[mtl canvas] reorganizing the loop in render kernel to allow different commands
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@ -402,17 +402,17 @@ kernel void RenderKernel(const device uint* tileCounters [[buffer(0)]],
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float4 sampleColor[sampleCount];
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float4 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] = float4(0, 0, 0, 0);
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currentColor[i] = float4(0, 0, 0, 0);
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}
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int currentShapeIndex = -1;
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if(tileCounter >= RENDERER_TILE_BUFFER_COUNT)
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{
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outTexture.write(float4(1, 0, 0, 1), gid);
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@ -427,13 +427,45 @@ kernel void RenderKernel(const device uint* tileCounters [[buffer(0)]],
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int triangleIndex = cmd & ~(MG_TILE_CMD_MASK);
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const device mg_triangle_data* triangle = &triangleArray[triangleIndex];
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if(currentShapeIndex != triangle->shapeIndex)
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{
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for(int sampleIndex = 0; sampleIndex<sampleCount; sampleIndex++)
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{
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if(flipCount[sampleIndex] & 0x01)
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{
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sampleColor[sampleIndex] = currentColor[sampleIndex];
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}
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float4 nextColor = triangle->color;
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nextColor.rgb *= nextColor.a;
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if(useTexture[0])
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{
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int2 samplePoint = samplePoints[sampleIndex];
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float3 sampleFP = float3(float2(samplePoint).xy/(subPixelFactor*2.), 1);
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float2 uv = (triangle->uvTransform * sampleFP).xy;
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constexpr sampler smp(mip_filter::nearest, mag_filter::linear, min_filter::linear);
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float4 texColor = texAtlas.sample(smp, 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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flipCount[sampleIndex] = 0;
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}
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currentShapeIndex = triangle->shapeIndex;
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}
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if(cmdKind == mg_cmd_color)
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{
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for(int sampleIndex=0; sampleIndex<sampleCount; sampleIndex++)
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{
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sampleColor[sampleIndex] = triangle->color;
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float4 nextColor = triangle->color;
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nextColor.rgb *= nextColor.a;
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sampleColor[sampleIndex] = nextColor;
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flipCount[sampleIndex] = 0;
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currentShapeIndex[sampleIndex] = triangle->shapeIndex;
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}
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}
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else
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@ -454,14 +486,8 @@ kernel void RenderKernel(const device uint* tileCounters [[buffer(0)]],
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bool fullTriangle = triangle->full;
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int shapeIndex = triangle->shapeIndex;
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float4 color = triangle->color;
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color.rgb *= color.a;
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int4 clip = triangle->box;
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matrix_float3x3 uvTransform = triangle->uvTransform;
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for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
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{
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int2 samplePoint = samplePoints[sampleIndex];
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@ -484,37 +510,9 @@ kernel void RenderKernel(const device uint* tileCounters [[buffer(0)]],
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if( fullTriangle
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||(cubic.w*(cubic.x*cubic.x*cubic.x - cubic.y*cubic.z) <= 0))
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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)
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{
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sampleColor[sampleIndex] = currentColor[sampleIndex];
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}
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float4 nextColor = color;
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if(useTexture[0])
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{
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float3 sampleFP = float3(float2(samplePoint).xy/(subPixelFactor*2.), 1);
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float2 uv = (uvTransform * sampleFP).xy;
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constexpr sampler smp(mip_filter::nearest, mag_filter::linear, min_filter::linear);
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float4 texColor = texAtlas.sample(smp, 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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