/********************************************************************* * * file: glsl_shaders.h * note: string literals auto-generated by embed_text.py * date: 01/032023 * **********************************************************************/ #ifndef __GLSL_SHADERS_H__ #define __GLSL_SHADERS_H__ //NOTE: string imported from src\glsl_shaders\common.glsl const char* glsl_common = "\n" "layout(std430) buffer;\n" "\n" "struct vertex {\n" " vec4 cubic;\n" " vec2 pos;\n" " int shapeIndex;\n" "};\n" "\n" "struct shape {\n" " vec4 color;\n" " vec4 clip;\n" " float uvTransform[6];\n" "};\n"; //NOTE: string imported from src\glsl_shaders\blit_vertex.glsl const char* glsl_blit_vertex = "\n" "precision mediump float;\n" "\n" "out vec2 uv;\n" "\n" "void main()\n" "{\n" " float x = float(((uint(gl_VertexID) + 2u) / 3u)%2u);\n" " float y = float(((uint(gl_VertexID) + 1u) / 3u)%2u);\n" "\n" " gl_Position = vec4(-1.0f + x*2.0f, -1.0f+y*2.0f, 0.0f, 1.0f);\n" " uv = vec2(x, y);\n" "}\n"; //NOTE: string imported from src\glsl_shaders\blit_fragment.glsl const char* glsl_blit_fragment = "\n" "precision mediump float;\n" "\n" "in vec2 uv;\n" "out vec4 fragColor;\n" "\n" "layout(location=0) uniform sampler2D tex;\n" "\n" "void main()\n" "{\n" " fragColor = texture(tex, uv);\n" "}\n"; //NOTE: string imported from src\glsl_shaders\clear_counters.glsl const char* glsl_clear_counters = "\n" "layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;\n" "\n" "precision mediump float;\n" "layout(std430) buffer;\n" "\n" "layout(binding = 0) coherent restrict writeonly buffer tileCounterBufferSSBO {\n" " uint elements[];\n" "} tileCounterBuffer ;\n" "\n" "void main()\n" "{\n" " uint tileIndex = gl_WorkGroupID.x;\n" " tileCounterBuffer.elements[tileIndex] = 0u;\n" "}\n"; //NOTE: string imported from src\glsl_shaders\tile.glsl const char* glsl_tile = "\n" "layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in;\n" "\n" "precision mediump float;\n" "\n" "layout(binding = 0) restrict readonly buffer vertexBufferSSBO {\n" " vertex elements[];\n" "} vertexBuffer ;\n" "\n" "layout(binding = 1) restrict readonly buffer shapeBufferSSBO {\n" " shape elements[];\n" "} shapeBuffer ;\n" "\n" "layout(binding = 2) restrict readonly buffer indexBufferSSBO {\n" " uint elements[];\n" "} indexBuffer ;\n" "\n" "layout(binding = 3) coherent restrict buffer tileCounterBufferSSBO {\n" " uint elements[];\n" "} tileCounterBuffer ;\n" "\n" "layout(binding = 4) coherent restrict writeonly buffer tileArrayBufferSSBO {\n" " uint elements[];\n" "} tileArrayBuffer ;\n" "\n" "layout(location = 0) uniform uint indexCount;\n" "layout(location = 1) uniform uvec2 tileCount;\n" "layout(location = 2) uniform uint tileSize;\n" "layout(location = 3) uniform uint tileArraySize;\n" "layout(location = 4) uniform vec2 scaling;\n" "\n" "void main()\n" "{\n" " uint triangleIndex = (gl_WorkGroupID.x*gl_WorkGroupSize.x + gl_LocalInvocationIndex) * 3u;\n" " if(triangleIndex >= indexCount)\n" " {\n" " return;\n" " }\n" "\n" " uint i0 = indexBuffer.elements[triangleIndex];\n" " uint i1 = indexBuffer.elements[triangleIndex+1u];\n" " uint i2 = indexBuffer.elements[triangleIndex+2u];\n" "\n" " vec2 p0 = vertexBuffer.elements[i0].pos * scaling;\n" " vec2 p1 = vertexBuffer.elements[i1].pos * scaling;\n" " vec2 p2 = vertexBuffer.elements[i2].pos * scaling;\n" "\n" " int shapeIndex = vertexBuffer.elements[i0].shapeIndex;\n" " vec4 clip = shapeBuffer.elements[shapeIndex].clip * vec4(scaling, scaling);\n" "\n" " vec4 fbox = vec4(max(min(min(p0.x, p1.x), p2.x), clip.x),\n" " max(min(min(p0.y, p1.y), p2.y), clip.y),\n" " min(max(max(p0.x, p1.x), p2.x), clip.z),\n" " min(max(max(p0.y, p1.y), p2.y), clip.w));\n" "\n" " ivec4 box = ivec4(floor(fbox))/int(tileSize);\n" "\n" " //NOTE(martin): it's importat to do the computation with signed int, so that we can have negative xMax/yMax\n" " // otherwise all triangles on the left or below the x/y axis are attributed to tiles on row/column 0.\n" " int xMin = max(0, box.x);\n" " int yMin = max(0, box.y);\n" " int xMax = min(box.z, int(tileCount.x) - 1);\n" " int yMax = min(box.w, int(tileCount.y) - 1);\n" "\n" " for(int y = yMin; y <= yMax; y++)\n" " {\n" " for(int x = xMin ; x <= xMax; x++)\n" " {\n" " uint tileIndex = uint(y)*tileCount.x + uint(x);\n" " uint tileCounter = atomicAdd(tileCounterBuffer.elements[tileIndex], 1u);\n" " if(tileCounter < tileArraySize)\n" " {\n" " tileArrayBuffer.elements[tileArraySize*tileIndex + tileCounter] = triangleIndex;\n" " }\n" " }\n" " }\n" "}\n"; //NOTE: string imported from src\glsl_shaders\sort.glsl const char* glsl_sort = "\n" "layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;\n" "\n" "precision mediump float;\n" "\n" "layout(binding = 0) restrict readonly buffer vertexBufferSSBO {\n" " vertex elements[];\n" "} vertexBuffer ;\n" "\n" "layout(binding = 1) restrict readonly buffer shapeBufferSSBO {\n" " shape elements[];\n" "} shapeBuffer ;\n" "\n" "layout(binding = 2) restrict readonly buffer indexBufferSSBO {\n" " uint elements[];\n" "} indexBuffer ;\n" "\n" "layout(binding = 3) coherent readonly restrict buffer tileCounterBufferSSBO {\n" " uint elements[];\n" "} tileCounterBuffer ;\n" "\n" "layout(binding = 4) coherent restrict buffer tileArrayBufferSSBO {\n" " uint elements[];\n" "} tileArrayBuffer ;\n" "\n" "layout(location = 0) uniform uint indexCount;\n" "layout(location = 1) uniform uvec2 tileCount;\n" "layout(location = 2) uniform uint tileSize;\n" "layout(location = 3) uniform uint tileArraySize;\n" "\n" "int get_shape_index(uint tileArrayOffset, uint tileArrayIndex)\n" "{\n" " uint triangleIndex = tileArrayBuffer.elements[tileArrayOffset + tileArrayIndex];\n" " uint i0 = indexBuffer.elements[triangleIndex];\n" " int shapeIndex = vertexBuffer.elements[i0].shapeIndex;\n" " return(shapeIndex);\n" "}\n" "\n" "void main()\n" "{\n" " uint tileIndex = gl_WorkGroupID.x;\n" " uint tileArrayOffset = tileArraySize * tileIndex;\n" " uint tileArrayCount = min(tileCounterBuffer.elements[tileIndex], tileArraySize);\n" "\n" " for(uint tileArrayIndex=1u; tileArrayIndex < tileArrayCount; tileArrayIndex++)\n" " {\n" " for(uint sortIndex = tileArrayIndex; sortIndex > 0u; sortIndex--)\n" " {\n" " int shapeIndex = get_shape_index(tileArrayOffset, sortIndex);\n" " int prevShapeIndex = get_shape_index(tileArrayOffset, sortIndex-1u);\n" "\n" " if(shapeIndex >= prevShapeIndex)\n" " {\n" " break;\n" " }\n" " uint tmp = tileArrayBuffer.elements[tileArrayOffset + sortIndex];\n" " tileArrayBuffer.elements[tileArrayOffset + sortIndex] = tileArrayBuffer.elements[tileArrayOffset + sortIndex - 1u];\n" " tileArrayBuffer.elements[tileArrayOffset + sortIndex - 1u] = tmp;\n" " }\n" " }\n" "}\n"; //NOTE: string imported from src\glsl_shaders\draw.glsl const char* glsl_draw = "\n" "#extension GL_ARB_gpu_shader_int64 : require\n" "layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;\n" "\n" "precision mediump float;\n" "//precision mediump image2D;\n" "\n" "layout(binding = 0) restrict readonly buffer vertexBufferSSBO {\n" " vertex elements[];\n" "} vertexBuffer ;\n" "\n" "layout(binding = 1) restrict readonly buffer shapeBufferSSBO {\n" " shape elements[];\n" "} shapeBuffer ;\n" "\n" "layout(binding = 2) restrict readonly buffer indexBufferSSBO {\n" " uint elements[];\n" "} indexBuffer ;\n" "\n" "layout(binding = 3) restrict readonly buffer tileCounterBufferSSBO {\n" " uint elements[];\n" "} tileCounterBuffer ;\n" "\n" "layout(binding = 4) restrict readonly buffer tileArrayBufferSSBO {\n" " uint elements[];\n" "} tileArrayBuffer ;\n" "\n" "layout(location = 0) uniform uint indexCount;\n" "layout(location = 1) uniform uvec2 tileCount;\n" "layout(location = 2) uniform uint tileSize;\n" "layout(location = 3) uniform uint tileArraySize;\n" "layout(location = 4) uniform vec2 scaling;\n" "layout(location = 5) uniform uint useTexture;\n" "\n" "layout(rgba8, binding = 0) uniform restrict writeonly image2D outTexture;\n" "\n" "layout(binding = 1) uniform sampler2D srcTexture;\n" "\n" "\n" "bool is_top_left(ivec2 a, ivec2 b)\n" "{\n" " return( (a.y == b.y && b.x < a.x)\n" " ||(b.y < a.y));\n" "}\n" "\n" "//////////////////////////////////////////////////////////////////////////////\n" "//TODO: we should do these computations on 64bits, because otherwise\n" "// we might overflow for values > 2048.\n" "// Unfortunately this is costly.\n" "// Another way is to precompute triangle edges (b - a) in full precision\n" "// once to avoid doing it all the time...\n" "//////////////////////////////////////////////////////////////////////////////\n" "int orient2d(ivec2 a, ivec2 b, ivec2 p)\n" "{\n" " return((b.x-a.x)*(p.y-a.y) - (b.y-a.y)*(p.x-a.x));\n" "}\n" "\n" "int is_clockwise(ivec2 p0, ivec2 p1, ivec2 p2)\n" "{\n" " return((p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x);\n" "}\n" "\n" "void main()\n" "{\n" " ivec2 pixelCoord = ivec2(gl_WorkGroupID.xy*uvec2(16, 16) + gl_LocalInvocationID.xy);\n" " uvec2 tileCoord = uvec2(pixelCoord) / tileSize;\n" " uint tileIndex = tileCoord.y * tileCount.x + tileCoord.x;\n" " uint tileCounter = min(tileCounterBuffer.elements[tileIndex], tileArraySize);\n" "\n" " const float subPixelFactor = 16.;\n" " ivec2 centerPoint = ivec2((vec2(pixelCoord) + vec2(0.5, 0.5)) * subPixelFactor);\n" "\n" "//*\n" " const int sampleCount = 8;\n" " ivec2 samplePoints[sampleCount] = ivec2[sampleCount](centerPoint + ivec2(1, 3),\n" " centerPoint + ivec2(-1, -3),\n" " centerPoint + ivec2(5, -1),\n" " centerPoint + ivec2(-3, 5),\n" " centerPoint + ivec2(-5, -5),\n" " centerPoint + ivec2(-7, 1),\n" " centerPoint + ivec2(3, -7),\n" " centerPoint + ivec2(7, 7));\n" "/*/\n" " const int sampleCount = 4;\n" " ivec2 samplePoints[sampleCount] = ivec2[sampleCount](centerPoint + ivec2(-2, 6),\n" " centerPoint + ivec2(6, 2),\n" " centerPoint + ivec2(-6, -2),\n" " centerPoint + ivec2(2, -6));\n" "//*/\n" " //DEBUG\n" "/*\n" " {\n" " vec4 fragColor = vec4(0);\n" "\n" " if( pixelCoord.x % 16 == 0\n" " ||pixelCoord.y % 16 == 0)\n" " {\n" " fragColor = vec4(0, 0, 0, 1);\n" " }\n" " else if(tileCounterBuffer.elements[tileIndex] == 0xffffu)\n" " {\n" " fragColor = vec4(1, 0, 1, 1);\n" " }\n" " else if(tileCounter != 0u)\n" " {\n" " fragColor = vec4(0, 1, 0, 1);\n" " }\n" " else\n" " {\n" " fragColor = vec4(1, 0, 0, 1);\n" " }\n" " imageStore(outTexture, pixelCoord, fragColor);\n" " return;\n" " }\n" "//*/\n" " //----\n" "\n" " vec4 sampleColor[sampleCount];\n" " vec4 currentColor[sampleCount];\n" " int currentShapeIndex[sampleCount];\n" " int flipCount[sampleCount];\n" "\n" " for(int i=0; i clip.z\n" " || samplePoint.y < clip.y\n" " || samplePoint.y > clip.w)\n" " {\n" " continue;\n" " }\n" "\n" " int w0 = orient2d(p1, p2, samplePoint);\n" " int w1 = orient2d(p2, p0, samplePoint);\n" " int w2 = orient2d(p0, p1, samplePoint);\n" "\n" " if((w0+bias0) >= 0 && (w1+bias1) >= 0 && (w2+bias2) >= 0)\n" " {\n" " vec4 cubic = (cubic0*float(w0) + cubic1*float(w1) + cubic2*float(w2))/(float(w0)+float(w1)+float(w2));\n" "\n" " float eps = 0.0001;\n" " if(cubic.w*(cubic.x*cubic.x*cubic.x - cubic.y*cubic.z) <= eps)\n" " {\n" " if(shapeIndex == currentShapeIndex[sampleIndex])\n" " {\n" " flipCount[sampleIndex]++;\n" " }\n" " else\n" " {\n" " if((flipCount[sampleIndex] & 0x01) != 0)\n" " {\n" " sampleColor[sampleIndex] = currentColor[sampleIndex];\n" " }\n" "\n" " vec4 nextColor = color;\n" " if(useTexture)\n" " {\n" " vec3 sampleFP = vec3(vec2(samplePoint).xy/(subPixelFactor*2.), 1);\n" " vec2 uv = (uvTransform * sampleFP).xy;\n" " vec4 texColor = texture(srcTexture, uv);\n" " texColor.rgb *= texColor.a;\n" " nextColor *= texColor;\n" " }\n" " currentColor[sampleIndex] = sampleColor[sampleIndex]*(1.-nextColor.a) + nextColor;\n" " currentShapeIndex[sampleIndex] = shapeIndex;\n" " flipCount[sampleIndex] = 1;\n" " }\n" " }\n" " }\n" " }\n" " }\n" " vec4 pixelColor = vec4(0);\n" " for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)\n" " {\n" " if((flipCount[sampleIndex] & 0x01) != 0)\n" " {\n" " sampleColor[sampleIndex] = currentColor[sampleIndex];\n" " }\n" " pixelColor += sampleColor[sampleIndex];\n" " }\n" "\n" " imageStore(outTexture, pixelCoord, pixelColor/float(sampleCount));\n" "}\n"; #endif // __GLSL_SHADERS_H__