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elements.comp: use shared array of structs directly
The NVIDIA shader compiler bug that forced splitting of the state struct into primitive types is now fixed. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@ -157,16 +157,7 @@ vec2 get_linewidth(State st) {
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return 0.5 * st.linewidth * vec2(length(st.mat.xz), length(st.mat.yw));
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}
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// We should be able to use an array of structs but the NV shader compiler
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// doesn't seem to like it :/
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//shared State sh_state[WG_SIZE];
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shared vec4 sh_mat[WG_SIZE];
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shared vec2 sh_translate[WG_SIZE];
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shared vec4 sh_bbox[WG_SIZE];
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shared float sh_width[WG_SIZE];
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shared uint sh_flags[WG_SIZE];
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shared uint sh_path_count[WG_SIZE];
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shared uint sh_pathseg_count[WG_SIZE];
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shared State sh_state[WG_SIZE];
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shared uint sh_part_ix;
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shared State sh_prefix;
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@ -195,35 +186,15 @@ void main() {
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th_state[i] = combine_state(th_state[i - 1], map_element(Element_index(ref, i)));
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}
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State agg = th_state[N_ROWS - 1];
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sh_mat[gl_LocalInvocationID.x] = agg.mat;
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sh_translate[gl_LocalInvocationID.x] = agg.translate;
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sh_bbox[gl_LocalInvocationID.x] = agg.bbox;
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sh_width[gl_LocalInvocationID.x] = agg.linewidth;
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sh_flags[gl_LocalInvocationID.x] = agg.flags;
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sh_path_count[gl_LocalInvocationID.x] = agg.path_count;
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sh_pathseg_count[gl_LocalInvocationID.x] = agg.pathseg_count;
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sh_state[gl_LocalInvocationID.x] = agg;
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for (uint i = 0; i < LG_WG_SIZE; i++) {
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barrier();
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if (gl_LocalInvocationID.x >= (1 << i)) {
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State other;
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uint ix = gl_LocalInvocationID.x - (1 << i);
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other.mat = sh_mat[ix];
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other.translate = sh_translate[ix];
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other.bbox = sh_bbox[ix];
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other.linewidth = sh_width[ix];
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other.flags = sh_flags[ix];
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other.path_count = sh_path_count[ix];
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other.pathseg_count = sh_pathseg_count[ix];
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State other = sh_state[gl_LocalInvocationID.x - (1 << i)];
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agg = combine_state(other, agg);
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}
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barrier();
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sh_mat[gl_LocalInvocationID.x] = agg.mat;
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sh_translate[gl_LocalInvocationID.x] = agg.translate;
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sh_bbox[gl_LocalInvocationID.x] = agg.bbox;
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sh_width[gl_LocalInvocationID.x] = agg.linewidth;
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sh_flags[gl_LocalInvocationID.x] = agg.flags;
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sh_path_count[gl_LocalInvocationID.x] = agg.path_count;
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sh_pathseg_count[gl_LocalInvocationID.x] = agg.pathseg_count;
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sh_state[gl_LocalInvocationID.x] = agg;
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}
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State exclusive;
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@ -304,15 +275,7 @@ void main() {
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State row = exclusive;
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if (gl_LocalInvocationID.x > 0) {
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uint ix = gl_LocalInvocationID.x - 1;
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State other;
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other.mat = sh_mat[ix];
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other.translate = sh_translate[ix];
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other.bbox = sh_bbox[ix];
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other.linewidth = sh_width[ix];
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other.flags = sh_flags[ix];
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other.path_count = sh_path_count[ix];
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other.pathseg_count = sh_pathseg_count[ix];
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State other = sh_state[gl_LocalInvocationID.x - 1];
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row = combine_state(row, other);
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}
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for (uint i = 0; i < N_ROWS; i++) {
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