layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in; precision mediump float; layout(binding = 0) restrict readonly buffer vertexBufferSSBO { vertex elements[]; } vertexBuffer ; layout(binding = 1) restrict readonly buffer shapeBufferSSBO { shape elements[]; } shapeBuffer ; layout(binding = 2) restrict readonly buffer indexBufferSSBO { uint elements[]; } indexBuffer ; layout(binding = 3) coherent restrict buffer tileCounterBufferSSBO { uint elements[]; } tileCounterBuffer ; layout(binding = 4) coherent restrict writeonly 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 = 4) uniform vec2 scaling; void main() { uint triangleIndex = (gl_WorkGroupID.x*gl_WorkGroupSize.x + gl_LocalInvocationIndex) * 3u; if(triangleIndex >= indexCount) { return; } uint i0 = indexBuffer.elements[triangleIndex]; uint i1 = indexBuffer.elements[triangleIndex+1u]; uint i2 = indexBuffer.elements[triangleIndex+2u]; vec2 p0 = vertexBuffer.elements[i0].pos * scaling; vec2 p1 = vertexBuffer.elements[i1].pos * scaling; vec2 p2 = vertexBuffer.elements[i2].pos * scaling; int shapeIndex = vertexBuffer.elements[i0].shapeIndex; vec4 clip = shapeBuffer.elements[shapeIndex].clip * vec4(scaling, scaling); vec4 fbox = vec4(max(min(min(p0.x, p1.x), p2.x), clip.x), max(min(min(p0.y, p1.y), p2.y), clip.y), min(max(max(p0.x, p1.x), p2.x), clip.z), min(max(max(p0.y, p1.y), p2.y), clip.w)); ivec4 box = ivec4(floor(fbox))/int(tileSize); //NOTE(martin): it's importat to do the computation with signed int, so that we can have negative xMax/yMax // otherwise all triangles on the left or below the x/y axis are attributed to tiles on row/column 0. int xMin = max(0, box.x); int yMin = max(0, box.y); int xMax = min(box.z, int(tileCount.x) - 1); int yMax = min(box.w, int(tileCount.y) - 1); for(int y = yMin; y <= yMax; y++) { for(int x = xMin ; x <= xMax; x++) { uint tileIndex = uint(y)*tileCount.x + uint(x); uint tileCounter = atomicAdd(tileCounterBuffer.elements[tileIndex], 1u); if(tileCounter < tileArraySize) { tileArrayBuffer.elements[tileArraySize*tileIndex + tileCounter] = triangleIndex; } } } }