vello/piet-gpu/shader/scene.h
Elias Naur e9ff509ab9 use tag flags for fill vs stroke modes in scene elements
Encode stroke vs fill as tag flags, thereby reducing the number of scene
elements. Encoding change only, no functional changes.

The previous Stroke and Fill commands are merged to one command,
FillColor. The encoding to annotated element is divergent, which is
fixed when annotated elements move to tag flags.

Updates #70

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-19 12:50:12 +01:00

287 lines
6.3 KiB
C

// SPDX-License-Identifier: Apache-2.0 OR MIT OR Unlicense
// Code auto-generated by piet-gpu-derive
struct LineSegRef {
uint offset;
};
struct QuadSegRef {
uint offset;
};
struct CubicSegRef {
uint offset;
};
struct FillColorRef {
uint offset;
};
struct FillImageRef {
uint offset;
};
struct SetLineWidthRef {
uint offset;
};
struct TransformRef {
uint offset;
};
struct ClipRef {
uint offset;
};
struct ElementRef {
uint offset;
};
struct LineSeg {
vec2 p0;
vec2 p1;
};
#define LineSeg_size 16
LineSegRef LineSeg_index(LineSegRef ref, uint index) {
return LineSegRef(ref.offset + index * LineSeg_size);
}
struct QuadSeg {
vec2 p0;
vec2 p1;
vec2 p2;
};
#define QuadSeg_size 24
QuadSegRef QuadSeg_index(QuadSegRef ref, uint index) {
return QuadSegRef(ref.offset + index * QuadSeg_size);
}
struct CubicSeg {
vec2 p0;
vec2 p1;
vec2 p2;
vec2 p3;
};
#define CubicSeg_size 32
CubicSegRef CubicSeg_index(CubicSegRef ref, uint index) {
return CubicSegRef(ref.offset + index * CubicSeg_size);
}
struct FillColor {
uint rgba_color;
};
#define FillColor_size 4
FillColorRef FillColor_index(FillColorRef ref, uint index) {
return FillColorRef(ref.offset + index * FillColor_size);
}
struct FillImage {
uint index;
ivec2 offset;
};
#define FillImage_size 8
FillImageRef FillImage_index(FillImageRef ref, uint index) {
return FillImageRef(ref.offset + index * FillImage_size);
}
struct SetLineWidth {
float width;
};
#define SetLineWidth_size 4
SetLineWidthRef SetLineWidth_index(SetLineWidthRef ref, uint index) {
return SetLineWidthRef(ref.offset + index * SetLineWidth_size);
}
struct Transform {
vec4 mat;
vec2 translate;
};
#define Transform_size 24
TransformRef Transform_index(TransformRef ref, uint index) {
return TransformRef(ref.offset + index * Transform_size);
}
struct Clip {
vec4 bbox;
};
#define Clip_size 16
ClipRef Clip_index(ClipRef ref, uint index) {
return ClipRef(ref.offset + index * Clip_size);
}
#define Element_Nop 0
#define Element_Line 1
#define Element_Quad 2
#define Element_Cubic 3
#define Element_FillColor 4
#define Element_SetLineWidth 5
#define Element_Transform 6
#define Element_BeginClip 7
#define Element_EndClip 8
#define Element_FillImage 9
#define Element_size 36
ElementRef Element_index(ElementRef ref, uint index) {
return ElementRef(ref.offset + index * Element_size);
}
struct ElementTag {
uint tag;
uint flags;
};
LineSeg LineSeg_read(LineSegRef ref) {
uint ix = ref.offset >> 2;
uint raw0 = scene[ix + 0];
uint raw1 = scene[ix + 1];
uint raw2 = scene[ix + 2];
uint raw3 = scene[ix + 3];
LineSeg s;
s.p0 = vec2(uintBitsToFloat(raw0), uintBitsToFloat(raw1));
s.p1 = vec2(uintBitsToFloat(raw2), uintBitsToFloat(raw3));
return s;
}
QuadSeg QuadSeg_read(QuadSegRef ref) {
uint ix = ref.offset >> 2;
uint raw0 = scene[ix + 0];
uint raw1 = scene[ix + 1];
uint raw2 = scene[ix + 2];
uint raw3 = scene[ix + 3];
uint raw4 = scene[ix + 4];
uint raw5 = scene[ix + 5];
QuadSeg s;
s.p0 = vec2(uintBitsToFloat(raw0), uintBitsToFloat(raw1));
s.p1 = vec2(uintBitsToFloat(raw2), uintBitsToFloat(raw3));
s.p2 = vec2(uintBitsToFloat(raw4), uintBitsToFloat(raw5));
return s;
}
CubicSeg CubicSeg_read(CubicSegRef ref) {
uint ix = ref.offset >> 2;
uint raw0 = scene[ix + 0];
uint raw1 = scene[ix + 1];
uint raw2 = scene[ix + 2];
uint raw3 = scene[ix + 3];
uint raw4 = scene[ix + 4];
uint raw5 = scene[ix + 5];
uint raw6 = scene[ix + 6];
uint raw7 = scene[ix + 7];
CubicSeg s;
s.p0 = vec2(uintBitsToFloat(raw0), uintBitsToFloat(raw1));
s.p1 = vec2(uintBitsToFloat(raw2), uintBitsToFloat(raw3));
s.p2 = vec2(uintBitsToFloat(raw4), uintBitsToFloat(raw5));
s.p3 = vec2(uintBitsToFloat(raw6), uintBitsToFloat(raw7));
return s;
}
FillColor FillColor_read(FillColorRef ref) {
uint ix = ref.offset >> 2;
uint raw0 = scene[ix + 0];
FillColor s;
s.rgba_color = raw0;
return s;
}
FillImage FillImage_read(FillImageRef ref) {
uint ix = ref.offset >> 2;
uint raw0 = scene[ix + 0];
uint raw1 = scene[ix + 1];
FillImage s;
s.index = raw0;
s.offset = ivec2(int(raw1 << 16) >> 16, int(raw1) >> 16);
return s;
}
SetLineWidth SetLineWidth_read(SetLineWidthRef ref) {
uint ix = ref.offset >> 2;
uint raw0 = scene[ix + 0];
SetLineWidth s;
s.width = uintBitsToFloat(raw0);
return s;
}
Transform Transform_read(TransformRef ref) {
uint ix = ref.offset >> 2;
uint raw0 = scene[ix + 0];
uint raw1 = scene[ix + 1];
uint raw2 = scene[ix + 2];
uint raw3 = scene[ix + 3];
uint raw4 = scene[ix + 4];
uint raw5 = scene[ix + 5];
Transform s;
s.mat = vec4(uintBitsToFloat(raw0), uintBitsToFloat(raw1), uintBitsToFloat(raw2), uintBitsToFloat(raw3));
s.translate = vec2(uintBitsToFloat(raw4), uintBitsToFloat(raw5));
return s;
}
Clip Clip_read(ClipRef ref) {
uint ix = ref.offset >> 2;
uint raw0 = scene[ix + 0];
uint raw1 = scene[ix + 1];
uint raw2 = scene[ix + 2];
uint raw3 = scene[ix + 3];
Clip s;
s.bbox = vec4(uintBitsToFloat(raw0), uintBitsToFloat(raw1), uintBitsToFloat(raw2), uintBitsToFloat(raw3));
return s;
}
ElementTag Element_tag(ElementRef ref) {
uint tag_and_flags = scene[ref.offset >> 2];
return ElementTag(tag_and_flags & 0xffff, tag_and_flags >> 16);
}
LineSeg Element_Line_read(ElementRef ref) {
return LineSeg_read(LineSegRef(ref.offset + 4));
}
QuadSeg Element_Quad_read(ElementRef ref) {
return QuadSeg_read(QuadSegRef(ref.offset + 4));
}
CubicSeg Element_Cubic_read(ElementRef ref) {
return CubicSeg_read(CubicSegRef(ref.offset + 4));
}
FillColor Element_FillColor_read(ElementRef ref) {
return FillColor_read(FillColorRef(ref.offset + 4));
}
SetLineWidth Element_SetLineWidth_read(ElementRef ref) {
return SetLineWidth_read(SetLineWidthRef(ref.offset + 4));
}
Transform Element_Transform_read(ElementRef ref) {
return Transform_read(TransformRef(ref.offset + 4));
}
Clip Element_BeginClip_read(ElementRef ref) {
return Clip_read(ClipRef(ref.offset + 4));
}
Clip Element_EndClip_read(ElementRef ref) {
return Clip_read(ClipRef(ref.offset + 4));
}
FillImage Element_FillImage_read(ElementRef ref) {
return FillImage_read(FillImageRef(ref.offset + 4));
}