orca/src/gles_canvas_shaders/gles_canvas_draw.glsl

224 lines
6.6 KiB
GLSL

#version 430
#extension GL_ARB_gpu_shader_int64 : require
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
precision mediump float;
//precision mediump image2D;
layout(std430) buffer;
struct vertex {
vec4 cubic;
vec2 pos;
int zIndex;
};
struct shape {
vec4 color;
vec4 clip;
vec2 uv;
};
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) restrict readonly buffer tileCounterBufferSSBO {
uint elements[];
} tileCounterBuffer ;
layout(binding = 4) restrict readonly 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;
layout(rgba8, binding = 0) uniform restrict writeonly image2D outTexture;
bool is_top_left(ivec2 a, ivec2 b)
{
return( (a.y == b.y && b.x < a.x)
||(b.y < a.y));
}
int64_t orient2d(i64vec2 a, i64vec2 b, i64vec2 p)
{
return((b.x-a.x)*(p.y-a.y) - (b.y-a.y)*(p.x-a.x));
}
int64_t is_clockwise(i64vec2 p0, i64vec2 p1, i64vec2 p2)
{
return((p1 - p0).x*(p2 - p0).y - (p1 - p0).y*(p2 - p0).x);
}
void main()
{
ivec2 pixelCoord = ivec2(gl_WorkGroupID.xy*uvec2(16, 16) + gl_LocalInvocationID.xy);
uvec2 tileCoord = uvec2(pixelCoord) / tileSize;
uint tileIndex = tileCoord.y * tileCount.x + tileCoord.x;
uint tileCounter = tileCounterBuffer.elements[tileIndex];
const float subPixelFactor = 256.;
ivec2 centerPoint = ivec2((vec2(pixelCoord) + vec2(0.5, 0.5)) * subPixelFactor);
//*
const int sampleCount = 8;
ivec2 samplePoints[sampleCount] = ivec2[sampleCount](centerPoint + ivec2(1, 3)*16,
centerPoint + ivec2(-1, -3)*16,
centerPoint + ivec2(5, -1)*16,
centerPoint + ivec2(-3, 5)*16,
centerPoint + ivec2(-5, -5)*16,
centerPoint + ivec2(-7, 1)*16,
centerPoint + ivec2(3, -7)*16,
centerPoint + ivec2(7, 7)*16);
/*/
const int sampleCount = 4;
ivec2 samplePoints[sampleCount] = ivec2[sampleCount](centerPoint + ivec2(-2, 6),
centerPoint + ivec2(6, 2),
centerPoint + ivec2(-6, -2),
centerPoint + ivec2(2, -6));
//*/
//DEBUG
/*
{
vec4 fragColor = vec4(0);
if( pixelCoord.x % 16 == 0
||pixelCoord.y % 16 == 0)
{
fragColor = vec4(0, 0, 0, 1);
}
else if(tileCounterBuffer.elements[tileIndex] == 0xffffu)
{
fragColor = vec4(1, 0, 1, 1);
}
else if(tileCounter != 0u)
{
fragColor = vec4(0, 1, 0, 1);
}
else
{
fragColor = vec4(1, 0, 0, 1);
}
imageStore(outTexture, pixelCoord, fragColor);
return;
}
//*/
//----
vec4 sampleColor[sampleCount];
vec4 currentColor[sampleCount];
int currentZIndex[sampleCount];
int flipCount[sampleCount];
for(int i=0; i<sampleCount; i++)
{
currentZIndex[i] = -1;
flipCount[i] = 0;
sampleColor[i] = vec4(0, 0, 0, 0);
currentColor[i] = vec4(0, 0, 0, 0);
}
for(uint tileArrayIndex=0u; tileArrayIndex < tileCounter; tileArrayIndex++)
{
uint triangleIndex = tileArrayBuffer.elements[tileArraySize * tileIndex + tileArrayIndex];
uint i0 = indexBuffer.elements[triangleIndex];
uint i1 = indexBuffer.elements[triangleIndex+1u];
uint i2 = indexBuffer.elements[triangleIndex+2u];
ivec2 p0 = ivec2((vertexBuffer.elements[i0].pos * scaling) * subPixelFactor);
ivec2 p1 = ivec2((vertexBuffer.elements[i1].pos * scaling) * subPixelFactor);
ivec2 p2 = ivec2((vertexBuffer.elements[i2].pos * scaling) * subPixelFactor);
int zIndex = vertexBuffer.elements[i0].zIndex;
vec4 color = shapeBuffer.elements[zIndex].color;
ivec4 clip = ivec4(round((shapeBuffer.elements[zIndex].clip * vec4(scaling, scaling) + vec4(0.5, 0.5, 0.5, 0.5)) * subPixelFactor));
//NOTE(martin): reorder triangle counter-clockwise and compute bias for each edge
int64_t cw = is_clockwise(p0, p1, p2);
if(cw < 0)
{
uint tmpIndex = i1;
i1 = i2;
i2 = tmpIndex;
ivec2 tmpPoint = p1;
p1 = p2;
p2 = tmpPoint;
}
vec4 cubic0 = vertexBuffer.elements[i0].cubic;
vec4 cubic1 = vertexBuffer.elements[i1].cubic;
vec4 cubic2 = vertexBuffer.elements[i2].cubic;
int64_t bias0 = is_top_left(p1, p2) ? 0 : -1;
int64_t bias1 = is_top_left(p2, p0) ? 0 : -1;
int64_t bias2 = is_top_left(p0, p1) ? 0 : -1;
for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
{
ivec2 samplePoint = samplePoints[sampleIndex];
if( samplePoint.x < clip.x
|| samplePoint.x > clip.z
|| samplePoint.y < clip.y
|| samplePoint.y > clip.w)
{
continue;
}
int64_t w0 = orient2d(p1, p2, samplePoint);
int64_t w1 = orient2d(p2, p0, samplePoint);
int64_t w2 = orient2d(p0, p1, samplePoint);
if((w0+bias0) >= 0 && (w1+bias1) >= 0 && (w2+bias2) >= 0)
{
vec4 cubic = (cubic0*float(w0) + cubic1*float(w1) + cubic2*float(w2))/(float(w0)+float(w1)+float(w2));
float eps = 0.0001;
if(cubic.w*(cubic.x*cubic.x*cubic.x - cubic.y*cubic.z) <= eps)
{
if(zIndex == currentZIndex[sampleIndex])
{
flipCount[sampleIndex]++;
}
else
{
if((flipCount[sampleIndex] & 0x01) != 0)
{
sampleColor[sampleIndex] = currentColor[sampleIndex];
}
currentColor[sampleIndex] = sampleColor[sampleIndex]*(1.-color.a) + color.a*color;
currentZIndex[sampleIndex] = zIndex;
flipCount[sampleIndex] = 1;
}
}
}
}
}
vec4 pixelColor = vec4(0);
for(int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
{
if((flipCount[sampleIndex] & 0x01) != 0)
{
sampleColor[sampleIndex] = currentColor[sampleIndex];
}
pixelColor += sampleColor[sampleIndex];
}
imageStore(outTexture, pixelCoord, pixelColor/float(sampleCount));
}