vello/piet-gpu/shader
Raph Levien a616b4d010 Rework right_edge computation in elements
Trying to fit it into the fancy monad doesn't really work, so use a
more straightforward approach to compute it from the aggregate.

Also add yEdge logic (basically copying piet-metal). With a fix to
ELEMENT_BINNING_RATIO (which I had simply gotten wrong), the example
renders almost correctly, with small bounding box artifacts.
2020-05-21 10:00:56 -07:00
..
annotated.h Progress on wiring up fills 2020-05-20 11:14:19 -07:00
binning.comp Rework right_edge computation in elements 2020-05-21 10:00:56 -07:00
binning.spv Rework right_edge computation in elements 2020-05-21 10:00:56 -07:00
bins.h Progress on wiring up fills 2020-05-20 11:14:19 -07:00
build.ninja Rework right_edge computation in elements 2020-05-21 10:00:56 -07:00
coarse.comp Rework right_edge computation in elements 2020-05-21 10:00:56 -07:00
coarse.spv Rework right_edge computation in elements 2020-05-21 10:00:56 -07:00
elements.comp Rework right_edge computation in elements 2020-05-21 10:00:56 -07:00
elements.spv Rework right_edge computation in elements 2020-05-21 10:00:56 -07:00
image.comp Add first draft of kernel 3 2020-04-21 18:49:50 -07:00
image.spv Add first draft of kernel 3 2020-04-21 18:49:50 -07:00
kernel4.comp Delete old-style kernels and buffers 2020-05-15 15:24:37 -07:00
kernel4.spv Delete old-style kernels and buffers 2020-05-15 15:24:37 -07:00
ptcl.h Delete old-style kernels and buffers 2020-05-15 15:24:37 -07:00
scene.h Progress on wiring up fills 2020-05-20 11:14:19 -07:00
setup.h Rework right_edge computation in elements 2020-05-21 10:00:56 -07:00
state.h Rework right_edge computation in elements 2020-05-21 10:00:56 -07:00
tilegroup.h Implement stroked polylines 2020-04-28 18:45:59 -07:00