vello/piet-wgsl/shader/fine.wgsl
Daniel McNab 3831b58dea Prepare for wgsl-analyzer upgrades (#195)
* Prepare for wgsl-analyzer upgrades

* Fix the exponentials
2022-10-27 10:48:34 -07:00

97 lines
3.2 KiB
GLSL

// Copyright 2022 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// https://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
// Also licensed under MIT license, at your choice.
// This is a cut'n'paste w/ backdrop.
struct Tile {
backdrop: i32,
segments: u32,
}
#import segment
#import config
@group(0) @binding(0)
var<storage> config: Config;
@group(0) @binding(1)
var<storage> tiles: array<Tile>;
@group(0) @binding(2)
var<storage> segments: array<Segment>;
// This will become a texture, but keeping things simple for now
@group(0) @binding(3)
var<storage, read_write> output: array<u32>;
let PIXELS_PER_THREAD = 4u;
@compute @workgroup_size(4, 16)
fn main(
@builtin(global_invocation_id) global_id: vec3<u32>,
@builtin(local_invocation_id) local_id: vec3<u32>,
@builtin(workgroup_id) wg_id: vec3<u32>,
) {
let tile_ix = wg_id.y * config.width_in_tiles + wg_id.x;
let xy = vec2<f32>(f32(global_id.x * PIXELS_PER_THREAD), f32(global_id.y));
let tile = tiles[tile_ix];
var area: array<f32, PIXELS_PER_THREAD>;
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]);
}
let bytes = pack4x8unorm(vec4<f32>(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;
}