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piet-gpu/shader: delete unused is_fill from elements.comp
Delete debug code as well. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@ -94,7 +94,7 @@ State combine_state(State a, State b) {
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return c;
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}
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State map_element(ElementRef ref, inout bool is_fill) {
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State map_element(ElementRef ref) {
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// TODO: it would *probably* be more efficient to make the memory read patterns less
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// divergent, though it would be more wasted memory.
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uint tag = Element_tag(ref);
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@ -106,7 +106,6 @@ State map_element(ElementRef ref, inout bool is_fill) {
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c.flags = 0;
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c.path_count = 0;
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c.pathseg_count = 0;
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is_fill = false;
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switch (tag) {
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case Element_FillLine:
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case Element_StrokeLine:
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@ -132,8 +131,6 @@ State map_element(ElementRef ref, inout bool is_fill) {
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case Element_Fill:
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case Element_FillMask:
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case Element_FillMaskInv:
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is_fill = true;
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// fall-through
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case Element_Stroke:
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c.flags = FLAG_RESET_BBOX;
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c.path_count = 1;
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@ -185,12 +182,11 @@ void main() {
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uint ix = part_ix * PARTITION_SIZE + gl_LocalInvocationID.x * N_ROWS;
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ElementRef ref = ElementRef(ix * Element_size);
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bool is_fill;
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th_state[0] = map_element(ref, is_fill);
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th_state[0] = map_element(ref);
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for (uint i = 1; i < N_ROWS; i++) {
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// discussion question: would it be faster to load using more coherent patterns
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// into thread memory? This is kinda strided.
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th_state[i] = combine_state(th_state[i - 1], map_element(Element_index(ref, i), is_fill));
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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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