pathfinder/resources/shaders/draw.tcs.glsl

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// Copyright 2017 The Servo Project Developers. See the COPYRIGHT
// file at the top-level directory of this distribution and at
// http://rust-lang.org/COPYRIGHT.
//
// 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.
#version 410
#define OPERATION_LINE 1
#define OPERATION_QUAD_CURVE 2
#define CURVE_THRESHOLD 0.333f
#define CURVE_TOLERANCE 3.0f
layout(vertices = 1) out;
// The size of the atlas in pixels.
uniform uvec2 uAtlasSize;
// The vertex ID, passed into this shader.
flat in uint vVertexID[];
// The starting point of the segment.
patch out vec2 vpP0;
// The control point, if this is a curve. If this is a line, this value must be ignored.
patch out vec2 vpP1;
// The endpoint of this segment.
patch out vec2 vpP2;
// 1.0 if this segment runs left to right; -1.0 otherwise.
patch out float vpDirection;
void main() {
vpP0 = gl_in[0].gl_Position.xy;
vpP1 = gl_in[1].gl_Position.xy;
vpP2 = gl_in[2].gl_Position.xy;
// Compute direction. Flip around if necessary so that p0 is to the left of p2.
if (vpP0.x < vpP2.x) {
vpDirection = 1.0f;
} else {
vpDirection = -1.0f;
vec2 tmp = vpP0;
vpP0 = vpP2;
vpP2 = tmp;
}
// Divide into lines.
float lineCount = 1.0f;
if (vVertexID[1] > 0) {
// Quadratic curve.
vec2 dev = vpP0 - 2.0f * vpP1 + vpP2;
float devSq = dot(dev, dev);
if (devSq >= QUAD_CURVE_THRESHOLD) {
// Inverse square root is likely no slower and may be faster than regular square root
// (e.g. on x86).
lineCount += floor(inversesqrt(inversesqrt(QUAD_CURVE_TOLERANCE * devSq)));
}
}
// Tessellate into lines. This is subtle, so a diagram may help.
//
// Suppose we decided to divide this curve up into 4 lines. Then our abstract tessellated patch
// space will look like this:
//
// x₀ x₁ x₂ x₃ x₄ x₅ x₆ x₇
// ┌──┬──┬──┬──┬──┬──┬──┐
// │▒▒│ │▒▒│ │▒▒│ │▒▒│
// │▒▒│ │▒▒│ │▒▒│ │▒▒│
// └──┴──┴──┴──┴──┴──┴──┘
//
// The shaded areas are the only areas that will actually be drawn. They might look like this:
//
// x₅
// x₆ x₇
// x₃ ┌───────┐
// x₄ │▒▒▒▒▒▒▒│
// x₁ ┌─────┼───────┘
// x₂ │▒▒▒▒▒│
// ┌──┼─────┘
// │▒▒│
// │▒▒│
// x₀ │▒▒│
// ┌──┼──┘
// │▒▒│
// │▒▒│
// └──┘
//
// In this way, the unshaded areas become zero-size and are discarded by the rasterizer.
//
// Note that, in reality, it will often be the case that the quads overlap vertically by one
// pixel in the horizontal direction. In fact, this will occur whenever a line segment endpoint
// does not precisely straddle a pixel boundary. However, observe that we can guarantee that
// x₂ ≤ x₁, x₄ ≤ x₃, and so on, because there is never any horizontal space between endpoints.
// This means that all triangles inside the unshaded areas are guaranteed to be wound in the
// opposite direction from those inside the shaded areas. Because the OpenGL spec guarantees
// that, by default, all tessellated triangles are wound counterclockwise in abstract patch
// space, the triangles within the unshaded areas must be wound clockwise and are therefore
// candidates for backface culling. Backface culling is always enabled when running Pathfinder,
// so we're in the clear: the rasterizer will always discard the unshaded areas and render only
// the shaded ones.
gl_TessLevelInner[0] = vpP0.x == vpP2.x ? 0.0f : lineCount * 2.0f - 1.0f;
gl_TessLevelOuter[1] = gl_TessLevelOuter[3] = gl_TessLevelInner[0];
// Don't split vertically at all. We only tessellate horizontally.
gl_TessLevelInner[1] = gl_TessLevelOuter[0] = gl_TessLevelOuter[2] = 1.0f;
}