mirror of
https://github.com/italicsjenga/vello.git
synced 2025-01-10 12:41:30 +11:00
70a9c17e23
Plumbs the new tiling scheme to k4. This works (stroke only) but still has some performance issues.
142 lines
5.6 KiB
Plaintext
142 lines
5.6 KiB
Plaintext
// This is "kernel 4" in a 4-kernel pipeline. It renders the commands
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// in the per-tile command list to an image.
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// Right now, this kernel stores the image in a buffer, but a better
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// plan is to use a texture. This is because of limited support.
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_KHR_shader_subgroup_basic : enable
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#define CHUNK 8
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#define CHUNK_DY (16 / CHUNK)
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layout(local_size_x = 16, local_size_y = 2) in;
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// Same concern that this should be readonly as in kernel 3.
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layout(set = 0, binding = 0) buffer PtclBuf {
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uint[] ptcl;
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};
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layout(set = 0, binding = 1) buffer TileBuf {
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uint[] tile;
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};
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layout(rgba8, set = 0, binding = 2) uniform writeonly image2D image;
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#include "ptcl.h"
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#include "tile.h"
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#include "setup.h"
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void main() {
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uint tile_ix = gl_WorkGroupID.y * WIDTH_IN_TILES + gl_WorkGroupID.x;
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CmdRef cmd_ref = CmdRef(tile_ix * PTCL_INITIAL_ALLOC);
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uvec2 xy_uint = uvec2(gl_GlobalInvocationID.x, gl_LocalInvocationID.y + TILE_HEIGHT_PX * gl_WorkGroupID.y);
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vec2 xy = vec2(xy_uint);
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vec2 uv = xy * vec2(1.0 / IMAGE_WIDTH, 1.0 / IMAGE_HEIGHT);
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//vec3 rgb = uv.xyy;
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vec3 rgb[CHUNK];
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for (uint i = 0; i < CHUNK; i++) {
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rgb[i] = vec3(0.5);
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}
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while (true) {
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uint tag = Cmd_tag(cmd_ref);
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if (tag == Cmd_End) {
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break;
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}
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switch (tag) {
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case Cmd_Circle:
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CmdCircle circle = Cmd_Circle_read(cmd_ref);
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vec4 fg_rgba = unpackUnorm4x8(circle.rgba_color).wzyx;
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for (uint i = 0; i < CHUNK; i++) {
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float dy = float(i * CHUNK_DY);
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float r = length(vec2(xy.x, xy.y + dy) + vec2(0.5, 0.5) - circle.center.xy);
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float alpha = clamp(0.5 + circle.radius - r, 0.0, 1.0);
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// TODO: sRGB
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rgb[i] = mix(rgb[i], fg_rgba.rgb, alpha * fg_rgba.a);
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}
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break;
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case Cmd_Stroke:
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CmdStroke stroke = Cmd_Stroke_read(cmd_ref);
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float df[CHUNK];
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for (uint k = 0; k < CHUNK; k++) df[k] = 1e9;
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TileSegRef tile_seg_ref = TileSegRef(stroke.tile_ref);
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do {
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TileSeg seg = TileSeg_read(tile_seg_ref);
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vec2 line_vec = seg.end - seg.start;
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for (uint k = 0; k < CHUNK; k++) {
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vec2 dpos = xy + vec2(0.5, 0.5) - seg.start;
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dpos.y += float(k * CHUNK_DY);
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float t = clamp(dot(line_vec, dpos) / dot(line_vec, line_vec), 0.0, 1.0);
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df[k] = min(df[k], length(line_vec * t - dpos));
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}
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tile_seg_ref = seg.next;
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} while (tile_seg_ref.offset != 0);
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fg_rgba = unpackUnorm4x8(stroke.rgba_color).wzyx;
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for (uint k = 0; k < CHUNK; k++) {
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float alpha = clamp(stroke.half_width + 0.5 - df[k], 0.0, 1.0);
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rgb[k] = mix(rgb[k], fg_rgba.rgb, alpha * fg_rgba.a);
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}
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break;
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/*
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case Cmd_Fill:
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CmdFill fill = Cmd_Fill_read(cmd_ref);
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// Probably better to store as float, but conversion is no doubt cheap.
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float area[CHUNK];
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for (uint k = 0; k < CHUNK; k++) area[k] = float(fill.backdrop);
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SegChunkRef fill_seg_chunk_ref = fill.seg_ref;
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do {
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SegChunk seg_chunk = SegChunk_read(fill_seg_chunk_ref);
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SegmentRef segs = seg_chunk.segs;
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for (int i = 0; i < seg_chunk.n; i++) {
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Segment seg = Segment_read(Segment_index(segs, i));
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for (uint k = 0; k < CHUNK; k++) {
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vec2 my_xy = vec2(xy.x, xy.y + float(k * CHUNK_DY));
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vec2 start = seg.start - my_xy;
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vec2 end = seg.end - my_xy;
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vec2 window = clamp(vec2(start.y, end.y), 0.0, 1.0);
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if (window.x != window.y) {
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vec2 t = (window - start.y) / (end.y - start.y);
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vec2 xs = vec2(mix(start.x, end.x, t.x), mix(start.x, end.x, t.y));
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float xmin = min(min(xs.x, xs.y), 1.0) - 1e-6;
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float xmax = max(xs.x, xs.y);
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float b = min(xmax, 1.0);
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float c = max(b, 0.0);
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float d = max(xmin, 0.0);
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float a = (b + 0.5 * (d * d - c * c) - xmin) / (xmax - xmin);
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area[k] += a * (window.x - window.y);
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}
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area[k] += sign(end.x - start.x) * clamp(my_xy.y - seg.y_edge + 1.0, 0.0, 1.0);
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}
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}
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fill_seg_chunk_ref = seg_chunk.next;
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} while (fill_seg_chunk_ref.offset != 0);
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fg_rgba = unpackUnorm4x8(fill.rgba_color).wzyx;
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for (uint k = 0; k < CHUNK; k++) {
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float alpha = min(abs(area[k]), 1.0);
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rgb[k] = mix(rgb[k], fg_rgba.rgb, alpha * fg_rgba.a);
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}
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break;
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*/
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case Cmd_Solid:
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CmdSolid solid = Cmd_Solid_read(cmd_ref);
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fg_rgba = unpackUnorm4x8(solid.rgba_color).wzyx;
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for (uint k = 0; k < CHUNK; k++) {
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rgb[k] = mix(rgb[k], fg_rgba.rgb, fg_rgba.a);
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}
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break;
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case Cmd_Jump:
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cmd_ref = CmdRef(Cmd_Jump_read(cmd_ref).new_ref);
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continue;
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}
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cmd_ref.offset += Cmd_size;
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}
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// TODO: sRGB
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for (uint i = 0; i < CHUNK; i++) {
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imageStore(image, ivec2(xy_uint.x, xy_uint.y + CHUNK_DY * i), vec4(rgb[i], 1.0));
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}
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}
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