffer pathQueueBufferSSBO
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{
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mg_gl_path_queue elements[];
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} pathQueueBuffer;
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layout(binding = 1) restrict writeonly buffer tileQueueBufferSSBO
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{
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mg_gl_tile_queue elements[];
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} tileQueueBuffer;
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void main()
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{
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}
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@ -1,15 +0,0 @@
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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precision mediump float;
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layout(std430) buffer;
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layout(binding = 0) coherent restrict writeonly buffer tileCounterBufferSSBO {
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uint elements[];
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} tileCounterBuffer ;
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void main()
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{
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uint tileIndex = gl_WorkGroupID.x;
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tileCounterBuffer.elements[tileIndex] = 0u;
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}
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@ -1,14 +1,74 @@
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layout(std430) buffer;
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struct vertex {
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vec4 cubic;
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vec2 pos;
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int shapeIndex;
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// command
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#define MG_GL_FILL 0
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#define MG_GL_STROKE 1
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// element kind
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#define MG_GL_LINE 1
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#define MG_GL_QUADRATIC 2
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#define MG_GL_CUBIC 3
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// curve config
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#define MG_GL_BL 1 /* curve on bottom left */
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#define MG_GL_BR 2 /* curve on bottom right */
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#define MG_GL_TL 3 /* curve on top left */
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#define MG_GL_TR 4 /* curve on top right */
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// Operations
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#define MG_GL_OP_START 0
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#define MG_GL_OP_SEGMENT 1
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struct mg_gl_path
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{
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int cmd;
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float uvTransform[9];
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vec4 color;
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vec4 box;
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vec4 clip;
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};
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struct shape {
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vec4 color;
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vec4 clip;
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float uvTransform[6];
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struct mg_gl_path_elt
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{
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int pathIndex;
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int localEltIndex;
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int kind;
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vec2 p[4];
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};
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struct mg_gl_segment
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{
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int kind;
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int pathIndex;
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int config; //TODO pack these
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int windingIncrement;
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vec4 box;
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float hullMatrix[9];
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float implicitMatrix[9];
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float sign;
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vec2 hullVertex;
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int debugID;
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};
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struct mg_gl_path_queue
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{
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vec4 area;
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int tileQueues;
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};
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struct mg_gl_tile_op
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{
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int kind;
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int index;
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int next;
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bool crossRight;
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int windingOffset;
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};
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struct mg_gl_tile_queue
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{
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int windingOffset;
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int first;
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int last;
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};
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#extension GL_ARB_gpu_shader_int64 : require
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layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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precision mediump float;
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//precision mediump image2D;
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layout(binding = 0) restrict readonly buffer vertexBufferSSBO {
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vertex elements[];
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} vertexBuffer ;
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layout(binding = 1) restrict readonly buffer shapeBufferSSBO {
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shape elements[];
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} shapeBuffer ;
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layout(binding = 2) restrict readonly buffer indexBufferSSBO {
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uint elements[];
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} indexBuffer ;
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layout(binding = 3) restrict readonly buffer tileCounterBufferSSBO {
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uint elements[];
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} tileCounterBuffer ;
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layout(binding = 4) restrict readonly buffer tileArrayBufferSSBO {
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uint elements[];
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} tileArrayBuffer ;
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layout(location = 0) uniform uint indexCount;
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layout(location = 1) uniform uvec2 tileCount;
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layout(location = 2) uniform uint tileSize;
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layout(location = 3) uniform uint tileArraySize;
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layout(location = 4) uniform vec2 scaling;
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layout(location = 5) uniform uint useTexture;
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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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bool is_top_left(ivec2 a, ivec2 b)
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{
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return( (a.y == b.y && b.x < a.x)
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||(b.y < a.y));
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}
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//////////////////////////////////////////////////////////////////////////////
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//TODO: we should do these computations on 64bits, because otherwise
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// we might overflow for values > 2048.
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// Unfortunately this is costly.
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// Another way is to precompute triangle edges (b - a) in full precision
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// once to avoid doing it all the time...
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//////////////////////////////////////////////////////////////////////////////
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int orient2d(ivec2 a, ivec2 b, ivec2 p)
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{
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return((b.x-a.x)*(p.y-a.y) - (b.y-a.y)*(p.x-a.x));
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}
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int is_clockwise(ivec2 p0, ivec2 p1, ivec2 p2)
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{
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return((p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x);
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}
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void main()
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{
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ivec2 pixelCoord = ivec2(gl_WorkGroupID.xy*uvec2(16, 16) + gl_LocalInvocationID.xy);
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uvec2 tileCoord = uvec2(pixelCoord) / tileSize;
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uint tileIndex = tileCoord.y * tileCount.x + tileCoord.x;
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uint tileCounter = min(tileCounterBuffer.elements[tileIndex], tileArraySize);
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const float subPixelFactor = 16.;
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ivec2 centerPoint = ivec2((vec2(pixelCoord) + vec2(0.5, 0.5)) * subPixelFactor);
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//*
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const int sampleCount = 8;
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ivec2 samplePoints[sampleCount] = ivec2[sampleCount](centerPoint + ivec2(1, 3),
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centerPoint + ivec2(-1, -3),
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centerPoint + ivec2(5, -1),
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centerPoint + ivec2(-3, 5),
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centerPoint + ivec2(-5, -5),
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centerPoint + ivec2(-7, 1),
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centerPoint + ivec2(3, -7),
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centerPoint + ivec2(7, 7));
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/*/
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const int sampleCount = 4;
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ivec2 samplePoints[sampleCount] = ivec2[sampleCount](centerPoint + ivec2(-2, 6),
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centerPoint + ivec2(6, 2),
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centerPoint + ivec2(-6, -2),
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centerPoint + ivec2(2, -6));
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//*/
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//DEBUG
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/*
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{
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vec4 fragColor = vec4(0);
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if( pixelCoord.x % 16 == 0
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||pixelCoord.y % 16 == 0)
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{
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fragColor = vec4(0, 0, 0, 1);
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}
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else if(tileCounterBuffer.elements[tileIndex] == 0xffffu)
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{
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fragColor = vec4(1, 0, 1, 1);
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}
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else if(tileCounter != 0u)
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{
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fragColor = vec4(0, 1, 0, 1);
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}
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else
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{
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fragColor = vec4(1, 0, 0, 1);
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}
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imageStore(outTexture, pixelCoord, fragColor);
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return;
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}
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//*/
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//----
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vec4 sampleColor[sampleCount];
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vec4 currentColor[sampleCount];
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int currentShapeIndex[sampleCount];
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int flipCount[sampleCount];
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for(int i=0; i<sampleCount; i++)
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{
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currentShapeIndex[i] = -1;
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flipCount[i] = 0;
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sampleColor[i] = vec4(0, 0, 0, 0);
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currentColor[i] = vec4(0, 0, 0, 0);
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}
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for(uint tileArrayIndex=0u; tileArrayIndex < tileCounter; tileArrayIndex++)
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{
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uint triangleIndex = tileArrayBuffer.elements[tileArraySize * tileIndex + tileArrayIndex];
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uint i0 = indexBuffer.elements[triangleIndex];
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uint i1 = indexBuffer.elements[triangleIndex+1u];
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uint i2 = indexBuffer.elements[triangleIndex+2u];
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ivec2 p0 = ivec2((vertexBuffer.elements[i0].pos * scaling) * subPixelFactor);
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ivec2 p1 = ivec2((vertexBuffer.elements[i1].pos * scaling) * subPixelFactor);
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ivec2 p2 = ivec2((vertexBuffer.elements[i2].pos * scaling) * subPixelFactor);
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int shapeIndex = vertexBuffer.elements[i0].shapeIndex;
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vec4 color = shapeBuffer.elements[shapeIndex].color;
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color.rgb *= color.a;
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ivec4 clip = ivec4(round((shapeBuffer.elements[shapeIndex].clip * vec4(scaling, scaling) + vec4(0.5, 0.5, 0.5, 0.5)) * subPixelFactor));
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mat3 uvTransform = mat3(shapeBuffer.elements[shapeIndex].uvTransform[0],
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shapeBuffer.elements[shapeIndex].uvTransform[3],
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0.,
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shapeBuffer.elements[shapeIndex].uvTransform[1],
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shapeBuffer.elements[shapeIndex].uvTransform[4],
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0.,
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shapeBuffer.elements[shapeIndex].uvTransform[2],
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shapeBuffer.elements[shapeIndex].uvTransform[5],
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1.);
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//NOTE(martin): reorder triangle counter-clockwise and compute bias for each edge
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int cw = is_clockwise(p0, p1, p2);
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if(cw < 0)
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{
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uint tmpIndex = i1;
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i1 = i2;
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i2 = tmpIndex;
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ivec2 tmpPoint = p1;
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p1 = p2;
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p2 = tmpPoint;
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}
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vec4 cubic0 = vertexBuffer.elements[i0].cubic;
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vec4 cubic1 = vertexBuffer.elements[i1].cubic;
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vec4 cubic2 = vertexBuffer.elements[i2].cubic;
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int bias0 = is_top_left(p1, p2) ? 0 : -1;
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int bias1 = is_top_left(p2, p0) ? 0 : -1;
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int bias2 = is_top_left(p0, p1) ? 0 : -1;
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for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
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{
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ivec2 samplePoint = samplePoints[sampleIndex];
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if( samplePoint.x < clip.x
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|| samplePoint.x > clip.z
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|| samplePoint.y < clip.y
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|| samplePoint.y > clip.w)
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{
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continue;
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}
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int w0 = orient2d(p1, p2, samplePoint);
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int w1 = orient2d(p2, p0, samplePoint);
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int w2 = orient2d(p0, p1, samplePoint);
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if((w0+bias0) >= 0 && (w1+bias1) >= 0 && (w2+bias2) >= 0)
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{
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vec4 cubic = (cubic0*float(w0) + cubic1*float(w1) + cubic2*float(w2))/(float(w0)+float(w1)+float(w2));
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float eps = 0.0001;
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if(cubic.w*(cubic.x*cubic.x*cubic.x - cubic.y*cubic.z) <= eps)
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{
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if(shapeIndex == currentShapeIndex[sampleIndex])
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{
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flipCount[sampleIndex]++;
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}
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else
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{
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if((flipCount[sampleIndex] & 0x01) != 0)
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{
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sampleColor[sampleIndex] = currentColor[sampleIndex];
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}
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vec4 nextColor = color;
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if(useTexture)
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{
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vec3 sampleFP = vec3(vec2(samplePoint).xy/(subPixelFactor*2.), 1);
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vec2 uv = (uvTransform * sampleFP).xy;
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vec4 texColor = texture(srcTexture, uv);
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texColor.rgb *= texColor.a;
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nextColor *= texColor;
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}
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currentColor[sampleIndex] = sampleColor[sampleIndex]*(1.-nextColor.a) + nextColor;
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currentShapeIndex[sampleIndex] = shapeIndex;
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flipCount[sampleIndex] = 1;
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}
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}
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}
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}
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}
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vec4 pixelColor = vec4(0);
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for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
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{
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if((flipCount[sampleIndex] & 0x01) != 0)
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{
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sampleColor[sampleIndex] = currentColor[sampleIndex];
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}
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pixelColor += sampleColor[sampleIndex];
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}
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imageStore(outTexture, pixelCoord, pixelColor/float(sampleCount));
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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precision mediump float;
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layout(std430) buffer;
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layout(binding = 0) restrict readonly buffer pathBufferSSBO
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{
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mg_gl_path elements[];
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} pathBuffer;
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layout(binding = 1) restrict readonly buffer pathQueueBufferSSBO
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{
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mg_gl_path_queue elements[];
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} pathQueueBuffer;
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layout(binding = 2) restrict readonly buffer tileQueueBufferSSBO
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{
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mg_gl_tile_queue elements[];
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} tileQueueBuffer;
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layout(binding = 3) restrict readonly buffer tileOpBufferSSBO
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{
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mg_gl_tile_op elements[];
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} tileOpBuffer;
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layout(binding = 4) restrict readonly buffer tileOpCountBufferSSBO
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{
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int elements[];
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} tileOpCountBuffer;
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layout(binding = 5) restrict readonly buffer screenTilesBufferSSBO
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{
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mg_gl_tile_queue elements[];
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} screenTilesBuffer;
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void main()
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{
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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precision mediump float;
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layout(std430) buffer;
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layout(binding = 0) restrict readonly buffer pathBufferSSBO
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{
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mg_gl_path elements[];
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} pathBuffer;
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layout(binding = 1) restrict writeonly buffer pathQueueBufferSSBO
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{
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mg_gl_path_queue elements[];
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} pathQueueBuffer;
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layout(binding = 2) restrict writeonly buffer tileQueueBufferSSBO
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{
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mg_gl_tile_queue elements[];
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} tileQueueBuffer;
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layout(binding = 3) restrict writeonly buffer tileQueueCountBufferSSBO
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{
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int elements[];
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} tileQueueCountBuffer;
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void main()
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{
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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precision mediump float;
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layout(std430) buffer;
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layout(binding = 0) restrict readonly buffer screenTilesBufferSSBO
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{
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mg_gl_tile_queue elements[];
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} screenTilesBuffer;
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layout(binding = 1) restrict readonly buffer tileOpBufferSSBO
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{
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mg_gl_tile_op elements[];
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} tileOpBuffer;
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layout(binding = 2) restrict readonly buffer pathBufferSSBO
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{
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mg_gl_path elements[];
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} pathBuffer;
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layout(binding = 3) restrict readonly buffer segmentBufferSSBO
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{
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mg_gl_segment elements[];
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} segmentBuffer;
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void main()
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{
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}
|
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@ -0,0 +1,46 @@
|
|||
|
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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|
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precision mediump float;
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layout(std430) buffer;
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layout(binding = 0) restrict readonly buffer elementBufferSSBO
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{
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mg_gl_path_elt elements[];
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} elementBuffer;
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||||
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layout(binding = 1) restrict buffer segmentCountBufferSSBO
|
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{
|
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int elements[];
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} segmentCountBuffer;
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|
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layout(binding = 2) restrict writeonly buffer segmentBufferSSBO
|
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{
|
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mg_gl_segment elements[];
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} segmentBuffer;
|
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|
||||
layout(binding = 3) restrict readonly buffer pathQueueBufferSSBO
|
||||
{
|
||||
mg_gl_path_queue elements[];
|
||||
} pathQueueBuffer;
|
||||
|
||||
layout(binding = 4) restrict readonly buffer tileQueueBufferSSBO
|
||||
{
|
||||
mg_gl_tile_queue elements[];
|
||||
} tileQueueBuffer;
|
||||
|
||||
layout(binding = 5) restrict readonly buffer tileOpBufferSSBO
|
||||
{
|
||||
mg_gl_tile_op elements[];
|
||||
} tileOpBuffer;
|
||||
|
||||
layout(binding = 6) restrict readonly buffer tileOpCountBufferSSBO
|
||||
{
|
||||
int elements[];
|
||||
} tileOpCountBuffer;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
}
|
|
@ -1,61 +0,0 @@
|
|||
|
||||
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
|
||||
|
||||
precision mediump float;
|
||||
|
||||
layout(binding = 0) restrict readonly buffer vertexBufferSSBO {
|
||||
vertex elements[];
|
||||
} vertexBuffer ;
|
||||
|
||||
layout(binding = 1) restrict readonly buffer shapeBufferSSBO {
|
||||
shape elements[];
|
||||
} shapeBuffer ;
|
||||
|
||||
layout(binding = 2) restrict readonly buffer indexBufferSSBO {
|
||||
uint elements[];
|
||||
} indexBuffer ;
|
||||
|
||||
layout(binding = 3) coherent readonly restrict buffer tileCounterBufferSSBO {
|
||||
uint elements[];
|
||||
} tileCounterBuffer ;
|
||||
|
||||
layout(binding = 4) coherent restrict buffer tileArrayBufferSSBO {
|
||||
uint elements[];
|
||||
} tileArrayBuffer ;
|
||||
|
||||
layout(location = 0) uniform uint indexCount;
|
||||
layout(location = 1) uniform uvec2 tileCount;
|
||||
layout(location = 2) uniform uint tileSize;
|
||||
layout(location = 3) uniform uint tileArraySize;
|
||||
|
||||
int get_shape_index(uint tileArrayOffset, uint tileArrayIndex)
|
||||
{
|
||||
uint triangleIndex = tileArrayBuffer.elements[tileArrayOffset + tileArrayIndex];
|
||||
uint i0 = indexBuffer.elements[triangleIndex];
|
||||
int shapeIndex = vertexBuffer.elements[i0].shapeIndex;
|
||||
return(shapeIndex);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
uint tileIndex = gl_WorkGroupID.x;
|
||||
uint tileArrayOffset = tileArraySize * tileIndex;
|
||||
uint tileArrayCount = min(tileCounterBuffer.elements[tileIndex], tileArraySize);
|
||||
|
||||
for(uint tileArrayIndex=1u; tileArrayIndex < tileArrayCount; tileArrayIndex++)
|
||||
{
|
||||
for(uint sortIndex = tileArrayIndex; sortIndex > 0u; sortIndex--)
|
||||
{
|
||||
int shapeIndex = get_shape_index(tileArrayOffset, sortIndex);
|
||||
int prevShapeIndex = get_shape_index(tileArrayOffset, sortIndex-1u);
|
||||
|
||||
if(shapeIndex >= prevShapeIndex)
|
||||
{
|
||||
break;
|
||||
}
|
||||
uint tmp = tileArrayBuffer.elements[tileArrayOffset + sortIndex];
|
||||
tileArrayBuffer.elements[tileArrayOffset + sortIndex] = tileArrayBuffer.elements[tileArrayOffset + sortIndex - 1u];
|
||||
tileArrayBuffer.elements[tileArrayOffset + sortIndex - 1u] = tmp;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,77 +0,0 @@
|
|||
|
||||
layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;
|
||||
|
||||
precision mediump float;
|
||||
|
||||
layout(binding = 0) restrict readonly buffer vertexBufferSSBO {
|
||||
vertex elements[];
|
||||
} vertexBuffer ;
|
||||
|
||||
layout(binding = 1) restrict readonly buffer shapeBufferSSBO {
|
||||
shape elements[];
|
||||
} shapeBuffer ;
|
||||
|
||||
layout(binding = 2) restrict readonly buffer indexBufferSSBO {
|
||||
uint elements[];
|
||||
} indexBuffer ;
|
||||
|
||||
layout(binding = 3) coherent restrict buffer tileCounterBufferSSBO {
|
||||
uint elements[];
|
||||
} tileCounterBuffer ;
|
||||
|
||||
layout(binding = 4) coherent restrict writeonly buffer tileArrayBufferSSBO {
|
||||
uint elements[];
|
||||
} tileArrayBuffer ;
|
||||
|
||||
layout(location = 0) uniform uint indexCount;
|
||||
layout(location = 1) uniform uvec2 tileCount;
|
||||
layout(location = 2) uniform uint tileSize;
|
||||
layout(location = 3) uniform uint tileArraySize;
|
||||
layout(location = 4) uniform vec2 scaling;
|
||||
|
||||
void main()
|
||||
{
|
||||
uint triangleIndex = (gl_WorkGroupID.x*gl_WorkGroupSize.x + gl_LocalInvocationIndex) * 3u;
|
||||
if(triangleIndex >= indexCount)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
uint i0 = indexBuffer.elements[triangleIndex];
|
||||
uint i1 = indexBuffer.elements[triangleIndex+1u];
|
||||
uint i2 = indexBuffer.elements[triangleIndex+2u];
|
||||
|
||||
vec2 p0 = vertexBuffer.elements[i0].pos * scaling;
|
||||
vec2 p1 = vertexBuffer.elements[i1].pos * scaling;
|
||||
vec2 p2 = vertexBuffer.elements[i2].pos * scaling;
|
||||
|
||||
int shapeIndex = vertexBuffer.elements[i0].shapeIndex;
|
||||
vec4 clip = shapeBuffer.elements[shapeIndex].clip * vec4(scaling, scaling);
|
||||
|
||||
vec4 fbox = vec4(max(min(min(p0.x, p1.x), p2.x), clip.x),
|
||||
max(min(min(p0.y, p1.y), p2.y), clip.y),
|
||||
min(max(max(p0.x, p1.x), p2.x), clip.z),
|
||||
min(max(max(p0.y, p1.y), p2.y), clip.w));
|
||||
|
||||
ivec4 box = ivec4(floor(fbox))/int(tileSize);
|
||||
|
||||
//NOTE(martin): it's importat 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.
|
||||
int xMin = max(0, box.x);
|
||||
int yMin = max(0, box.y);
|
||||
int xMax = min(box.z, int(tileCount.x) - 1);
|
||||
int yMax = min(box.w, int(tileCount.y) - 1);
|
||||
|
||||
for(int y = yMin; y <= yMax; y++)
|
||||
{
|
||||
for(int x = xMin ; x <= xMax; x++)
|
||||
{
|
||||
uint tileIndex = uint(y)*tileCount.x + uint(x);
|
||||
uint tileCounter = atomicAdd(tileCounterBuffer.elements[tileIndex], 1u);
|
||||
if(tileCounter < tileArraySize)
|
||||
{
|
||||
tileArrayBuffer.elements[tileArraySize*tileIndex + tileCounter] = triangleIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
1585
src/tmp_gl_canvas.c
1585
src/tmp_gl_canvas.c
File diff suppressed because it is too large
Load Diff
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Reference in New Issue