[mtl canvas] fix bias computation for clockwise triangles
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@ -31,6 +31,27 @@ bool is_top_left(float2 a, float2 b)
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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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bool is_top_left(int2 a, int2 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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//////////////////////////////////////////////////////////////////////////////
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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(int2 a, int2 b, int2 c)
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{
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return((b.x-a.x)*(c.y-a.y) - (b.y-a.y)*(c.x-a.x));
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}
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kernel void TileKernel(constant mg_vertex* vertexBuffer [[buffer(0)]],
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constant uint* indexBuffer [[buffer(1)]],
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@ -67,13 +88,6 @@ kernel void TileKernel(constant mg_vertex* vertexBuffer [[buffer(0)]],
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boxMin = max(boxMin, clip.xy);
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boxMax = min(boxMax, clip.zw);
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//NOTE(martin): compute triangle orientation and bias for each edge
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int cw = ((p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x) > 0 ? 1 : -1;
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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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//NOTE(martin): fill triangle data
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const float subPixelFactor = 16;
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@ -93,20 +107,26 @@ kernel void TileKernel(constant mg_vertex* vertexBuffer [[buffer(0)]],
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triangleArray[gid].cubic1 = vertexBuffer[i1].cubic;
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triangleArray[gid].cubic2 = vertexBuffer[i2].cubic;
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triangleArray[gid].p0 = int2(p0 * subPixelFactor);
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triangleArray[gid].p1 = int2(p1 * subPixelFactor);
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triangleArray[gid].p2 = int2(p2 * subPixelFactor);
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int2 ip0 = int2(p0 * subPixelFactor);
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int2 ip1 = int2(p1 * subPixelFactor);
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int2 ip2 = int2(p2 * subPixelFactor);
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triangleArray[gid].bias0 = bias0;
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triangleArray[gid].bias1 = bias1;
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triangleArray[gid].bias2 = bias2;
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triangleArray[gid].p0 = ip0;
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triangleArray[gid].p1 = ip1;
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triangleArray[gid].p2 = ip2;
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//NOTE(martin): compute triangle orientation and bias for each edge
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int cw = orient2d(ip0, ip1, ip2) > 0 ? 1 : -1;
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triangleArray[gid].cw = cw;
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int4 box = int4(floor(fbox))/RENDERER_TILE_SIZE;
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triangleArray[gid].bias0 = is_top_left(p1, p2) ? -(1-cw)/2 : -(1+cw)/2;
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triangleArray[gid].bias1 = is_top_left(p2, p0) ? -(1-cw)/2 : -(1+cw)/2;
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triangleArray[gid].bias2 = is_top_left(p0, p1) ? -(1-cw)/2 : -(1+cw)/2;
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//NOTE(martin): it's important to do the computation with signed int, so that we can have negative xMax/yMax
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// otherwise all triangles on the left or below the x/y axis are attributed to tiles on row/column 0.
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int4 box = int4(floor(fbox))/RENDERER_TILE_SIZE;
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int xMin = max(0, box.x);
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int yMin = max(0, box.y);
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int xMax = min(box.z, nTilesX-1);
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@ -153,33 +173,6 @@ kernel void SortKernel(constant mg_triangle_data* triangleArray [[buffer(0)]],
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}
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}
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bool is_top_left(int2 a, int2 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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//TODO: coalesce
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int orient2d(int2 a, int2 b, int2 c)
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{
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return((b.x-a.x)*(c.y-a.y) - (b.y-a.y)*(c.x-a.x));
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}
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int is_clockwise(int2 p0, int2 p1, int2 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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kernel void RenderKernel(const device uint* tileCounters [[buffer(0)]],
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const device uint* tileArrayBuffer [[buffer(1)]],
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const device mg_triangle_data* triangleArray [[buffer(2)]],
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