Move direction calculation from the TCS to the TES to properly handle cusps

This commit is contained in:
Patrick Walton 2017-02-09 17:09:19 -08:00
parent 1e50bf78ba
commit 96daa32b90
3 changed files with 52 additions and 52 deletions

View File

@ -21,9 +21,10 @@ __kernel void accum(__write_only image2d_t gImage,
uint4 kAtlasRect,
uint kAtlasShelfHeight) {
// Determine the boundaries of the column we'll be traversing.
uint atlasWidth = kAtlasRect.z - kAtlasRect.x;
uint atlasWidth = kAtlasRect.z - kAtlasRect.x, atlasHeight = kAtlasRect.w - kAtlasRect.y;
uint column = get_global_id(0) % atlasWidth, shelfIndex = get_global_id(0) / atlasWidth;
uint firstRow = shelfIndex * kAtlasShelfHeight, lastRow = (shelfIndex + 1) * kAtlasShelfHeight;
uint firstRow = min(shelfIndex * kAtlasShelfHeight, atlasHeight);
uint lastRow = min((shelfIndex + 1) * kAtlasShelfHeight, atlasHeight);
// Sweep down the column, accumulating coverage as we go.
float coverage = 0.0f;

View File

@ -18,39 +18,25 @@ layout(vertices = 1) out;
// The vertex ID, passed into this shader.
flat in int vVertexID[];
// These outputs really should be patch outs, but that causes problems in Apple drivers.
// The starting point of the segment.
patch out vec2 vpP0;
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;
out vec2 vpP1[];
// The endpoint of this segment.
patch out vec2 vpP2;
// x: 1.0 if this segment runs left to right; -1.0 otherwise.
// y: The tessellation level.
out vec2 vpP2[];
// The tessellation level.
//
// This is packed together into a single vec2 to work around an Apple Intel driver bug whereby
// patch outputs beyond the first 4 are forced to 0.
//
// And in case you're wondering why the tessellation level is passed along in a patch out instead
// of having the TES read it directly, that's another Apple bug workaround, this time in the Radeon
// driver.
patch out vec2 vpDirectionTessLevel;
// This is passed along explicitly instead of having the TES read it from `gl_TessLevelInner` in
// order to work around an Apple bug in the Radeon driver.
out float vpTessLevel[];
void main() {
vec2 p0 = gl_in[0].gl_Position.xy;
vec2 p1 = gl_in[1].gl_Position.xy;
vec2 p2 = gl_in[2].gl_Position.xy;
// Compute direction. Flip around if necessary so that p0 is to the left of p2.
float direction;
if (p0.x < p2.x) {
direction = 1.0f;
} else {
direction = -1.0f;
vec2 tmp = p0;
p0 = p2;
p2 = tmp;
}
// Divide into lines.
float lineCount = 1.0f;
if (vVertexID[1] > 0) {
@ -116,9 +102,9 @@ void main() {
// NB: These per-patch outputs must be assigned in this order, or Apple's compiler will
// miscompile us.
vpP0 = p0;
vpP1 = p1;
vpP2 = p2;
vpDirectionTessLevel = vec2(direction, tessLevel);
vpP0[gl_InvocationID] = p0;
vpP1[gl_InvocationID] = p1;
vpP2[gl_InvocationID] = p2;
vpTessLevel[gl_InvocationID] = tessLevel;
}

View File

@ -16,21 +16,16 @@ layout(quads) in;
uniform uvec2 uAtlasSize;
// The starting point of the segment.
patch in vec2 vpP0;
in vec2 vpP0[];
// The control point, if this is a curve. If this is a line, this value must be ignored.
patch in vec2 vpP1;
in vec2 vpP1[];
// The endpoint of this segment.
patch in vec2 vpP2;
// x: 1.0 if this segment runs left to right; -1.0 otherwise.
// y: The tessellation level.
in vec2 vpP2[];
// The tessellation level.
//
// This is packed together into a single vec2 to work around an Apple Intel driver bug whereby
// patch outputs beyond the first 4 are forced to 0.
//
// And in case you're wondering why the tessellation level is passed along in a patch out instead
// of having the TES read it directly, that's another Apple bug workaround, this time in the Radeon
// driver.
patch in vec2 vpDirectionTessLevel;
// This is passed along explicitly instead of having the TES read it from `gl_TessLevelInner` in
// order to work around an Apple bug in the Radeon driver.
in float vpTessLevel[];
// The starting point of the segment.
flat out vec2 vP0;
@ -44,33 +39,51 @@ flat out float vSlope;
flat out vec2 vYMinMax;
void main() {
// Read in curve points.
vec2 cP0 = vpP0[0], cP1 = vpP1[0], cP2 = vpP2[0];
// Work out how many lines made up this segment, which line we're working on, and which
// endpoint of that line we're looking at.
uint tessPointCount = uint(vpDirectionTessLevel.y + 1.0f);
uint tessPointCount = uint(vpTessLevel[0] + 1.0f);
uint tessIndex = uint(round(gl_TessCoord.x * float(tessPointCount - 1)));
uint lineCount = tessPointCount / 2, lineIndex = tessIndex / 2, endpoint = tessIndex % 2;
// Compute our endpoints (trivial if this is part of a line, less trivial if this is part of a
// curve).
vec2 p0, p1;
if (lineCount == 1) {
vP0 = vpP0;
vP1 = vpP2;
p0 = cP0;
p1 = cP2;
} else {
float t0 = float(lineIndex + 0) / float(lineCount);
float t1 = float(lineIndex + 1) / float(lineCount);
vP0 = mix(mix(vpP0, vpP1, t0), mix(vpP1, vpP2, t0), t0);
vP1 = mix(mix(vpP0, vpP1, t1), mix(vpP1, vpP2, t1), t1);
p0 = mix(mix(cP0, cP1, t0), mix(cP1, cP2, t0), t0);
p1 = mix(mix(cP0, cP1, t1), mix(cP1, cP2, t1), t1);
}
// Compute Y extents and slope.
vYMinMax = vP0.y <= vP1.y ? vec2(vP0.y, vP1.y) : vec2(vP1.y, vP0.y);
vSlope = (vP1.y - vP0.y) / (vP1.x - vP0.x);
// Compute direction. Flip the two points around so that p0 is on the left and p1 is on the
// right if necessary.
float direction;
if (p0.x < p1.x) {
direction = 1.0f;
} else {
direction = -1.0f;
vec2 tmp = p0;
p0 = p1;
p1 = tmp;
}
// Forward direction onto the fragment shader.
vDirection = vpDirectionTessLevel.x;
// Forward points and direction onto the fragment shader.
vP0 = p0;
vP1 = p1;
vDirection = direction;
// Compute Y extents and slope.
vSlope = (p1.y - p0.y) / (p1.x - p0.x);
vYMinMax = p0.y <= p1.y ? vec2(p0.y, p1.y) : vec2(p1.y, p0.y);
// Compute our final position in atlas space, rounded out to the next pixel.
float x = endpoint == 0 ? floor(vP0.x) : ceil(vP1.x);
float x = endpoint == 0 ? floor(p0.x) : ceil(p1.x);
float y = gl_TessCoord.y == 0.0f ? floor(vYMinMax.x) : ceil(vYMinMax.y) + 1.0f;
// Convert atlas space to device space.