[wip, win32, canvas] added MSAA to new canvas renderer

This commit is contained in:
martinfouilleul 2023-07-03 15:00:40 +02:00
parent 0e6d67f636
commit d00024b515
3 changed files with 98 additions and 57 deletions

View File

@ -300,16 +300,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
//NOTE: raster pass
glUseProgram(backend->raster);
/*
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->screenTilesBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->tileOpBuffer);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 2, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path));
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->segmentBuffer);
glUniform1i(0, tileSize);
glUniform1f(1, scale);
glUniform1i(2, backend->msaaCount);
*/
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path));
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentCountBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->segmentBuffer);
@ -317,6 +308,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->screenTilesBuffer);
glUniform1f(0, scale);
glUniform1i(1, backend->msaaCount);
int err = glGetError();
if(err)

View File

@ -20,6 +20,9 @@ layout(std430) buffer;
#define MG_GL_OP_START 0
#define MG_GL_OP_SEGMENT 1
// MSAA
#define MG_GL_MAX_SAMPLE_COUNT 8
struct mg_gl_path
{
mat3 uvTransform;

View File

@ -30,9 +30,11 @@ layout(binding = 4) restrict readonly buffer screenTilesBufferSSBO
} screenTilesBuffer;
layout(location = 0) uniform float scale;
layout(location = 1) uniform int msaaSampleCount;
layout(rgba8, binding = 0) uniform restrict writeonly image2D outTexture;
void main()
{
uvec2 nTiles = gl_NumWorkGroups.xy;
@ -40,18 +42,45 @@ void main()
uint tileIndex = tileCoord.y * nTiles.x + tileCoord.x;
ivec2 pixelCoord = ivec2(gl_WorkGroupID.xy*uvec2(16, 16) + gl_LocalInvocationID.xy);
vec2 sampleCoord = vec2(pixelCoord);
vec2 centerCoord = vec2(pixelCoord) + vec2(0.5, 0.5);
/*
if((pixelCoord.x % 16) == 0 || (pixelCoord.y % 16) == 0)
{
imageStore(outTexture, pixelCoord, vec4(0, 0, 0, 1));
return;
}
*/
vec2 sampleCoords[MG_GL_MAX_SAMPLE_COUNT] = {
centerCoord + vec2(1, 3)/16,
centerCoord + vec2(-1, -3)/16,
centerCoord + vec2(5, -1)/16,
centerCoord + vec2(-3, 5)/16,
centerCoord + vec2(-5, -5)/16,
centerCoord + vec2(-7, 1)/16,
centerCoord + vec2(3, -7)/16,
centerCoord + vec2(7, 7)/16
};
int sampleCount = msaaSampleCount;
if(sampleCount != 8)
{
sampleCount = 1;
sampleCoords[0] = centerCoord;
}
vec4 color[MG_GL_MAX_SAMPLE_COUNT];
int winding[MG_GL_MAX_SAMPLE_COUNT];
for(int i=0; i<sampleCount; i++)
{
winding[i] = 0;
color[i] = vec4(0);
}
int pathIndex = 0;
int opIndex = screenTilesBuffer.elements[tileIndex];
int winding = 0;
vec4 color = vec4(0);
if((pixelCoord.x % 16) == 0 || (pixelCoord.y % 16) == 0)
{
imageStore(outTexture, ivec2(sampleCoord), vec4(0, 0, 0, 1));
return;
}
while(opIndex >= 0)
{
@ -60,24 +89,28 @@ void main()
if(op.kind == MG_GL_OP_START)
{
vec4 clip = pathBuffer.elements[pathIndex].clip * scale;
vec4 pathColor = pathBuffer.elements[pathIndex].color;
pathColor.rgb *= pathColor.a;
vec4 clip = pathBuffer.elements[pathIndex].clip * scale;
if( sampleCoord.x >= clip.x
&& sampleCoord.x < clip.z
&& sampleCoord.y >= clip.y
&& sampleCoord.y < clip.w)
for(int sampleIndex = 0; sampleIndex<sampleCount; sampleIndex++)
{
bool filled = (pathBuffer.elements[pathIndex].cmd == MG_GL_FILL && ((winding & 1) != 0))
||(pathBuffer.elements[pathIndex].cmd == MG_GL_STROKE && (winding != 0));
if(filled)
vec2 sampleCoord = sampleCoords[sampleIndex];
if( sampleCoord.x >= clip.x
&& sampleCoord.x < clip.z
&& sampleCoord.y >= clip.y
&& sampleCoord.y < clip.w)
{
vec4 nextColor = pathColor;
color = color*(1-nextColor.a) + nextColor;
bool filled = (pathBuffer.elements[pathIndex].cmd == MG_GL_FILL && ((winding[sampleIndex] & 1) != 0))
||(pathBuffer.elements[pathIndex].cmd == MG_GL_STROKE && (winding[sampleIndex] != 0));
if(filled)
{
vec4 nextColor = pathColor;
color[sampleIndex] = color[sampleIndex]*(1-nextColor.a) + nextColor;
}
}
winding = op.windingOffset;
winding[sampleIndex] = op.windingOffset;
}
pathIndex = op.index;
}
@ -86,47 +119,60 @@ void main()
int segIndex = op.index;
mg_gl_segment seg = segmentBuffer.elements[segIndex];
if( (sampleCoord.y > seg.box.y)
&&(sampleCoord.y <= seg.box.w)
&&(side_of_segment(sampleCoord, seg) < 0))
for(int sampleIndex=0; sampleIndex<sampleCount; sampleIndex++)
{
winding += seg.windingIncrement;
}
vec2 sampleCoord = sampleCoords[sampleIndex];
if(op.crossRight)
{
if( (seg.config == MG_GL_BR || seg.config == MG_GL_TL)
&&(sampleCoord.y > seg.box.w))
if( (sampleCoord.y > seg.box.y)
&&(sampleCoord.y <= seg.box.w)
&&(side_of_segment(sampleCoord, seg) < 0))
{
winding += seg.windingIncrement;
winding[sampleIndex] += seg.windingIncrement;
}
else if( (seg.config == MG_GL_BL || seg.config == MG_GL_TR)
&&(sampleCoord.y > seg.box.y))
if(op.crossRight)
{
winding -= seg.windingIncrement;
if( (seg.config == MG_GL_BR || seg.config == MG_GL_TL)
&&(sampleCoord.y > seg.box.w))
{
winding[sampleIndex] += seg.windingIncrement;
}
else if( (seg.config == MG_GL_BL || seg.config == MG_GL_TR)
&&(sampleCoord.y > seg.box.y))
{
winding[sampleIndex] -= seg.windingIncrement;
}
}
}
}
}
vec4 pathColor = pathBuffer.elements[pathIndex].color;
pathColor.rgb *= pathColor.a;
vec4 clip = pathBuffer.elements[pathIndex].clip * scale;
if( sampleCoord.x >= clip.x
&& sampleCoord.x < clip.z
&& sampleCoord.y >= clip.y
&& sampleCoord.y < clip.w)
vec4 pixelColor = vec4(0);
vec4 pathColor = pathBuffer.elements[pathIndex].color;
pathColor.rgb *= pathColor.a;
for(int sampleIndex=0; sampleIndex<sampleCount; sampleIndex++)
{
bool filled = (pathBuffer.elements[pathIndex].cmd == MG_GL_FILL && ((winding & 1) != 0))
||(pathBuffer.elements[pathIndex].cmd == MG_GL_STROKE && (winding != 0));
if(filled)
vec2 sampleCoord = sampleCoords[sampleIndex];
if( sampleCoord.x >= clip.x
&& sampleCoord.x < clip.z
&& sampleCoord.y >= clip.y
&& sampleCoord.y < clip.w)
{
vec4 nextColor = pathColor;
color = color*(1-nextColor.a) + nextColor;
bool filled = (pathBuffer.elements[pathIndex].cmd == MG_GL_FILL && ((winding[sampleIndex] & 1) != 0))
||(pathBuffer.elements[pathIndex].cmd == MG_GL_STROKE && (winding[sampleIndex] != 0));
if(filled)
{
vec4 nextColor = pathColor;
color[sampleIndex] = color[sampleIndex]*(1-nextColor.a) + nextColor;
}
}
pixelColor += color[sampleIndex];
}
// write to texture
imageStore(outTexture, ivec2(sampleCoord), color);
pixelColor /= sampleCount;
imageStore(outTexture, pixelCoord, pixelColor);
}