orca/src/glsl_shaders/tile.glsl

78 lines
2.5 KiB
GLSL

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;
}
}
}
}