pathfinder/shaders/d3d11/fill.cs.glsl

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2020-06-23 15:35:57 -04:00
#version 430
// pathfinder/shaders/fill.cs.glsl
//
// Copyright © 2020 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
#extension GL_GOOGLE_include_directive : enable
precision highp float;
#ifdef GL_ES
precision highp sampler2D;
#endif
#include "fill_area.inc.glsl"
layout(local_size_x = 16, local_size_y = 4) in;
#define TILE_FIELD_NEXT_TILE_ID 0
#define TILE_FIELD_FIRST_FILL_ID 1
#define TILE_FIELD_BACKDROP_ALPHA_TILE_ID 2
#define TILE_FIELD_CONTROL 3
layout(rgba8) uniform image2D uDest;
uniform sampler2D uAreaLUT;
uniform ivec2 uAlphaTileRange;
layout(std430, binding = 0) buffer bFills {
restrict readonly uint iFills[];
};
layout(std430, binding = 1) buffer bTiles {
// [0]: path ID
// [1]: next tile ID
// [2]: first fill ID
// [3]: backdrop delta upper 8 bits, alpha tile ID lower 24 bits
// [4]: color/ctrl/backdrop word
restrict uint iTiles[];
};
layout(std430, binding = 2) buffer bAlphaTiles {
// [0]: alpha tile index
// [1]: clip tile index
restrict readonly uint iAlphaTiles[];
};
#include "fill_compute.inc.glsl"
ivec2 computeTileCoord(uint alphaTileIndex) {
uint x = alphaTileIndex & 0xff;
uint y = (alphaTileIndex >> 8u) & 0xff + (((alphaTileIndex >> 16u) & 0xff) << 8u);
return ivec2(16, 4) * ivec2(x, y) + ivec2(gl_LocalInvocationID.xy);
}
void main() {
ivec2 tileSubCoord = ivec2(gl_LocalInvocationID.xy) * ivec2(1, 4);
// This is a workaround for the 64K workgroup dispatch limit in OpenGL.
uint batchAlphaTileIndex = (gl_WorkGroupID.x | (gl_WorkGroupID.y << 15));
uint alphaTileIndex = batchAlphaTileIndex + uint(uAlphaTileRange.x);
if (alphaTileIndex >= uint(uAlphaTileRange.y))
return;
uint tileIndex = iAlphaTiles[batchAlphaTileIndex * 2 + 0];
if ((int(iTiles[tileIndex * 4 + TILE_FIELD_BACKDROP_ALPHA_TILE_ID] << 8) >> 8) < 0)
return;
int fillIndex = int(iTiles[tileIndex * 4 + TILE_FIELD_FIRST_FILL_ID]);
int backdrop = int(iTiles[tileIndex * 4 + TILE_FIELD_CONTROL]) >> 24;
// TODO(pcwalton): Handle even-odd fill rule.
vec4 coverages = vec4(backdrop);
coverages += accumulateCoverageForFillList(fillIndex, tileSubCoord);
coverages = clamp(abs(coverages), 0.0, 1.0);
// Handle clip if necessary.
int clipTileIndex = int(iAlphaTiles[batchAlphaTileIndex * 2 + 1]);
if (clipTileIndex >= 0)
coverages = min(coverages, imageLoad(uDest, computeTileCoord(clipTileIndex)));
imageStore(uDest, computeTileCoord(alphaTileIndex), coverages);
}