vello/piet-gpu/shader/scene.h
Raph Levien f53d00e6bc Add transforms and state stack
Actually handle transforms in RenderCtx (was implemented in renderer but
not actually plumbed through). This also requires maintaining a state
stack, which will also be required for clipping.

This PR also starts work on encoding clipping, including tracking
bounding boxes.

WIP, none of this is tested yet.
2020-11-20 18:25:27 -08:00

345 lines
7.4 KiB
C

// Code auto-generated by piet-gpu-derive
struct LineSegRef {
uint offset;
};
struct QuadSegRef {
uint offset;
};
struct CubicSegRef {
uint offset;
};
struct FillRef {
uint offset;
};
struct FillMaskRef {
uint offset;
};
struct StrokeRef {
uint offset;
};
struct SetLineWidthRef {
uint offset;
};
struct TransformRef {
uint offset;
};
struct BeginClipRef {
uint offset;
};
struct EndClipRef {
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 Fill {
uint rgba_color;
};
#define Fill_size 4
FillRef Fill_index(FillRef ref, uint index) {
return FillRef(ref.offset + index * Fill_size);
}
struct FillMask {
float mask;
};
#define FillMask_size 4
FillMaskRef FillMask_index(FillMaskRef ref, uint index) {
return FillMaskRef(ref.offset + index * FillMask_size);
}
struct Stroke {
uint rgba_color;
};
#define Stroke_size 4
StrokeRef Stroke_index(StrokeRef ref, uint index) {
return StrokeRef(ref.offset + index * Stroke_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 BeginClip {
vec4 bbox;
};
#define BeginClip_size 16
BeginClipRef BeginClip_index(BeginClipRef ref, uint index) {
return BeginClipRef(ref.offset + index * BeginClip_size);
}
struct EndClip {
uint clip_size;
};
#define EndClip_size 4
EndClipRef EndClip_index(EndClipRef ref, uint index) {
return EndClipRef(ref.offset + index * EndClip_size);
}
#define Element_Nop 0
#define Element_StrokeLine 1
#define Element_FillLine 2
#define Element_StrokeQuad 3
#define Element_FillQuad 4
#define Element_StrokeCubic 5
#define Element_FillCubic 6
#define Element_Stroke 7
#define Element_Fill 8
#define Element_SetLineWidth 9
#define Element_Transform 10
#define Element_FillMask 11
#define Element_FillMaskInv 12
#define Element_BeginClip 13
#define Element_EndClip 14
#define Element_size 36
ElementRef Element_index(ElementRef ref, uint index) {
return ElementRef(ref.offset + index * Element_size);
}
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;
}
Fill Fill_read(FillRef ref) {
uint ix = ref.offset >> 2;
uint raw0 = scene[ix + 0];
Fill s;
s.rgba_color = raw0;
return s;
}
FillMask FillMask_read(FillMaskRef ref) {
uint ix = ref.offset >> 2;
uint raw0 = scene[ix + 0];
FillMask s;
s.mask = uintBitsToFloat(raw0);
return s;
}
Stroke Stroke_read(StrokeRef ref) {
uint ix = ref.offset >> 2;
uint raw0 = scene[ix + 0];
Stroke s;
s.rgba_color = raw0;
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;
}
BeginClip BeginClip_read(BeginClipRef 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];
BeginClip s;
s.bbox = vec4(uintBitsToFloat(raw0), uintBitsToFloat(raw1), uintBitsToFloat(raw2), uintBitsToFloat(raw3));
return s;
}
EndClip EndClip_read(EndClipRef ref) {
uint ix = ref.offset >> 2;
uint raw0 = scene[ix + 0];
EndClip s;
s.clip_size = raw0;
return s;
}
uint Element_tag(ElementRef ref) {
return scene[ref.offset >> 2];
}
LineSeg Element_StrokeLine_read(ElementRef ref) {
return LineSeg_read(LineSegRef(ref.offset + 4));
}
LineSeg Element_FillLine_read(ElementRef ref) {
return LineSeg_read(LineSegRef(ref.offset + 4));
}
QuadSeg Element_StrokeQuad_read(ElementRef ref) {
return QuadSeg_read(QuadSegRef(ref.offset + 4));
}
QuadSeg Element_FillQuad_read(ElementRef ref) {
return QuadSeg_read(QuadSegRef(ref.offset + 4));
}
CubicSeg Element_StrokeCubic_read(ElementRef ref) {
return CubicSeg_read(CubicSegRef(ref.offset + 4));
}
CubicSeg Element_FillCubic_read(ElementRef ref) {
return CubicSeg_read(CubicSegRef(ref.offset + 4));
}
Stroke Element_Stroke_read(ElementRef ref) {
return Stroke_read(StrokeRef(ref.offset + 4));
}
Fill Element_Fill_read(ElementRef ref) {
return Fill_read(FillRef(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));
}
FillMask Element_FillMask_read(ElementRef ref) {
return FillMask_read(FillMaskRef(ref.offset + 4));
}
FillMask Element_FillMaskInv_read(ElementRef ref) {
return FillMask_read(FillMaskRef(ref.offset + 4));
}
BeginClip Element_BeginClip_read(ElementRef ref) {
return BeginClip_read(BeginClipRef(ref.offset + 4));
}
EndClip Element_EndClip_read(ElementRef ref) {
return EndClip_read(EndClipRef(ref.offset + 4));
}