Add OpenGL 4.3 support to the GL backend, enabling compute shader on

non-Metal platforms
This commit is contained in:
Patrick Walton 2020-05-07 16:33:03 -07:00
parent cfc1d44638
commit 520817e909
25 changed files with 1414 additions and 29 deletions

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@ -143,7 +143,12 @@ enum CustomEvent {
} }
impl Window for WindowImpl { impl Window for WindowImpl {
#[cfg(any(not(target_os = "macos"), feature = "pf-gl"))] #[cfg(not(target_os = "macos"))]
fn gl_version(&self) -> GLVersion {
GLVersion::GL4
}
#[cfg(all(target_os = "macos", feature = "pf-gl"))]
fn gl_version(&self) -> GLVersion { fn gl_version(&self) -> GLVersion {
GLVersion::GL3 GLVersion::GL3
} }

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@ -18,10 +18,11 @@ use gl::types::{GLuint, GLvoid};
use half::f16; use half::f16;
use pathfinder_geometry::rect::RectI; use pathfinder_geometry::rect::RectI;
use pathfinder_geometry::vector::Vector2I; use pathfinder_geometry::vector::Vector2I;
use pathfinder_gpu::{BlendFactor, BlendOp, BufferData, BufferTarget, BufferUploadMode, ClearOps, ComputeDimensions, ComputeState}; use pathfinder_gpu::{BlendFactor, BlendOp, BufferData, BufferTarget, BufferUploadMode, ClearOps};
use pathfinder_gpu::{DepthFunc, Device, ImageAccess, ImageBinding, Primitive, ProgramKind, RenderOptions, RenderState, RenderTarget}; use pathfinder_gpu::{ComputeDimensions, ComputeState, DepthFunc, Device, ImageAccess};
use pathfinder_gpu::{ShaderKind, StencilFunc, TextureData, TextureDataRef, TextureFormat}; use pathfinder_gpu::{ImageBinding, Primitive, ProgramKind, RenderOptions, RenderState};
use pathfinder_gpu::{TextureSamplingFlags, UniformData, VertexAttrClass}; use pathfinder_gpu::{RenderTarget, ShaderKind, StencilFunc, TextureData, TextureDataRef};
use pathfinder_gpu::{TextureFormat, TextureSamplingFlags, UniformData, VertexAttrClass};
use pathfinder_gpu::{VertexAttrDescriptor, VertexAttrType}; use pathfinder_gpu::{VertexAttrDescriptor, VertexAttrType};
use pathfinder_resources::ResourceLoader; use pathfinder_resources::ResourceLoader;
use pathfinder_simd::default::F32x4; use pathfinder_simd::default::F32x4;
@ -68,6 +69,7 @@ impl GLDevice {
} }
render_state.uniforms.iter().for_each(|(uniform, data)| self.set_uniform(uniform, data)); render_state.uniforms.iter().for_each(|(uniform, data)| self.set_uniform(uniform, data));
self.set_render_options(&render_state.options); self.set_render_options(&render_state.options);
} }
@ -81,6 +83,10 @@ impl GLDevice {
} }
compute_state.uniforms.iter().for_each(|(uniform, data)| self.set_uniform(uniform, data)); compute_state.uniforms.iter().for_each(|(uniform, data)| self.set_uniform(uniform, data));
for &(storage_buffer, buffer) in compute_state.storage_buffers {
self.set_storage_buffer(storage_buffer, buffer);
}
} }
fn set_render_options(&self, render_options: &RenderOptions) { fn set_render_options(&self, render_options: &RenderOptions) {
@ -196,6 +202,20 @@ impl GLDevice {
} }
} }
fn set_storage_buffer(&self, storage_buffer: &GLStorageBuffer, buffer: &GLBuffer) {
unsafe {
gl::BindBufferBase(gl::SHADER_STORAGE_BUFFER,
storage_buffer.location as GLuint,
buffer.gl_buffer);
}
}
fn unset_storage_buffer(&self, storage_buffer: &GLStorageBuffer) {
unsafe {
gl::BindBufferBase(gl::SHADER_STORAGE_BUFFER, storage_buffer.location as GLuint, 0);
}
}
fn reset_render_state(&self, render_state: &RenderState<GLDevice>) { fn reset_render_state(&self, render_state: &RenderState<GLDevice>) {
self.reset_render_options(&render_state.options); self.reset_render_options(&render_state.options);
for texture_unit in 0..(render_state.textures.len() as u32) { for texture_unit in 0..(render_state.textures.len() as u32) {
@ -207,6 +227,9 @@ impl GLDevice {
} }
fn reset_compute_state(&self, compute_state: &ComputeState<GLDevice>) { fn reset_compute_state(&self, compute_state: &ComputeState<GLDevice>) {
for &(storage_buffer, _) in compute_state.storage_buffers {
self.unset_storage_buffer(storage_buffer);
}
for image_unit in 0..(compute_state.images.len() as u32) { for image_unit in 0..(compute_state.images.len() as u32) {
self.unbind_image(image_unit); self.unbind_image(image_unit);
} }
@ -372,12 +395,7 @@ impl Device for GLDevice {
} }
} }
match shaders { GLProgram { gl_program, shaders }
ProgramKind::Raster { vertex: vertex_shader, fragment: fragment_shader } => {
GLProgram { gl_program, vertex_shader, fragment_shader }
}
ProgramKind::Compute(_) => unimplemented!(),
}
} }
#[inline] #[inline]
@ -774,18 +792,28 @@ impl Device for GLDevice {
} }
#[inline] #[inline]
fn create_shader( fn create_shader(&self, resources: &dyn ResourceLoader, name: &str, kind: ShaderKind)
&self, -> Self::Shader {
resources: &dyn ResourceLoader, match (self.version, kind) {
name: &str, (GLVersion::GL3, ShaderKind::Compute) | (GLVersion::GLES3, ShaderKind::Compute) => {
kind: ShaderKind, panic!("Compute shaders are not supported on OpenGL versions prior to 4!")
) -> Self::Shader { }
(GLVersion::GL3, ShaderKind::Vertex) |
(GLVersion::GL3, ShaderKind::Fragment) |
(GLVersion::GLES3, ShaderKind::Vertex) |
(GLVersion::GLES3, ShaderKind::Fragment) |
(GLVersion::GL4, _) => {}
}
let directory = match self.version {
GLVersion::GL3 | GLVersion::GLES3 => "gl3",
GLVersion::GL4 => "gl4",
};
let suffix = match kind { let suffix = match kind {
ShaderKind::Vertex => 'v', ShaderKind::Vertex => 'v',
ShaderKind::Fragment => 'f', ShaderKind::Fragment => 'f',
ShaderKind::Compute => 'c', ShaderKind::Compute => 'c',
}; };
let path = format!("shaders/gl3/{}.{}s.glsl", name, suffix); let path = format!("shaders/{}/{}.{}s.glsl", directory, name, suffix);
self.create_shader_from_source(name, &resources.slurp(&path).unwrap(), kind) self.create_shader_from_source(name, &resources.slurp(&path).unwrap(), kind)
} }
@ -1087,9 +1115,7 @@ pub struct GLStorageBuffer {
pub struct GLProgram { pub struct GLProgram {
pub gl_program: GLuint, pub gl_program: GLuint,
#[allow(dead_code)] #[allow(dead_code)]
vertex_shader: GLShader, shaders: ProgramKind<GLShader>,
#[allow(dead_code)]
fragment_shader: GLShader,
} }
impl Drop for GLProgram { impl Drop for GLProgram {
@ -1329,7 +1355,7 @@ pub enum GLVersion {
/// OpenGL ES 3.0+. /// OpenGL ES 3.0+.
GLES3 = 1, GLES3 = 1,
/// OpenGL 4.3+, core profile. /// OpenGL 4.3+, core profile.
GL4_3 = 2, GL4 = 2,
} }
impl GLVersion { impl GLVersion {
@ -1337,7 +1363,7 @@ impl GLVersion {
match *self { match *self {
GLVersion::GL3 => "330", GLVersion::GL3 => "330",
GLVersion::GLES3 => "300 es", GLVersion::GLES3 => "300 es",
GLVersion::GL4_3 => "430", GLVersion::GL4 => "430",
} }
} }
} }

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@ -0,0 +1,28 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform sampler2D uSrc;
in vec2 vTexCoord;
out vec4 oFragColor;
void main(){
vec4 color = texture(uSrc, vTexCoord);
oFragColor = vec4(color . rgb * color . a, color . a);
}

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@ -0,0 +1,30 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
in ivec2 aPosition;
out vec2 vTexCoord;
void main(){
vec2 texCoord = vec2(aPosition);
vTexCoord = texCoord;
gl_Position = vec4(mix(vec2(- 1.0), vec2(1.0), vec2(aPosition)), 0.0, 1.0);
}

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@ -0,0 +1,25 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform vec4 uColor;
out vec4 oFragColor;
void main(){
oFragColor = vec4(uColor . rgb, 1.0)* uColor . a;
}

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@ -0,0 +1,26 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform vec2 uFramebufferSize;
in ivec2 aPosition;
void main(){
vec2 position = vec2(aPosition)/ uFramebufferSize * 2.0 - 1.0;
gl_Position = vec4(position . x, - position . y, 0.0, 1.0);
}

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@ -0,0 +1,29 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform sampler2D uTexture;
uniform vec4 uColor;
in vec2 vTexCoord;
out vec4 oFragColor;
void main(){
float alpha = texture(uTexture, vTexCoord). r * uColor . a;
oFragColor = alpha * vec4(uColor . rgb, 1.0);
}

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@ -0,0 +1,31 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform vec2 uFramebufferSize;
uniform vec2 uTextureSize;
in ivec2 aPosition;
in ivec2 aTexCoord;
out vec2 vTexCoord;
void main(){
vTexCoord = vec2(aTexCoord)/ uTextureSize;
vec2 position = vec2(aPosition)/ uFramebufferSize * 2.0 - 1.0;
gl_Position = vec4(position . x, - position . y, 0.0, 1.0);
}

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@ -0,0 +1,29 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform vec4 uGroundColor;
uniform vec4 uGridlineColor;
in vec2 vTexCoord;
out vec4 oFragColor;
void main(){
vec2 texCoordPx = fract(vTexCoord)/ fwidth(vTexCoord);
oFragColor = any(lessThanEqual(texCoordPx, vec2(1.0)))? uGridlineColor : uGroundColor;
}

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@ -0,0 +1,29 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform mat4 uTransform;
uniform int uGridlineCount;
in ivec2 aPosition;
out vec2 vTexCoord;
void main(){
vTexCoord = vec2(aPosition * uGridlineCount);
gl_Position = uTransform * vec4(ivec4(aPosition . x, 0, aPosition . y, 1));
}

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@ -0,0 +1,97 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
#extension GL_GOOGLE_include_directive : enable
precision highp float;
precision highp sampler2D;
vec4 computeCoverage(vec2 from, vec2 to, sampler2D areaLUT){
vec2 left = from . x < to . x ? from : to, right = from . x < to . x ? to : from;
vec2 window = clamp(vec2(from . x, to . x), - 0.5, 0.5);
float offset = mix(window . x, window . y, 0.5)- left . x;
float t = offset /(right . x - left . x);
float y = mix(left . y, right . y, t);
float d =(right . y - left . y)/(right . x - left . x);
float dX = window . x - window . y;
return texture(areaLUT, vec2(y + 8.0, abs(d * dX))/ 16.0)* dX;
}
layout(local_size_x = 16, local_size_y = 4)in;
uniform writeonly image2D uDest;
uniform sampler2D uAreaLUT;
uniform int uFirstTileIndex;
layout(std430, binding = 0)buffer bFills {
restrict readonly uvec2 iFills[];
};
layout(std430, binding = 1)buffer bNextFills {
restrict readonly int iNextFills[];
};
layout(std430, binding = 2)buffer bFillTileMap {
restrict readonly int iFillTileMap[];
};
void main(){
ivec2 tileSubCoord = ivec2(gl_LocalInvocationID . xy)* ivec2(1, 4);
uint tileIndexOffset = gl_WorkGroupID . z;
uint tileIndex = tileIndexOffset + uint(uFirstTileIndex);
int fillIndex = iFillTileMap[tileIndex];
if(fillIndex < 0)
return;
vec4 coverages = vec4(0.0);
do {
uvec2 fill = iFills[fillIndex];
vec2 from = vec2(fill . y & 0xf,(fill . y >> 4u)& 0xf)+
vec2(fill . x & 0xff,(fill . x >> 8u)& 0xff)/ 256.0;
vec2 to = vec2((fill . y >> 8u)& 0xf,(fill . y >> 12u)& 0xf)+
vec2((fill . x >> 16u)& 0xff,(fill . x >> 24u)& 0xff)/ 256.0;
coverages += computeCoverage(from -(vec2(tileSubCoord)+ vec2(0.5)),
to -(vec2(tileSubCoord)+ vec2(0.5)),
uAreaLUT);
fillIndex = iNextFills[fillIndex];
} while(fillIndex >= 0);
ivec2 tileOrigin = ivec2(tileIndex & 0xff,(tileIndex >> 8u)& 0xff)* ivec2(16, 4);
ivec2 destCoord = tileOrigin + ivec2(gl_LocalInvocationID . xy);
imageStore(uDest, destCoord, coverages);
}

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@ -0,0 +1,60 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
#extension GL_GOOGLE_include_directive : enable
precision highp float;
precision highp sampler2D;
vec4 computeCoverage(vec2 from, vec2 to, sampler2D areaLUT){
vec2 left = from . x < to . x ? from : to, right = from . x < to . x ? to : from;
vec2 window = clamp(vec2(from . x, to . x), - 0.5, 0.5);
float offset = mix(window . x, window . y, 0.5)- left . x;
float t = offset /(right . x - left . x);
float y = mix(left . y, right . y, t);
float d =(right . y - left . y)/(right . x - left . x);
float dX = window . x - window . y;
return texture(areaLUT, vec2(y + 8.0, abs(d * dX))/ 16.0)* dX;
}
uniform sampler2D uAreaLUT;
in vec2 vFrom;
in vec2 vTo;
out vec4 oFragColor;
void main(){
oFragColor = computeCoverage(vFrom, vTo, uAreaLUT);
}

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@ -0,0 +1,68 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform vec2 uFramebufferSize;
uniform vec2 uTileSize;
in uvec2 aTessCoord;
in uint aFromPx;
in uint aToPx;
in vec2 aFromSubpx;
in vec2 aToSubpx;
in uint aTileIndex;
out vec2 vFrom;
out vec2 vTo;
vec2 computeTileOffset(uint tileIndex, float stencilTextureWidth){
uint tilesPerRow = uint(stencilTextureWidth / uTileSize . x);
uvec2 tileOffset = uvec2(tileIndex % tilesPerRow, tileIndex / tilesPerRow);
return vec2(tileOffset)* uTileSize * vec2(1.0, 0.25);
}
void main(){
vec2 tileOrigin = computeTileOffset(aTileIndex, uFramebufferSize . x);
vec2 from = vec2(aFromPx & 15u, aFromPx >> 4u)+ aFromSubpx;
vec2 to = vec2(aToPx & 15u, aToPx >> 4u)+ aToSubpx;
vec2 position;
if(aTessCoord . x == 0u)
position . x = floor(min(from . x, to . x));
else
position . x = ceil(max(from . x, to . x));
if(aTessCoord . y == 0u)
position . y = floor(min(from . y, to . y));
else
position . y = uTileSize . y;
position . y = floor(position . y * 0.25);
vec2 offset = vec2(0.0, 1.5)- position * vec2(1.0, 4.0);
vFrom = from + offset;
vTo = to + offset;
vec2 globalPosition =(tileOrigin + position)/ uFramebufferSize * 2.0 - 1.0;
gl_Position = vec4(globalPosition, 0.0, 1.0);
}

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@ -0,0 +1,30 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform mat4 uOldTransform;
uniform sampler2D uTexture;
in vec2 vTexCoord;
out vec4 oFragColor;
void main(){
vec4 normTexCoord = uOldTransform * vec4(vTexCoord, 0.0, 1.0);
vec2 texCoord =((normTexCoord . xy / normTexCoord . w)+ 1.0)* 0.5;
oFragColor = texture(uTexture, texCoord);
}

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@ -0,0 +1,34 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform mat4 uNewTransform;
in ivec2 aPosition;
out vec2 vTexCoord;
void main(){
vec2 position = vec2(aPosition);
vTexCoord = position;
gl_Position = uNewTransform * vec4(position, 0.0, 1.0);
}

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@ -0,0 +1,24 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
out vec4 oFragColor;
void main(){
oFragColor = vec4(1.0, 0.0, 0.0, 1.0);
}

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@ -0,0 +1,23 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
in vec3 aPosition;
void main(){
gl_Position = vec4(aPosition, 1.0);
}

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@ -0,0 +1,611 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
#extension GL_GOOGLE_include_directive : enable
precision highp float;
precision highp sampler2D;
uniform sampler2D uColorTexture0;
uniform sampler2D uMaskTexture0;
uniform sampler2D uDestTexture;
uniform sampler2D uGammaLUT;
uniform vec2 uColorTextureSize0;
uniform vec2 uMaskTextureSize0;
uniform vec4 uFilterParams0;
uniform vec4 uFilterParams1;
uniform vec4 uFilterParams2;
uniform vec2 uFramebufferSize;
uniform int uCtrl;
in vec3 vMaskTexCoord0;
in vec2 vColorTexCoord0;
in vec4 vBaseColor;
in float vTileCtrl;
out vec4 oFragColor;
vec4 sampleColor(sampler2D colorTexture, vec2 colorTexCoord){
return texture(colorTexture, colorTexCoord);
}
vec4 combineColor0(vec4 destColor, vec4 srcColor, int op){
switch(op){
case 0x1 :
return vec4(srcColor . rgb, srcColor . a * destColor . a);
case 0x2 :
return vec4(destColor . rgb, srcColor . a * destColor . a);
}
return destColor;
}
float filterTextSample1Tap(float offset, sampler2D colorTexture, vec2 colorTexCoord){
return texture(colorTexture, colorTexCoord + vec2(offset, 0.0)). r;
}
void filterTextSample9Tap(out vec4 outAlphaLeft,
out float outAlphaCenter,
out vec4 outAlphaRight,
sampler2D colorTexture,
vec2 colorTexCoord,
vec4 kernel,
float onePixel){
bool wide = kernel . x > 0.0;
outAlphaLeft =
vec4(wide ? filterTextSample1Tap(- 4.0 * onePixel, colorTexture, colorTexCoord): 0.0,
filterTextSample1Tap(- 3.0 * onePixel, colorTexture, colorTexCoord),
filterTextSample1Tap(- 2.0 * onePixel, colorTexture, colorTexCoord),
filterTextSample1Tap(- 1.0 * onePixel, colorTexture, colorTexCoord));
outAlphaCenter = filterTextSample1Tap(0.0, colorTexture, colorTexCoord);
outAlphaRight =
vec4(filterTextSample1Tap(1.0 * onePixel, colorTexture, colorTexCoord),
filterTextSample1Tap(2.0 * onePixel, colorTexture, colorTexCoord),
filterTextSample1Tap(3.0 * onePixel, colorTexture, colorTexCoord),
wide ? filterTextSample1Tap(4.0 * onePixel, colorTexture, colorTexCoord): 0.0);
}
float filterTextConvolve7Tap(vec4 alpha0, vec3 alpha1, vec4 kernel){
return dot(alpha0, kernel)+ dot(alpha1, kernel . zyx);
}
float filterTextGammaCorrectChannel(float bgColor, float fgColor, sampler2D gammaLUT){
return texture(gammaLUT, vec2(fgColor, 1.0 - bgColor)). r;
}
vec3 filterTextGammaCorrect(vec3 bgColor, vec3 fgColor, sampler2D gammaLUT){
return vec3(filterTextGammaCorrectChannel(bgColor . r, fgColor . r, gammaLUT),
filterTextGammaCorrectChannel(bgColor . g, fgColor . g, gammaLUT),
filterTextGammaCorrectChannel(bgColor . b, fgColor . b, gammaLUT));
}
vec4 filterText(vec2 colorTexCoord,
sampler2D colorTexture,
sampler2D gammaLUT,
vec2 colorTextureSize,
vec4 filterParams0,
vec4 filterParams1,
vec4 filterParams2){
vec4 kernel = filterParams0;
vec3 bgColor = filterParams1 . rgb;
vec3 fgColor = filterParams2 . rgb;
bool gammaCorrectionEnabled = filterParams2 . a != 0.0;
vec3 alpha;
if(kernel . w == 0.0){
alpha = texture(colorTexture, colorTexCoord). rrr;
} else {
vec4 alphaLeft, alphaRight;
float alphaCenter;
filterTextSample9Tap(alphaLeft,
alphaCenter,
alphaRight,
colorTexture,
colorTexCoord,
kernel,
1.0 / colorTextureSize . x);
float r = filterTextConvolve7Tap(alphaLeft, vec3(alphaCenter, alphaRight . xy), kernel);
float g = filterTextConvolve7Tap(vec4(alphaLeft . yzw, alphaCenter), alphaRight . xyz, kernel);
float b = filterTextConvolve7Tap(vec4(alphaLeft . zw, alphaCenter, alphaRight . x),
alphaRight . yzw,
kernel);
alpha = vec3(r, g, b);
}
if(gammaCorrectionEnabled)
alpha = filterTextGammaCorrect(bgColor, alpha, gammaLUT);
return vec4(mix(bgColor, fgColor, alpha), 1.0);
}
vec4 filterRadialGradient(vec2 colorTexCoord,
sampler2D colorTexture,
vec2 colorTextureSize,
vec2 fragCoord,
vec2 framebufferSize,
vec4 filterParams0,
vec4 filterParams1){
vec2 lineFrom = filterParams0 . xy, lineVector = filterParams0 . zw;
vec2 radii = filterParams1 . xy, uvOrigin = filterParams1 . zw;
vec2 dP = colorTexCoord - lineFrom, dC = lineVector;
float dR = radii . y - radii . x;
float a = dot(dC, dC)- dR * dR;
float b = dot(dP, dC)+ radii . x * dR;
float c = dot(dP, dP)- radii . x * radii . x;
float discrim = b * b - a * c;
vec4 color = vec4(0.0);
if(abs(discrim)>= 0.00001){
vec2 ts = vec2(sqrt(discrim)* vec2(1.0, - 1.0)+ vec2(b))/ vec2(a);
if(ts . x > ts . y)
ts = ts . yx;
float t = ts . x >= 0.0 ? ts . x : ts . y;
color = texture(colorTexture, uvOrigin + vec2(clamp(t, 0.0, 1.0), 0.0));
}
return color;
}
vec4 filterBlur(vec2 colorTexCoord,
sampler2D colorTexture,
vec2 colorTextureSize,
vec4 filterParams0,
vec4 filterParams1){
vec2 srcOffsetScale = filterParams0 . xy / colorTextureSize;
int support = int(filterParams0 . z);
vec3 gaussCoeff = filterParams1 . xyz;
float gaussSum = gaussCoeff . x;
vec4 color = texture(colorTexture, colorTexCoord)* gaussCoeff . x;
gaussCoeff . xy *= gaussCoeff . yz;
for(int i = 1;i <= support;i += 2){
float gaussPartialSum = gaussCoeff . x;
gaussCoeff . xy *= gaussCoeff . yz;
gaussPartialSum += gaussCoeff . x;
vec2 srcOffset = srcOffsetScale *(float(i)+ gaussCoeff . x / gaussPartialSum);
color +=(texture(colorTexture, colorTexCoord - srcOffset)+
texture(colorTexture, colorTexCoord + srcOffset))* gaussPartialSum;
gaussSum += 2.0 * gaussPartialSum;
gaussCoeff . xy *= gaussCoeff . yz;
}
return color / gaussSum;
}
vec4 filterNone(vec2 colorTexCoord, sampler2D colorTexture){
return sampleColor(colorTexture, colorTexCoord);
}
vec4 filterColor(vec2 colorTexCoord,
sampler2D colorTexture,
sampler2D gammaLUT,
vec2 colorTextureSize,
vec2 fragCoord,
vec2 framebufferSize,
vec4 filterParams0,
vec4 filterParams1,
vec4 filterParams2,
int colorFilter){
switch(colorFilter){
case 0x1 :
return filterRadialGradient(colorTexCoord,
colorTexture,
colorTextureSize,
fragCoord,
framebufferSize,
filterParams0,
filterParams1);
case 0x3 :
return filterBlur(colorTexCoord,
colorTexture,
colorTextureSize,
filterParams0,
filterParams1);
case 0x2 :
return filterText(colorTexCoord,
colorTexture,
gammaLUT,
colorTextureSize,
filterParams0,
filterParams1,
filterParams2);
}
return filterNone(colorTexCoord, colorTexture);
}
vec3 compositeSelect(bvec3 cond, vec3 ifTrue, vec3 ifFalse){
return vec3(cond . x ? ifTrue . x : ifFalse . x,
cond . y ? ifTrue . y : ifFalse . y,
cond . z ? ifTrue . z : ifFalse . z);
}
float compositeDivide(float num, float denom){
return denom != 0.0 ? num / denom : 0.0;
}
vec3 compositeColorDodge(vec3 destColor, vec3 srcColor){
bvec3 destZero = equal(destColor, vec3(0.0)), srcOne = equal(srcColor, vec3(1.0));
return compositeSelect(destZero,
vec3(0.0),
compositeSelect(srcOne, vec3(1.0), destColor /(vec3(1.0)- srcColor)));
}
vec3 compositeHSLToRGB(vec3 hsl){
float a = hsl . y * min(hsl . z, 1.0 - hsl . z);
vec3 ks = mod(vec3(0.0, 8.0, 4.0)+ vec3(hsl . x * 1.9098593171027443), 12.0);
return hsl . zzz - clamp(min(ks - vec3(3.0), vec3(9.0)- ks), - 1.0, 1.0)* a;
}
vec3 compositeRGBToHSL(vec3 rgb){
float v = max(max(rgb . r, rgb . g), rgb . b), xMin = min(min(rgb . r, rgb . g), rgb . b);
float c = v - xMin, l = mix(xMin, v, 0.5);
vec3 terms = rgb . r == v ? vec3(0.0, rgb . gb):
rgb . g == v ? vec3(2.0, rgb . br):
vec3(4.0, rgb . rg);
float h = 1.0471975511965976 * compositeDivide(terms . x * c + terms . y - terms . z, c);
float s = compositeDivide(c, v);
return vec3(h, s, l);
}
vec3 compositeScreen(vec3 destColor, vec3 srcColor){
return destColor + srcColor - destColor * srcColor;
}
vec3 compositeHardLight(vec3 destColor, vec3 srcColor){
return compositeSelect(lessThanEqual(srcColor, vec3(0.5)),
destColor * vec3(2.0)* srcColor,
compositeScreen(destColor, vec3(2.0)* srcColor - vec3(1.0)));
}
vec3 compositeSoftLight(vec3 destColor, vec3 srcColor){
vec3 darkenedDestColor =
compositeSelect(lessThanEqual(destColor, vec3(0.25)),
((vec3(16.0)* destColor - 12.0)* destColor + 4.0)* destColor,
sqrt(destColor));
vec3 factor = compositeSelect(lessThanEqual(srcColor, vec3(0.5)),
destColor *(vec3(1.0)- destColor),
darkenedDestColor - destColor);
return destColor +(srcColor * 2.0 - 1.0)* factor;
}
vec3 compositeHSL(vec3 destColor, vec3 srcColor, int op){
switch(op){
case 0xc :
return vec3(srcColor . x, destColor . y, destColor . z);
case 0xd :
return vec3(destColor . x, srcColor . y, destColor . z);
case 0xe :
return vec3(srcColor . x, srcColor . y, destColor . z);
default :
return vec3(destColor . x, destColor . y, srcColor . z);
}
}
vec3 compositeRGB(vec3 destColor, vec3 srcColor, int op){
switch(op){
case 0x1 :
return destColor * srcColor;
case 0x2 :
return compositeScreen(destColor, srcColor);
case 0x3 :
return compositeHardLight(srcColor, destColor);
case 0x4 :
return min(destColor, srcColor);
case 0x5 :
return max(destColor, srcColor);
case 0x6 :
return compositeColorDodge(destColor, srcColor);
case 0x7 :
return vec3(1.0)- compositeColorDodge(vec3(1.0)- destColor, vec3(1.0)- srcColor);
case 0x8 :
return compositeHardLight(destColor, srcColor);
case 0x9 :
return compositeSoftLight(destColor, srcColor);
case 0xa :
return abs(destColor - srcColor);
case 0xb :
return destColor + srcColor - vec3(2.0)* destColor * srcColor;
case 0xc :
case 0xd :
case 0xe :
case 0xf :
return compositeHSLToRGB(compositeHSL(compositeRGBToHSL(destColor),
compositeRGBToHSL(srcColor),
op));
}
return srcColor;
}
vec4 composite(vec4 srcColor,
sampler2D destTexture,
vec2 destTextureSize,
vec2 fragCoord,
int op){
if(op == 0x0)
return srcColor;
vec2 destTexCoord = fragCoord / destTextureSize;
vec4 destColor = texture(destTexture, destTexCoord);
vec3 blendedRGB = compositeRGB(destColor . rgb, srcColor . rgb, op);
return vec4(srcColor . a *(1.0 - destColor . a)* srcColor . rgb +
srcColor . a * destColor . a * blendedRGB +
(1.0 - srcColor . a)* destColor . rgb,
1.0);
}
float sampleMask(float maskAlpha,
sampler2D maskTexture,
vec2 maskTextureSize,
vec3 maskTexCoord,
int maskCtrl){
if(maskCtrl == 0)
return maskAlpha;
ivec2 maskTexCoordI = ivec2(floor(maskTexCoord . xy));
vec4 texel = texture(maskTexture,(vec2(maskTexCoordI / ivec2(1, 4))+ 0.5)/ maskTextureSize);
float coverage = texel[maskTexCoordI . y % 4]+ maskTexCoord . z;
if((maskCtrl & 0x1)!= 0)
coverage = abs(coverage);
else
coverage = 1.0 - abs(1.0 - mod(coverage, 2.0));
return min(maskAlpha, coverage);
}
void calculateColor(int tileCtrl, int ctrl){
int maskCtrl0 =(tileCtrl >> 0)& 0x3;
float maskAlpha = 1.0;
maskAlpha = sampleMask(maskAlpha, uMaskTexture0, uMaskTextureSize0, vMaskTexCoord0, maskCtrl0);
vec4 color = vBaseColor;
int color0Combine =(ctrl >> 6)&
0x3;
if(color0Combine != 0){
int color0Filter =(ctrl >> 4)& 0x3;
vec4 color0 = filterColor(vColorTexCoord0,
uColorTexture0,
uGammaLUT,
uColorTextureSize0,
gl_FragCoord . xy,
uFramebufferSize,
uFilterParams0,
uFilterParams1,
uFilterParams2,
color0Filter);
color = combineColor0(color, color0, color0Combine);
}
color . a *= maskAlpha;
int compositeOp =(ctrl >> 8)& 0xf;
color = composite(color, uDestTexture, uFramebufferSize, gl_FragCoord . xy, compositeOp);
color . rgb *= color . a;
oFragColor = color;
}
void main(){
calculateColor(int(vTileCtrl), uCtrl);
}

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@ -0,0 +1,56 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform mat4 uTransform;
uniform vec2 uTileSize;
uniform sampler2D uTextureMetadata;
uniform ivec2 uTextureMetadataSize;
in ivec2 aTileOffset;
in ivec2 aTileOrigin;
in uvec2 aMaskTexCoord0;
in ivec2 aMaskBackdrop;
in int aColor;
in int aTileCtrl;
out vec3 vMaskTexCoord0;
out vec2 vColorTexCoord0;
out vec4 vBaseColor;
out float vTileCtrl;
void main(){
vec2 tileOrigin = vec2(aTileOrigin), tileOffset = vec2(aTileOffset);
vec2 position =(tileOrigin + tileOffset)* uTileSize;
vec2 maskTexCoord0 =(vec2(aMaskTexCoord0)+ tileOffset)* uTileSize;
vec2 textureMetadataScale = vec2(1.0)/ vec2(uTextureMetadataSize);
vec2 metadataEntryCoord = vec2(aColor % 128 * 4, aColor / 128);
vec2 colorTexMatrix0Coord =(metadataEntryCoord + vec2(0.5, 0.5))* textureMetadataScale;
vec2 colorTexOffsetsCoord =(metadataEntryCoord + vec2(1.5, 0.5))* textureMetadataScale;
vec2 baseColorCoord =(metadataEntryCoord + vec2(2.5, 0.5))* textureMetadataScale;
vec4 colorTexMatrix0 = texture(uTextureMetadata, colorTexMatrix0Coord);
vec4 colorTexOffsets = texture(uTextureMetadata, colorTexOffsetsCoord);
vec4 baseColor = texture(uTextureMetadata, baseColorCoord);
vColorTexCoord0 = mat2(colorTexMatrix0)* position + colorTexOffsets . xy;
vMaskTexCoord0 = vec3(maskTexCoord0, float(aMaskBackdrop . x));
vBaseColor = baseColor;
vTileCtrl = float(aTileCtrl);
gl_Position = uTransform * vec4(position, 0.0, 1.0);
}

View File

@ -0,0 +1,28 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform sampler2D uSrc;
in vec2 vTexCoord;
in float vBackdrop;
out vec4 oFragColor;
void main(){
oFragColor = clamp(abs(texture(uSrc, vTexCoord)+ vBackdrop), 0.0, 1.0);
}

View File

@ -0,0 +1,33 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
in ivec2 aTileOffset;
in ivec2 aDestTileOrigin;
in ivec2 aSrcTileOrigin;
in int aSrcBackdrop;
out vec2 vTexCoord;
out float vBackdrop;
void main(){
vec2 destPosition = vec2(aDestTileOrigin + aTileOffset)/ vec2(256.0);
vec2 srcPosition = vec2(aSrcTileOrigin + aTileOffset)/ vec2(256.0);
vTexCoord = srcPosition;
vBackdrop = float(aSrcBackdrop);
gl_Position = vec4(mix(vec2(- 1.0), vec2(1.0), destPosition), 0.0, 1.0);
}

View File

@ -0,0 +1,27 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform vec2 uFramebufferSize;
uniform sampler2D uSrc;
out vec4 oFragColor;
void main(){
vec2 texCoord = gl_FragCoord . xy / uFramebufferSize;
oFragColor = texture(uSrc, texCoord);
}

View File

@ -0,0 +1,27 @@
#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform mat4 uTransform;
uniform vec2 uTileSize;
in ivec2 aTilePosition;
void main(){
vec2 position = vec2(aTilePosition)* uTileSize;
gl_Position = uTransform * vec4(position, 0.0, 1.0);
}

View File

@ -6,8 +6,6 @@
using namespace metal; using namespace metal;
constant float3 _1042 = {};
struct main0_out struct main0_out
{ {
float4 oFragColor [[color(0)]]; float4 oFragColor [[color(0)]];

View File

@ -35,14 +35,16 @@ INCLUDES=\
OUT=\ OUT=\
$(SHADERS:%=$(TARGET_DIR)/gl3/%) \ $(SHADERS:%=$(TARGET_DIR)/gl3/%) \
$(SHADERS:%=$(TARGET_DIR)/gl4/%) \
$(SHADERS:%.glsl=$(TARGET_DIR)/metal/%.metal) \ $(SHADERS:%.glsl=$(TARGET_DIR)/metal/%.metal) \
$(SHADERS:%.glsl=build/metal/%.spv) \ $(SHADERS:%.glsl=build/metal/%.spv) \
$(COMPUTE_SHADERS:%=$(TARGET_DIR)/gl4/%) \
$(COMPUTE_SHADERS:%.glsl=$(TARGET_DIR)/metal/%.metal) \ $(COMPUTE_SHADERS:%.glsl=$(TARGET_DIR)/metal/%.metal) \
$(COMPUTE_SHADERS:%.glsl=build/metal/%.spv) \ $(COMPUTE_SHADERS:%.glsl=build/metal/%.spv) \
$(EMPTY) $(EMPTY)
GLSL_VERSION=330 GLSL_3_VERSION=330
GLSL_COMPUTE_VERSION=430 GLSL_4_VERSION=430
GLSLANGFLAGS=--auto-map-locations -I. GLSLANGFLAGS=--auto-map-locations -I.
GLSLANGFLAGS_METAL=$(GLSLANGFLAGS) -DPF_ORIGIN_UPPER_LEFT=1 GLSLANGFLAGS_METAL=$(GLSLANGFLAGS) -DPF_ORIGIN_UPPER_LEFT=1
@ -52,7 +54,7 @@ SPIRVCROSSFLAGS=--msl --msl-version 020100
GLSL_VERSION_HEADER="\#version {{version}}" GLSL_VERSION_HEADER="\#version {{version}}"
HEADER="// Automatically generated from files in pathfinder/shaders/. Do not edit!" HEADER="// Automatically generated from files in pathfinder/shaders/. Do not edit!"
GLSL_SED_ARGS=-e "s/\#version 330//" -e "s/\#line.*$$//" GLSL_SED_ARGS=-e "s/\#version .*//" -e "s/\#line.*$$//"
all: $(OUT) all: $(OUT)
@ -67,14 +69,23 @@ build/metal/%.fs.spv: %.fs.glsl $(INCLUDES)
$(TARGET_DIR)/gl3/%.fs.glsl: %.fs.glsl $(INCLUDES) $(TARGET_DIR)/gl3/%.fs.glsl: %.fs.glsl $(INCLUDES)
mkdir -p $(TARGET_DIR)/gl3 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S frag -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 ) mkdir -p $(TARGET_DIR)/gl3 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S frag -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 )
$(TARGET_DIR)/gl4/%.fs.glsl: %.fs.glsl $(INCLUDES)
mkdir -p $(TARGET_DIR)/gl4 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S frag -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 )
build/metal/%.vs.spv: %.vs.glsl $(INCLUDES) build/metal/%.vs.spv: %.vs.glsl $(INCLUDES)
mkdir -p build/metal && glslangValidator $(GLSLANGFLAGS_METAL) -G$(GLSL_VERSION) -S vert -o $@ $< mkdir -p build/metal && glslangValidator $(GLSLANGFLAGS_METAL) -G$(GLSL_VERSION) -S vert -o $@ $<
$(TARGET_DIR)/gl3/%.vs.glsl: %.vs.glsl $(INCLUDES) $(TARGET_DIR)/gl3/%.vs.glsl: %.vs.glsl $(INCLUDES)
mkdir -p $(TARGET_DIR)/gl3 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S vert -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 ) mkdir -p $(TARGET_DIR)/gl3 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S vert -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 )
$(TARGET_DIR)/gl4/%.vs.glsl: %.vs.glsl $(INCLUDES)
mkdir -p $(TARGET_DIR)/gl3 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S vert -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 )
build/metal/%.cs.spv: %.cs.glsl $(INCLUDES) build/metal/%.cs.spv: %.cs.glsl $(INCLUDES)
mkdir -p build/metal && glslangValidator $(GLSLANGFLAGS_METAL) -G$(GLSL_COMPUTE_VERSION) -S comp -o $@ $< mkdir -p build/metal && glslangValidator $(GLSLANGFLAGS_METAL) -G$(GLSL_COMPUTE_VERSION) -S comp -o $@ $<
$(TARGET_DIR)/gl4/%.cs.glsl: %.cs.glsl $(INCLUDES)
mkdir -p $(TARGET_DIR)/gl4 && echo $(GLSL_VERSION_HEADER) > $@ && echo $(HEADER) >> $@ && ( glslangValidator $(GLSLANGFLAGS) -S vert -E $< | sed $(GLSL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 )
$(TARGET_DIR)/metal/%.metal: build/metal/%.spv $(TARGET_DIR)/metal/%.metal: build/metal/%.spv
mkdir -p $(TARGET_DIR)/metal && echo $(HEADER) > $@ && ( $(SPIRVCROSS) $(SPIRVCROSSFLAGS) $< | sed $(METAL_SED_ARGS) >> $@ ) || ( rm $@ && exit 1 ) mkdir -p $(TARGET_DIR)/metal && echo $(HEADER) > $@ && ( $(SPIRVCROSS) $(SPIRVCROSSFLAGS) $< >> $@ ) || ( rm $@ && exit 1 )