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Smarter line segment coverage
Compute tile coverage of segments using optimized algorithm. This algorithm does a bit of setup, then uses an efficient formula to compute the span per scan-line.
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@ -175,47 +175,67 @@ void main() {
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tag = Annotated_tag(ref);
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tag = Annotated_tag(ref);
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}
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}
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int x0 = 0, y0 = 0, x1 = 0, y1 = 0;
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// Setup for coverage algorithm.
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float a, b, c;
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// Bounding box of element in pixel coordinates.
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float xmin, xmax, ymin, ymax;
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switch (tag) {
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switch (tag) {
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case Annotated_Line:
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case Annotated_Line:
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AnnoLineSeg line = Annotated_Line_read(ref);
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AnnoLineSeg line = Annotated_Line_read(ref);
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x0 = int(floor((min(line.p0.x, line.p1.x) - line.stroke.x - xy0.x) * SX));
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xmin = min(line.p0.x, line.p1.x) - line.stroke.x;
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y0 = int(floor((min(line.p0.y, line.p1.y) - line.stroke.y - xy0.y) * SY));
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xmax = max(line.p0.x, line.p1.x) + line.stroke.x;
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x1 = int(ceil((max(line.p0.x, line.p1.x) + line.stroke.x - xy0.x) * SX));
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ymin = min(line.p0.y, line.p1.y) - line.stroke.y;
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y1 = int(ceil((max(line.p0.y, line.p1.y) + line.stroke.y - xy0.y) * SY));
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ymax = max(line.p0.y, line.p1.y) + line.stroke.y;
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float dx = line.p1.x - line.p0.x;
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float dy = line.p1.y - line.p0.y;
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// Set up for per-scanline coverage formula, below.
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float invslope = abs(dy) < 1e-9 ? 1e9 : dx / dy;
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c = abs(invslope) * (0.5 * float(TILE_HEIGHT_PX) + line.stroke.y) * SX;
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b = invslope; // Note: assumes square tiles, otherwise scale.
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a = (line.p0.x - xy0.x - (line.p0.y - 0.5 * float(TILE_HEIGHT_PX) - xy0.y) * b) * SX;
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break;
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break;
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case Annotated_Fill:
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case Annotated_Fill:
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case Annotated_Stroke:
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case Annotated_Stroke:
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// Note: we take advantage of the fact that fills and strokes
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// Note: we take advantage of the fact that fills and strokes
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// have compatible layout.
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// have compatible layout.
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AnnoFill fill = Annotated_Fill_read(ref);
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AnnoFill fill = Annotated_Fill_read(ref);
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x0 = int(floor((fill.bbox.x - xy0.x) * SX));
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xmin = fill.bbox.x;
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y0 = int(floor((fill.bbox.y - xy0.y) * SY));
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xmax = fill.bbox.z;
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x1 = int(ceil((fill.bbox.z - xy0.x) * SX));
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ymin = fill.bbox.y;
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y1 = int(ceil((fill.bbox.w - xy0.y) * SY));
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ymax = fill.bbox.w;
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// Just let the clamping to xmin and xmax determine the bounds.
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a = 0.0;
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b = 0.0;
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c = 1e9;
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break;
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default:
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ymin = 0;
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ymax = 0;
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break;
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break;
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}
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}
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// At this point, we run an iterator over the coverage area,
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// trying to keep divergence low.
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// Draw the coverage area into the bitmaks. This uses an algorithm
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// Right now, it's just a bbox, but we'll get finer with
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// that computes the coverage of a span for given scanline.
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// segments.
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// Compute bounding box in tiles and clip to this bin.
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int x0 = int(floor((xmin - xy0.x) * SX));
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int x1 = int(ceil((xmax - xy0.x) * SX));
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int y0 = int(floor((ymin - xy0.y) * SY));
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int y1 = int(ceil((ymax - xy0.y) * SY));
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x0 = clamp(x0, 0, N_TILE_X);
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x0 = clamp(x0, 0, N_TILE_X);
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x1 = clamp(x1, x0, N_TILE_X);
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x1 = clamp(x1, x0, N_TILE_X);
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y0 = clamp(y0, 0, N_TILE_Y);
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y0 = clamp(y0, 0, N_TILE_Y);
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y1 = clamp(y1, y0, N_TILE_Y);
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y1 = clamp(y1, y0, N_TILE_Y);
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// This loop draws a rectangle to the coverage bitmasks. For
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// line segments, draw more precisely.
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if (x0 == x1) y1 = y0;
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int x = x0, y = y0;
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uint my_slice = th_ix / 32;
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uint my_slice = th_ix / 32;
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uint my_mask = 1 << (th_ix & 31);
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uint my_mask = 1 << (th_ix & 31);
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while (y < y1) {
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float t = a + b * float(y0);
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atomicOr(sh_bitmaps[my_slice][y * N_TILE_X + x], my_mask);
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for (uint y = y0; y < y1; y++) {
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x++;
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uint xx0 = clamp(int(floor(t - c)), x0, x1);
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if (x == x1) {
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uint xx1 = clamp(int(ceil(t + c)), x0, x1);
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x = x0;
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for (uint x = xx0; x < xx1; x++) {
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y++;
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atomicOr(sh_bitmaps[my_slice][y * N_TILE_X + x], my_mask);
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}
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}
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t += b;
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}
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}
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barrier();
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barrier();
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