// SPDX-License-Identifier: Apache-2.0 OR MIT OR Unlicense // Fine rasterizer. This can run in simple (just path rendering) and full // modes, controllable by #define. // This is a cut'n'paste w/ backdrop. struct Tile { backdrop: i32, segments: u32, } #import segment #import config @group(0) @binding(0) var config: Config; @group(0) @binding(1) var tiles: array; @group(0) @binding(2) var segments: array; // This will become a texture, but keeping things simple for now @group(0) @binding(3) var output: array; #ifdef full #import blend #import ptcl let GRADIENT_WIDTH = 512; let BLEND_STACK_SPLIT = 4u; @group(0) @binding(4) var ptcl: array; @group(0) @binding(5) var gradients: texture_2d; fn read_fill(cmd_ix: u32) -> CmdFill { let tile = ptcl[cmd_ix + 1u]; let backdrop = i32(ptcl[cmd_ix + 2u]); return CmdFill(tile, backdrop); } fn read_stroke(cmd_ix: u32) -> CmdStroke { let tile = ptcl[cmd_ix + 1u]; let half_width = bitcast(ptcl[cmd_ix + 2u]); return CmdStroke(tile, half_width); } fn read_color(cmd_ix: u32) -> CmdColor { let rgba_color = ptcl[cmd_ix + 1u]; return CmdColor(rgba_color); } fn read_lin_grad(cmd_ix: u32) -> CmdLinGrad { let index = ptcl[cmd_ix + 1u]; let line_x = bitcast(ptcl[cmd_ix + 2u]); let line_y = bitcast(ptcl[cmd_ix + 3u]); let line_c = bitcast(ptcl[cmd_ix + 4u]); return CmdLinGrad(index, line_x, line_y, line_c); } fn read_rad_grad(cmd_ix: u32) -> CmdRadGrad { let index = ptcl[cmd_ix + 1u]; let m0 = bitcast(ptcl[cmd_ix + 2u]); let m1 = bitcast(ptcl[cmd_ix + 3u]); let m2 = bitcast(ptcl[cmd_ix + 4u]); let m3 = bitcast(ptcl[cmd_ix + 5u]); let matrx = vec4(m0, m1, m2, m3); let xlat = vec2(bitcast(ptcl[cmd_ix + 6u]), bitcast(ptcl[cmd_ix + 7u])); let c1 = vec2(bitcast(ptcl[cmd_ix + 8u]), bitcast(ptcl[cmd_ix + 9u])); let ra = bitcast(ptcl[cmd_ix + 10u]); let roff = bitcast(ptcl[cmd_ix + 11u]); return CmdRadGrad(index, matrx, xlat, c1, ra, roff); } #endif let PIXELS_PER_THREAD = 4u; fn fill_path(tile: Tile, xy: vec2) -> array { var area: array; let backdrop_f = f32(tile.backdrop); for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) { area[i] = backdrop_f; } var segment_ix = tile.segments; while segment_ix != 0u { let segment = segments[segment_ix]; let y = segment.origin.y - xy.y; let y0 = clamp(y, 0.0, 1.0); let y1 = clamp(y + segment.delta.y, 0.0, 1.0); let dy = y0 - y1; if dy != 0.0 { let vec_y_recip = 1.0 / segment.delta.y; let t0 = (y0 - y) * vec_y_recip; let t1 = (y1 - y) * vec_y_recip; let startx = segment.origin.x - xy.x; let x0 = startx + t0 * segment.delta.x; let x1 = startx + t1 * segment.delta.x; let xmin0 = min(x0, x1); let xmax0 = max(x0, x1); for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) { let i_f = f32(i); let xmin = min(xmin0 - i_f, 1.0) - 1.0e-6; let xmax = xmax0 - i_f; let b = min(xmax, 1.0); let c = max(b, 0.0); let d = max(xmin, 0.0); let a = (b + 0.5 * (d * d - c * c) - xmin) / (xmax - xmin); area[i] += a * dy; } } let y_edge = sign(segment.delta.x) * clamp(xy.y - segment.y_edge + 1.0, 0.0, 1.0); for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) { area[i] += y_edge; } segment_ix = segment.next; } // nonzero winding rule for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) { area[i] = abs(area[i]); } return area; } fn stroke_path(seg: u32, half_width: f32, xy: vec2) -> array { var df: array; for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) { df[i] = 1e9; } var segment_ix = seg; while segment_ix != 0u { let segment = segments[segment_ix]; let delta = segment.delta; let dpos0 = xy + vec2(0.5, 0.5) - segment.origin; let scale = 1.0 / dot(delta, delta); for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) { let dpos = vec2(dpos0.x + f32(i), dpos0.y); let t = clamp(dot(dpos, delta) * scale, 0.0, 1.0); // performance idea: hoist sqrt out of loop df[i] = min(df[i], length(delta * t - dpos)); } segment_ix = segment.next; } for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) { // reuse array; return alpha rather than distance df[i] = clamp(half_width + 0.5 - df[i], 0.0, 1.0); } return df; } @compute @workgroup_size(4, 16) fn main( @builtin(global_invocation_id) global_id: vec3, @builtin(local_invocation_id) local_id: vec3, @builtin(workgroup_id) wg_id: vec3, ) { let tile_ix = wg_id.y * config.width_in_tiles + wg_id.x; let xy = vec2(f32(global_id.x * PIXELS_PER_THREAD), f32(global_id.y)); #ifdef full var rgba: array, PIXELS_PER_THREAD>; var blend_stack: array, PIXELS_PER_THREAD>; var clip_depth = 0u; var area: array; var cmd_ix = tile_ix * PTCL_INITIAL_ALLOC; // main interpretation loop while true { let tag = ptcl[cmd_ix]; if tag == CMD_END { break; } switch tag { // CMD_FILL case 1u: { let fill = read_fill(cmd_ix); let tile = Tile(fill.backdrop, fill.tile); area = fill_path(tile, xy); cmd_ix += 3u; } // CMD_STROKE case 2u: { let stroke = read_stroke(cmd_ix); area = stroke_path(stroke.tile, stroke.half_width, xy); cmd_ix += 3u; } // CMD_SOLID case 3u: { for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) { area[i] = 1.0; } cmd_ix += 1u; } // CMD_COLOR case 5u: { let color = read_color(cmd_ix); let fg = unpack4x8unorm(color.rgba_color).wzyx; for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) { let fg_i = fg * area[i]; rgba[i] = rgba[i] * (1.0 - fg_i.a) + fg_i; } cmd_ix += 2u; } // CMD_LIN_GRAD case 6u: { let lin = read_lin_grad(cmd_ix); let d = lin.line_x * xy.x + lin.line_y * xy.y + lin.line_c; for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) { let my_d = d + lin.line_x * f32(i); let x = i32(round(clamp(my_d, 0.0, 1.0) * f32(GRADIENT_WIDTH - 1))); let fg_rgba = textureLoad(gradients, vec2(x, i32(lin.index)), 0); let fg_i = fg_rgba * area[i]; rgba[i] = rgba[i] * (1.0 - fg_i.a) + fg_i; } cmd_ix += 5u; } // CMD_RAD_GRAD case 7u: { let rad = read_rad_grad(cmd_ix); for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) { let my_xy = vec2(xy.x + f32(i), xy.y); // TODO: can hoist y, but for now stick to piet-gpu let xy_xformed = rad.matrx.xz * my_xy.x + rad.matrx.yw * my_xy.y - rad.xlat; let ba = dot(xy_xformed, rad.c1); let ca = rad.ra * dot(xy_xformed, xy_xformed); let t = sqrt(ba * ba + ca) - ba - rad.roff; let x = i32(round(clamp(t, 0.0, 1.0) * f32(GRADIENT_WIDTH - 1))); let fg_rgba = textureLoad(gradients, vec2(x, i32(rad.index)), 0); let fg_i = fg_rgba * area[i]; rgba[i] = rgba[i] * (1.0 - fg_i.a) + fg_i; } cmd_ix += 12u; } // CMD_BEGIN_CLIP case 9u: { if clip_depth < BLEND_STACK_SPLIT { for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) { blend_stack[clip_depth][i] = pack4x8unorm(rgba[i]); rgba[i] = vec4(0.0); } } else { // TODO: spill to memory } clip_depth += 1u; cmd_ix += 1u; } // CMD_END_CLIP case 10u: { let blend = ptcl[cmd_ix + 1u]; clip_depth -= 1u; for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) { var bg_rgba: u32; if clip_depth < BLEND_STACK_SPLIT { bg_rgba = blend_stack[clip_depth][i]; } else { // load from memory } let bg = unpack4x8unorm(bg_rgba); let fg = rgba[i] * area[i]; rgba[i] = blend_mix_compose(bg, fg, blend); } cmd_ix += 2u; } // CMD_JUMP case 11u: { cmd_ix = ptcl[cmd_ix + 1u]; } default: {} } } let out_ix = global_id.y * (config.width_in_tiles * TILE_WIDTH) + global_id.x * PIXELS_PER_THREAD; for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) { let fg = rgba[i]; let a_inv = 1.0 / (fg.a + 1e-6); let rgba_sep = vec4(fg.r * a_inv, fg.g * a_inv, fg.b * a_inv, fg.a); let bytes = pack4x8unorm(rgba_sep); output[out_ix + i] = bytes; } #else let tile = tiles[tile_ix]; let area = fill_path(tile, xy); let bytes = pack4x8unorm(vec4(area[0], area[1], area[2], area[3])); let out_ix = global_id.y * (config.width_in_tiles * 4u) + global_id.x; output[out_ix] = bytes; #endif }