simple gles tiled renderer
This commit is contained in:
parent
8faf588bee
commit
e59f2b152b
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@ -1,7 +1,8 @@
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if not exist bin mkdir bin
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call python scripts\embed_text.py src\gles_canvas_shaders\gles_canvas_fragment.glsl src\gles_canvas_shaders\gles_canvas_vertex.glsl --output src\gles_canvas_shaders.h
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set gles_shaders=src\gles_canvas_shaders\gles_canvas_fragment.glsl src\gles_canvas_shaders\gles_canvas_vertex.glsl src\gles_canvas_shaders\gles_canvas_tile.glsl
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call python scripts\embed_text.py %gles_shaders% --output src\gles_canvas_shaders.h
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set INCLUDES=/I src /I src/util /I src/platform /I ext /I ext/angle_headers
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cl /we4013 /Zi /Zc:preprocessor /DMG_IMPLEMENTS_BACKEND_GLES /std:c11 %INCLUDES% /c /Fo:bin/milepost.obj src/milepost.c
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@ -56,8 +56,9 @@ int main()
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LogLevel(LOG_LEVEL_DEBUG);
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mp_init();
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mp_clock_init(); //TODO put that in mp_init()?
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mp_rect rect = {.x = 100, .y = 100, .w = 800, .h = 600};
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mp_rect rect = {.x = 100, .y = 100, .w = 810, .h = 610};
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mp_window window = mp_window_create(rect, "test", 0);
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//NOTE: create surface
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@ -78,11 +79,15 @@ int main()
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mp_window_focus(window);
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f32 x = 400, y = 300;
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// f32 dx = 5, dy = 5;
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f32 dx = 0, dy = 0;
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f32 dx = 5, dy = 5;
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// f32 dx = 0, dy = 0;
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f64 frameTime = 0;
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while(!mp_should_quit())
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{
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f64 startTime = mp_get_time(MP_CLOCK_MONOTONIC);
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mp_pump_events(0);
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mp_event event = {0};
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while(mp_next_event(&event))
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@ -163,11 +168,14 @@ int main()
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mg_circle_fill(x, y, 200);
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// smile
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f32 frown = frameTime > 0.033 ? 100 : 0;
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mg_set_color_rgba(0, 0, 0, 1);
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mg_set_width(20);
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mg_move_to(x-100, y-100);
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mg_cubic_to(x-50, y-50, x+50, y-50, x+100, y-100);
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mg_cubic_to(x-50, y-150+frown, x+50, y-150+frown, x+100, y-100);
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mg_stroke();
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// eyes
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@ -179,11 +187,23 @@ int main()
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mg_set_font(font);
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mg_set_font_size(12);
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mg_move_to(50, 50);
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mg_text_outlines(str8_lit("Milepost vector graphics test program..."));
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str8 text = str8_pushf(mem_scratch(),
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"Milepost vector graphics test program (frame time = %fs, fps = %f)...",
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frameTime,
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1./frameTime);
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mg_text_outlines(text);
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mg_fill();
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/*
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mg_set_color_rgba(1, 1, 0, 1);
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mg_rectangle_fill(8, 8, 100, 50);
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*/
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mg_flush();
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mg_surface_present(surface);
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mem_arena_clear(mem_scratch());
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frameTime = mp_get_time(MP_CLOCK_MONOTONIC) - startTime;
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}
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mp_terminate();
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@ -20,7 +20,10 @@ typedef struct mg_gles_canvas_backend
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GLint dummyVertexBuffer;
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GLint vertexBuffer;
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GLint indexBuffer;
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GLint program;
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GLint tileCounterBuffer;
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GLint tileArrayBuffer;
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GLint tileProgram;
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GLint drawProgram;
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char* indexMapping;
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char* vertexMapping;
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@ -78,6 +81,9 @@ enum {
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MG_GLES_CANVAS_DEFAULT_BUFFER_LENGTH = 1<<20,
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MG_GLES_CANVAS_VERTEX_BUFFER_SIZE = MG_GLES_CANVAS_DEFAULT_BUFFER_LENGTH * LAYOUT_VERTEX_SIZE,
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MG_GLES_CANVAS_INDEX_BUFFER_SIZE = MG_GLES_CANVAS_DEFAULT_BUFFER_LENGTH * LAYOUT_INT_SIZE,
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MG_GLES_CANVAS_TILE_COUNTER_BUFFER_SIZE = 65536,
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MG_GLES_CANVAS_TILE_ARRAY_SIZE = 4096,
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MG_GLES_CANVAS_TILE_ARRAY_BUFFER_SIZE = MG_GLES_CANVAS_TILE_COUNTER_BUFFER_SIZE * MG_GLES_CANVAS_TILE_ARRAY_SIZE,
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};
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void mg_gles_canvas_update_vertex_layout(mg_gles_canvas_backend* backend)
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@ -115,7 +121,6 @@ void mg_gles_canvas_begin(mg_canvas_backend* interface)
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{
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return;
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}
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glUseProgram(backend->program);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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@ -156,11 +161,44 @@ void mg_gles_canvas_draw_batch(mg_canvas_backend* interface, u32 vertexCount, u3
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->indexBuffer);
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glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
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mp_rect frame = mg_surface_get_frame(backend->surface);
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const int tileSize = 16;
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const int tileCountX = (frame.w + tileSize - 1)/tileSize;
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const int tileCountY = (frame.h + tileSize - 1)/tileSize;
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const int tileArraySize = 4096;
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//TODO: ensure there's enough space in tile buffer
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//NOTE: we first distribute triangles into tiles:
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glUseProgram(backend->tileProgram);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->vertexBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->indexBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileCounterBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileArrayBuffer);
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glUniform1ui(0, indexCount);
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glUniform2ui(1, tileCountX, tileCountY);
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glUniform1ui(2, tileSize);
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glUniform1ui(3, tileArraySize);
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glDispatchCompute(tileCountX, tileCountY, 1);
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//TODO: then we fire the fragment shader that will select only triangles in its tile
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// glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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glUseProgram(backend->drawProgram);
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glBindBuffer(GL_ARRAY_BUFFER, backend->dummyVertexBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->vertexBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->indexBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileCounterBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileArrayBuffer);
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glUniform1i(0, indexCount);
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glUniform1ui(0, indexCount);
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glUniform2ui(1, tileCountX, tileCountY);
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glUniform1ui(2, tileSize);
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glUniform1ui(3, tileArraySize);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->indexBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GLES_CANVAS_INDEX_BUFFER_SIZE, 0, GL_DYNAMIC_DRAW);
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glGenBuffers(1, &backend->tileCounterBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileCounterBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GLES_CANVAS_TILE_COUNTER_BUFFER_SIZE, 0, GL_DYNAMIC_COPY);
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glGenBuffers(1, &backend->tileArrayBuffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileArrayBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GLES_CANVAS_TILE_ARRAY_BUFFER_SIZE, 0, GL_DYNAMIC_COPY);
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glGenBuffers(1, &backend->dummyVertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, backend->dummyVertexBuffer);
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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backend->program = glCreateProgram();
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compile_shader(vertexShader, gles_canvas_vertex);
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compile_shader(fragmentShader, gles_canvas_fragment);
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glAttachShader(backend->program, vertexShader);
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glAttachShader(backend->program, fragmentShader);
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glLinkProgram(backend->program);
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int status = 0;
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glGetProgramiv(backend->program, GL_LINK_STATUS, &status);
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if(!status)
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//NOTE: create tile program
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{
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char buffer[256];
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int size = 0;
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glGetProgramInfoLog(backend->program, 256, &size, buffer);
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printf("link error: %.*s\n", size, buffer);
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}
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GLuint tileShader = glCreateShader(GL_COMPUTE_SHADER);
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backend->tileProgram = glCreateProgram();
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glUseProgram(backend->program);
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compile_shader(tileShader, gles_canvas_tile);
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glAttachShader(backend->tileProgram, tileShader);
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glLinkProgram(backend->tileProgram);
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int status = 0;
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glGetProgramiv(backend->tileProgram, GL_LINK_STATUS, &status);
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if(!status)
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{
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char buffer[256];
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int size = 0;
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glGetProgramInfoLog(backend->tileProgram, 256, &size, buffer);
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printf("link error: %.*s\n", size, buffer);
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}
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}
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//NOTE: create draw program
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{
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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backend->drawProgram = glCreateProgram();
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compile_shader(vertexShader, gles_canvas_vertex);
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compile_shader(fragmentShader, gles_canvas_fragment);
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glAttachShader(backend->drawProgram, vertexShader);
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glAttachShader(backend->drawProgram, fragmentShader);
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glLinkProgram(backend->drawProgram);
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int status = 0;
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glGetProgramiv(backend->drawProgram, GL_LINK_STATUS, &status);
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if(!status)
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{
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char buffer[256];
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int size = 0;
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glGetProgramInfoLog(backend->drawProgram, 256, &size, buffer);
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printf("link error: %.*s\n", size, buffer);
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}
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}
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mg_gles_canvas_update_vertex_layout(backend);
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}
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@ -2,7 +2,7 @@
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*
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* file: gles_canvas_shaders.h
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* note: string literals auto-generated by embed_text.py
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* date: 02/022023
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* date: 03/022023
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*
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**********************************************************************/
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#ifndef __GLES_CANVAS_SHADERS_H__
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@ -33,10 +33,22 @@ const char* gles_canvas_fragment =
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" uint elements[];\n"
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"} indexBuffer ;\n"
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"\n"
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"layout(location = 0) uniform int indexCount;\n"
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"layout(binding = 2) coherent buffer tileCounterBufferSSBO {\n"
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" uint elements[];\n"
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"} tileCounterBuffer ;\n"
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"\n"
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"layout(binding = 3) coherent buffer tileArrayBufferSSBO {\n"
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" uint elements[];\n"
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"} tileArrayBuffer ;\n"
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"\n"
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"layout(location = 0) uniform uint indexCount;\n"
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"layout(location = 1) uniform uvec2 tileCount;\n"
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"layout(location = 2) uniform uint tileSize;\n"
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"layout(location = 3) uniform uint tileArraySize;\n"
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"\n"
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"layout(location = 0) out vec4 fragColor;\n"
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"\n"
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"\n"
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"bool is_top_left(ivec2 a, ivec2 b)\n"
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"{\n"
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" return( (a.y == b.y && b.x < a.x)\n"
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@ -50,6 +62,10 @@ const char* gles_canvas_fragment =
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"\n"
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"void main()\n"
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"{\n"
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" uvec2 tileCoord = uvec2(gl_FragCoord.xy)/tileSize;\n"
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" uint tileIndex = tileCoord.y * tileCount.x + tileCoord.x;\n"
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" uint tileCounter = tileCounterBuffer.elements[tileIndex];\n"
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"\n"
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" const float subPixelFactor = 16.;\n"
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" const int sampleCount = 8;\n"
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"\n"
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@ -63,6 +79,30 @@ const char* gles_canvas_fragment =
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" centerPoint + ivec2(3, -7),\n"
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" centerPoint + ivec2(7, 7));\n"
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"\n"
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"\n"
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" //DEBUG\n"
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"/*\n"
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" if( int(gl_FragCoord.x - 0.5) % 16 == 0\n"
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" ||int(gl_FragCoord.y - 0.5) % 16 == 0)\n"
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" {\n"
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" fragColor = vec4(0, 0, 0, 1);\n"
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" }\n"
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" else if(tileCounterBuffer.elements[tileIndex] == 2u)\n"
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" {\n"
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" fragColor = vec4(1, 1, 0, 1);\n"
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" }\n"
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" else if(tileCounter != 0u)\n"
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" {\n"
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" fragColor = vec4(0, 1, 0, 1);\n"
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" }\n"
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" else\n"
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" {\n"
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" fragColor = vec4(1, 0, 0, 1);\n"
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" }\n"
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" return;\n"
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"//*/\n"
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" //----\n"
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"\n"
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" vec4 sampleColor[sampleCount];\n"
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" vec4 currentColor[sampleCount];\n"
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" int currentZIndex[sampleCount];\n"
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@ -76,11 +116,13 @@ const char* gles_canvas_fragment =
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" currentColor[i] = vec4(0, 0, 0, 0);\n"
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" }\n"
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"\n"
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" for(int triangleIndex=0; triangleIndex<indexCount; triangleIndex+=3)\n"
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" for(uint tileArrayIndex=0u; tileArrayIndex < tileCounter; tileArrayIndex++)\n"
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" {\n"
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" uint triangleIndex = tileArrayBuffer.elements[tileArraySize * tileIndex + tileArrayIndex];\n"
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"\n"
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" uint i0 = indexBuffer.elements[triangleIndex];\n"
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" uint i1 = indexBuffer.elements[triangleIndex+1];\n"
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" uint i2 = indexBuffer.elements[triangleIndex+2];\n"
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" uint i1 = indexBuffer.elements[triangleIndex+1u];\n"
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" uint i2 = indexBuffer.elements[triangleIndex+2u];\n"
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"\n"
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" ivec2 p0 = ivec2(vertexBuffer.elements[i0].pos * subPixelFactor + vec2(0.5, 0.5));\n"
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" ivec2 p1 = ivec2(vertexBuffer.elements[i1].pos * subPixelFactor + vec2(0.5, 0.5));\n"
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@ -152,7 +194,7 @@ const char* gles_canvas_fragment =
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" }\n"
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" pixelColor += sampleColor[sampleIndex];\n"
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" }\n"
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" fragColor = pixelColor/float(sampleCount);\n"
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" fragColor = pixelColor/float(sampleCount);\n"
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"}\n";
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//NOTE: string imported from src\gles_canvas_shaders\gles_canvas_vertex.glsl
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@ -169,4 +211,83 @@ const char* gles_canvas_vertex =
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" gl_Position = vec4(-1.0f + x*2.0f, -1.0f+y*2.0f, 0.0f, 1.0f);\n"
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"}\n";
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//NOTE: string imported from src\gles_canvas_shaders\gles_canvas_tile.glsl
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const char* gles_canvas_tile =
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"#version 310 es\n"
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"layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;\n"
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"\n"
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"precision mediump float;\n"
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"layout(std430) buffer;\n"
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"\n"
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"struct vertex {\n"
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" vec2 pos;\n"
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" vec4 cubic;\n"
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" vec2 uv;\n"
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" vec4 color;\n"
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" vec4 clip;\n"
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" int zIndex;\n"
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"};\n"
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"\n"
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"layout(binding = 0) buffer vertexBufferSSBO {\n"
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" vertex elements[];\n"
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"} vertexBuffer ;\n"
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"\n"
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"layout(binding = 1) buffer indexBufferSSBO {\n"
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" uint elements[];\n"
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"} indexBuffer ;\n"
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"\n"
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"layout(binding = 2) coherent buffer tileCounterBufferSSBO {\n"
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" uint elements[];\n"
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"} tileCounterBuffer ;\n"
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"\n"
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"layout(binding = 3) coherent buffer tileArrayBufferSSBO {\n"
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" uint elements[];\n"
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"} tileArrayBuffer ;\n"
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"\n"
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"layout(location = 0) uniform uint indexCount;\n"
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"layout(location = 1) uniform uvec2 tileCount;\n"
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"layout(location = 2) uniform uint tileSize;\n"
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"layout(location = 3) uniform uint tileArraySize;\n"
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"\n"
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"void main()\n"
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"{\n"
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" uint tileIndex = gl_WorkGroupID.y * tileCount.x + gl_WorkGroupID.x;\n"
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" uint tileArrayOffset = tileArraySize * tileIndex;\n"
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"\n"
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" vec4 tileBox = vec4(gl_WorkGroupID.x * tileSize,\n"
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" gl_WorkGroupID.y * tileSize,\n"
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" gl_WorkGroupID.x * tileSize + tileSize,\n"
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" gl_WorkGroupID.y * tileSize + tileSize);\n"
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"\n"
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" uint tileCounter = 0u;\n"
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"\n"
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" for(uint triangleIndex = 0u; triangleIndex < indexCount; triangleIndex += 3u)\n"
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" {\n"
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" uint i0 = indexBuffer.elements[triangleIndex];\n"
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" uint i1 = indexBuffer.elements[triangleIndex+1u];\n"
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" uint i2 = indexBuffer.elements[triangleIndex+2u];\n"
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"\n"
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" vec2 p0 = vertexBuffer.elements[i0].pos;\n"
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" vec2 p1 = vertexBuffer.elements[i1].pos;\n"
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" vec2 p2 = vertexBuffer.elements[i2].pos;\n"
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"\n"
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" vec4 bbox = vec4(min(min(p0.x, p1.x), p2.x),\n"
|
||||
" min(min(p0.y, p1.y), p2.y),\n"
|
||||
" max(max(p0.x, p1.x), p2.x),\n"
|
||||
" max(max(p0.y, p1.y), p2.y));\n"
|
||||
"\n"
|
||||
" if(!( bbox.x > tileBox.z\n"
|
||||
" || bbox.z < tileBox.x\n"
|
||||
" || bbox.y > tileBox.w\n"
|
||||
" || bbox.w < tileBox.y))\n"
|
||||
" {\n"
|
||||
" tileArrayBuffer.elements[tileArrayOffset + tileCounter] = triangleIndex;\n"
|
||||
" tileCounter++;\n"
|
||||
" }\n"
|
||||
" }\n"
|
||||
" tileCounterBuffer.elements[tileIndex] = tileCounter;\n"
|
||||
"\n"
|
||||
"// tileCounterBuffer.elements[tileIndex] = 1u;\n"
|
||||
"}\n";
|
||||
|
||||
#endif // __GLES_CANVAS_SHADERS_H__
|
||||
|
|
|
@ -20,10 +20,22 @@ layout(binding = 1) buffer indexBufferSSBO {
|
|||
uint elements[];
|
||||
} indexBuffer ;
|
||||
|
||||
layout(location = 0) uniform int indexCount;
|
||||
layout(binding = 2) coherent buffer tileCounterBufferSSBO {
|
||||
uint elements[];
|
||||
} tileCounterBuffer ;
|
||||
|
||||
layout(binding = 3) coherent 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 = 0) out vec4 fragColor;
|
||||
|
||||
|
||||
bool is_top_left(ivec2 a, ivec2 b)
|
||||
{
|
||||
return( (a.y == b.y && b.x < a.x)
|
||||
|
@ -37,6 +49,10 @@ int orient2d(ivec2 a, ivec2 b, ivec2 p)
|
|||
|
||||
void main()
|
||||
{
|
||||
uvec2 tileCoord = uvec2(gl_FragCoord.xy)/tileSize;
|
||||
uint tileIndex = tileCoord.y * tileCount.x + tileCoord.x;
|
||||
uint tileCounter = tileCounterBuffer.elements[tileIndex];
|
||||
|
||||
const float subPixelFactor = 16.;
|
||||
const int sampleCount = 8;
|
||||
|
||||
|
@ -50,6 +66,30 @@ void main()
|
|||
centerPoint + ivec2(3, -7),
|
||||
centerPoint + ivec2(7, 7));
|
||||
|
||||
|
||||
//DEBUG
|
||||
/*
|
||||
if( int(gl_FragCoord.x - 0.5) % 16 == 0
|
||||
||int(gl_FragCoord.y - 0.5) % 16 == 0)
|
||||
{
|
||||
fragColor = vec4(0, 0, 0, 1);
|
||||
}
|
||||
else if(tileCounterBuffer.elements[tileIndex] == 2u)
|
||||
{
|
||||
fragColor = vec4(1, 1, 0, 1);
|
||||
}
|
||||
else if(tileCounter != 0u)
|
||||
{
|
||||
fragColor = vec4(0, 1, 0, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
fragColor = vec4(1, 0, 0, 1);
|
||||
}
|
||||
return;
|
||||
//*/
|
||||
//----
|
||||
|
||||
vec4 sampleColor[sampleCount];
|
||||
vec4 currentColor[sampleCount];
|
||||
int currentZIndex[sampleCount];
|
||||
|
@ -63,11 +103,13 @@ void main()
|
|||
currentColor[i] = vec4(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
for(int triangleIndex=0; triangleIndex<indexCount; triangleIndex+=3)
|
||||
for(uint tileArrayIndex=0u; tileArrayIndex < tileCounter; tileArrayIndex++)
|
||||
{
|
||||
uint triangleIndex = tileArrayBuffer.elements[tileArraySize * tileIndex + tileArrayIndex];
|
||||
|
||||
uint i0 = indexBuffer.elements[triangleIndex];
|
||||
uint i1 = indexBuffer.elements[triangleIndex+1];
|
||||
uint i2 = indexBuffer.elements[triangleIndex+2];
|
||||
uint i1 = indexBuffer.elements[triangleIndex+1u];
|
||||
uint i2 = indexBuffer.elements[triangleIndex+2u];
|
||||
|
||||
ivec2 p0 = ivec2(vertexBuffer.elements[i0].pos * subPixelFactor + vec2(0.5, 0.5));
|
||||
ivec2 p1 = ivec2(vertexBuffer.elements[i1].pos * subPixelFactor + vec2(0.5, 0.5));
|
||||
|
@ -139,5 +181,5 @@ void main()
|
|||
}
|
||||
pixelColor += sampleColor[sampleIndex];
|
||||
}
|
||||
fragColor = pixelColor/float(sampleCount);
|
||||
fragColor = pixelColor/float(sampleCount);
|
||||
}
|
||||
|
|
|
@ -0,0 +1,76 @@
|
|||
#version 310 es
|
||||
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
|
||||
|
||||
precision mediump float;
|
||||
layout(std430) buffer;
|
||||
|
||||
struct vertex {
|
||||
vec2 pos;
|
||||
vec4 cubic;
|
||||
vec2 uv;
|
||||
vec4 color;
|
||||
vec4 clip;
|
||||
int zIndex;
|
||||
};
|
||||
|
||||
layout(binding = 0) buffer vertexBufferSSBO {
|
||||
vertex elements[];
|
||||
} vertexBuffer ;
|
||||
|
||||
layout(binding = 1) buffer indexBufferSSBO {
|
||||
uint elements[];
|
||||
} indexBuffer ;
|
||||
|
||||
layout(binding = 2) coherent buffer tileCounterBufferSSBO {
|
||||
uint elements[];
|
||||
} tileCounterBuffer ;
|
||||
|
||||
layout(binding = 3) coherent 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;
|
||||
|
||||
void main()
|
||||
{
|
||||
uint tileIndex = gl_WorkGroupID.y * tileCount.x + gl_WorkGroupID.x;
|
||||
uint tileArrayOffset = tileArraySize * tileIndex;
|
||||
|
||||
vec4 tileBox = vec4(gl_WorkGroupID.x * tileSize,
|
||||
gl_WorkGroupID.y * tileSize,
|
||||
gl_WorkGroupID.x * tileSize + tileSize,
|
||||
gl_WorkGroupID.y * tileSize + tileSize);
|
||||
|
||||
uint tileCounter = 0u;
|
||||
|
||||
for(uint triangleIndex = 0u; triangleIndex < indexCount; triangleIndex += 3u)
|
||||
{
|
||||
uint i0 = indexBuffer.elements[triangleIndex];
|
||||
uint i1 = indexBuffer.elements[triangleIndex+1u];
|
||||
uint i2 = indexBuffer.elements[triangleIndex+2u];
|
||||
|
||||
vec2 p0 = vertexBuffer.elements[i0].pos;
|
||||
vec2 p1 = vertexBuffer.elements[i1].pos;
|
||||
vec2 p2 = vertexBuffer.elements[i2].pos;
|
||||
|
||||
vec4 bbox = vec4(min(min(p0.x, p1.x), p2.x),
|
||||
min(min(p0.y, p1.y), p2.y),
|
||||
max(max(p0.x, p1.x), p2.x),
|
||||
max(max(p0.y, p1.y), p2.y));
|
||||
|
||||
if(!( bbox.x > tileBox.z
|
||||
|| bbox.z < tileBox.x
|
||||
|| bbox.y > tileBox.w
|
||||
|| bbox.w < tileBox.y))
|
||||
{
|
||||
tileArrayBuffer.elements[tileArrayOffset + tileCounter] = triangleIndex;
|
||||
tileCounter++;
|
||||
}
|
||||
}
|
||||
tileCounterBuffer.elements[tileIndex] = tileCounter;
|
||||
|
||||
// tileCounterBuffer.elements[tileIndex] = 1u;
|
||||
}
|
|
@ -24,6 +24,7 @@
|
|||
|
||||
#if defined(OS_WIN64)
|
||||
#include"platform/win32_base_allocator.c"
|
||||
#include"platform/win32_clock.c"
|
||||
//TODO
|
||||
#elif defined(OS_MACOS)
|
||||
#include"platform/unix_base_allocator.c"
|
||||
|
|
|
@ -0,0 +1,38 @@
|
|||
/************************************************************//**
|
||||
*
|
||||
* @file: win32_clock.c
|
||||
* @author: Martin Fouilleul
|
||||
* @date: 03/02/2023
|
||||
* @revision:
|
||||
*
|
||||
*****************************************************************/
|
||||
#include<profileapi.h>
|
||||
|
||||
#include"typedefs.h"
|
||||
#include"platform_clock.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
static u64 __performanceCounterFreq = 0;
|
||||
|
||||
void mp_clock_init()
|
||||
{
|
||||
LARGE_INTEGER freq;
|
||||
QueryPerformanceFrequency(&freq);
|
||||
__performanceCounterFreq = freq.QuadPart;
|
||||
}
|
||||
|
||||
f64 mp_get_time(mp_clock_kind clock)
|
||||
{
|
||||
LARGE_INTEGER counter;
|
||||
QueryPerformanceCounter(&counter);
|
||||
|
||||
f64 time = __performanceCounterFreq ? (counter.QuadPart / (f64)__performanceCounterFreq) : 0;
|
||||
return(time);
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
} // extern "C"
|
||||
#endif
|
|
@ -518,7 +518,7 @@ mp_window mp_window_create(mp_rect rect, const char* title, mp_window_style styl
|
|||
|
||||
HWND windowHandle = CreateWindow("ApplicationWindowClass", "Test Window",
|
||||
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
|
||||
800, 600,
|
||||
rect.w, rect.h,
|
||||
0, 0, windowClass.hInstance, 0);
|
||||
|
||||
if(!windowHandle)
|
||||
|
|
|
@ -41,21 +41,27 @@ void mg_gles_surface_prepare(mg_surface_data* interface)
|
|||
|
||||
void mg_gles_surface_present(mg_surface_data* interface)
|
||||
{
|
||||
|
||||
//TODO: eglSwapBuffers seem to never block in macOS (ie eglSwapInterval doesn't seem to have any effect)
|
||||
// We need to use a CVDisplayLink to time this if we want surface present to block
|
||||
|
||||
mg_gles_surface* surface = (mg_gles_surface*)interface;
|
||||
eglSwapBuffers(surface->eglDisplay, surface->eglSurface);
|
||||
}
|
||||
|
||||
/*
|
||||
void mg_gles_surface_set_frame(mg_surface_data* interface, mp_rect frame);
|
||||
mp_rect mg_gles_surface_get_frame(mg_surface_data* interface);
|
||||
|
||||
void mg_gles_surface_set_hidden(mg_surface_data* interface, bool hidden);
|
||||
bool mg_gles_surface_get_hidden(mg_surface_data* interface);
|
||||
*/
|
||||
|
||||
mp_rect mg_gles_surface_get_frame(mg_surface_data* interface)
|
||||
{
|
||||
mg_gles_surface* surface = (mg_gles_surface*)interface;
|
||||
RECT rect = {0};
|
||||
GetClientRect(surface->hWnd, &rect);
|
||||
|
||||
mp_rect res = {rect.left, rect.bottom, rect.right - rect.left, rect.bottom - rect.top};
|
||||
return(res);
|
||||
}
|
||||
|
||||
mg_surface mg_gles_surface_create_for_window(mp_window window)
|
||||
{
|
||||
mg_surface res = mg_surface_nil();
|
||||
|
@ -69,8 +75,8 @@ mg_surface mg_gles_surface_create_for_window(mp_window window)
|
|||
surface->interface.destroy = mg_gles_surface_destroy;
|
||||
surface->interface.prepare = mg_gles_surface_prepare;
|
||||
surface->interface.present = mg_gles_surface_present;
|
||||
/*TODO
|
||||
surface->interface.getFrame = mg_gles_surface_get_frame;
|
||||
/*TODO
|
||||
surface->interface.setFrame = mg_gles_surface_set_frame;
|
||||
surface->interface.getHidden = mg_gles_surface_get_hidden;
|
||||
surface->interface.setHidden = mg_gles_surface_set_hidden;
|
||||
|
@ -117,7 +123,8 @@ mg_surface mg_gles_surface_create_for_window(mp_window window)
|
|||
surface->eglContext = eglCreateContext(surface->eglDisplay, surface->eglConfig, EGL_NO_CONTEXT, contextAttributes);
|
||||
eglMakeCurrent(surface->eglDisplay, surface->eglSurface, surface->eglSurface, surface->eglContext);
|
||||
|
||||
eglSwapInterval(surface->eglDisplay, 1);
|
||||
//TODO: reactivate this when finished testing!
|
||||
// eglSwapInterval(surface->eglDisplay, 1);
|
||||
|
||||
res = mg_surface_alloc_handle((mg_surface_data*)surface);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue