orca/src/glsl_shaders/raster.glsl

244 lines
6.1 KiB
GLSL

layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
precision mediump float;
layout(std430) buffer;
layout(binding = 0) restrict readonly buffer pathBufferSSBO
{
mg_gl_path elements[];
} pathBuffer;
layout(binding = 1) restrict readonly buffer segmentBufferSSBO
{
mg_gl_segment elements[];
} segmentBuffer;
layout(binding = 2) restrict readonly buffer tileOpBufferSSBO
{
mg_gl_tile_op elements[];
} tileOpBuffer;
layout(binding = 3) restrict readonly buffer screenTilesBufferSSBO
{
mg_gl_screen_tile elements[];
} screenTilesBuffer;
layout(binding = 4) restrict readonly buffer screenTilesCountBufferSSBO
{
int elements[];
} screenTilesCountBuffer;
layout(location = 0) uniform float scale;
layout(location = 1) uniform int msaaSampleCount;
layout(location = 2) uniform int pathBufferStart;
layout(location = 3) uniform uint maxWorkGroupCount;
layout(rgba8, binding = 0) uniform restrict writeonly image2D outTexture;
layout(binding = 1) uniform sampler2D srcTexture0;
layout(binding = 2) uniform sampler2D srcTexture1;
layout(binding = 3) uniform sampler2D srcTexture2;
layout(binding = 4) uniform sampler2D srcTexture3;
layout(binding = 5) uniform sampler2D srcTexture4;
layout(binding = 6) uniform sampler2D srcTexture5;
layout(binding = 7) uniform sampler2D srcTexture6;
layout(binding = 8) uniform sampler2D srcTexture7;
void main()
{
uint tileIndex = gl_WorkGroupID.y * maxWorkGroupCount + gl_WorkGroupID.x;
if(tileIndex >= screenTilesCountBuffer.elements[0])
{
return;
}
uvec2 tileCoord = screenTilesBuffer.elements[tileIndex].tileCoord;
ivec2 pixelCoord = ivec2(tileCoord * gl_WorkGroupSize.x + gl_LocalInvocationID.xy);
vec2 centerCoord = vec2(pixelCoord) + vec2(0.5, 0.5);
/*
if((pixelCoord.x % 16) == 0 || (pixelCoord.y % 16) == 0)
{
imageStore(outTexture, pixelCoord, vec4(0, 0, 0, 1));
return;
}
*/
vec2 sampleCoords[MG_GL_MAX_SAMPLE_COUNT] = {
centerCoord + vec2(1, 3)/16,
centerCoord + vec2(-1, -3)/16,
centerCoord + vec2(5, -1)/16,
centerCoord + vec2(-3, 5)/16,
centerCoord + vec2(-5, -5)/16,
centerCoord + vec2(-7, 1)/16,
centerCoord + vec2(3, -7)/16,
centerCoord + vec2(7, 7)/16
};
int sampleCount = msaaSampleCount;
if(sampleCount != 8)
{
sampleCount = 1;
sampleCoords[0] = centerCoord;
}
const int srcSampleCount = 2;
vec2 imgSampleCoords[MG_GL_MAX_SRC_SAMPLE_COUNT] = {
centerCoord + vec2(-0.25, 0.25),
centerCoord + vec2(+0.25, +0.25),
centerCoord + vec2(+0.25, -0.25),
centerCoord + vec2(-0.25, +0.25)};
vec4 color = vec4(0);
int winding[MG_GL_MAX_SAMPLE_COUNT];
for(int i=0; i<sampleCount; i++)
{
winding[i] = 0;
}
int pathIndex = 0;
int opIndex = screenTilesBuffer.elements[tileIndex].first;
while(opIndex >= 0)
{
mg_gl_tile_op op = tileOpBuffer.elements[opIndex];
if(op.kind == MG_GL_OP_START)
{
for(int sampleIndex = 0; sampleIndex<sampleCount; sampleIndex++)
{
winding[sampleIndex] = op.windingOffsetOrCrossRight;
}
}
else if(op.kind == MG_GL_OP_SEGMENT)
{
int segIndex = op.index;
mg_gl_segment seg = segmentBuffer.elements[segIndex];
for(int sampleIndex=0; sampleIndex<sampleCount; sampleIndex++)
{
vec2 sampleCoord = sampleCoords[sampleIndex];
if( (sampleCoord.y > seg.box.y)
&&(sampleCoord.y <= seg.box.w)
&&(side_of_segment(sampleCoord, seg) < 0))
{
winding[sampleIndex] += seg.windingIncrement;
}
if(op.windingOffsetOrCrossRight != 0)
{
if( (seg.config == MG_GL_BR || seg.config == MG_GL_TL)
&&(sampleCoord.y > seg.box.w))
{
winding[sampleIndex] += seg.windingIncrement;
}
else if( (seg.config == MG_GL_BL || seg.config == MG_GL_TR)
&&(sampleCoord.y > seg.box.y))
{
winding[sampleIndex] -= seg.windingIncrement;
}
}
}
}
else
{
int pathIndex = op.index;
vec4 nextColor = pathBuffer.elements[pathBufferStart + pathIndex].color;
nextColor.rgb *= nextColor.a;
int textureID = pathBuffer.elements[pathBufferStart+pathIndex].textureID;
if(textureID >= 0)
{
vec4 texColor = vec4(0);
for(int sampleIndex = 0; sampleIndex<srcSampleCount; sampleIndex++)
{
vec2 sampleCoord = imgSampleCoords[sampleIndex];
vec3 ph = vec3(sampleCoord.xy, 1);
vec2 uv = (pathBuffer.elements[pathBufferStart + pathIndex].uvTransform * ph).xy;
if(textureID == 0)
{
texColor += texture(srcTexture0, uv);
}
else if(textureID == 1)
{
texColor += texture(srcTexture1, uv);
}
else if(textureID == 2)
{
texColor += texture(srcTexture2, uv);
}
else if(textureID == 3)
{
texColor += texture(srcTexture3, uv);
}
else if(textureID == 4)
{
texColor += texture(srcTexture4, uv);
}
else if(textureID == 5)
{
texColor += texture(srcTexture5, uv);
}
else if(textureID == 6)
{
texColor += texture(srcTexture6, uv);
}
else if(textureID == 7)
{
texColor += texture(srcTexture7, uv);
}
}
texColor /= srcSampleCount;
texColor.rgb *= texColor.a;
nextColor *= texColor;
}
if(op.kind == MG_GL_OP_FILL)
{
color = color*(1-nextColor.a) + nextColor;
}
else
{
vec4 clip = pathBuffer.elements[pathBufferStart + pathIndex].clip * scale;
float coverage = 0;
for(int sampleIndex = 0; sampleIndex<sampleCount; sampleIndex++)
{
vec2 sampleCoord = sampleCoords[sampleIndex];
if( sampleCoord.x >= clip.x
&& sampleCoord.x < clip.z
&& sampleCoord.y >= clip.y
&& sampleCoord.y < clip.w)
{
bool filled = op.kind == MG_GL_OP_CLIP_FILL
||(pathBuffer.elements[pathBufferStart + pathIndex].cmd == MG_GL_FILL
&& ((winding[sampleIndex] & 1) != 0))
||(pathBuffer.elements[pathBufferStart + pathIndex].cmd == MG_GL_STROKE
&& (winding[sampleIndex] != 0));
if(filled)
{
coverage++;
}
}
winding[sampleIndex] = op.windingOffsetOrCrossRight;
}
coverage /= sampleCount;
color = coverage*(color*(1-nextColor.a) + nextColor) + (1.-coverage)*color;
}
}
opIndex = op.next;
}
imageStore(outTexture, pixelCoord, color);
}