diff options
Diffstat (limited to 'vendor/gioui.org/shader/piet/path_coarse.comp')
-rw-r--r-- | vendor/gioui.org/shader/piet/path_coarse.comp | 294 |
1 files changed, 294 insertions, 0 deletions
diff --git a/vendor/gioui.org/shader/piet/path_coarse.comp b/vendor/gioui.org/shader/piet/path_coarse.comp new file mode 100644 index 0000000..ea525f5 --- /dev/null +++ b/vendor/gioui.org/shader/piet/path_coarse.comp @@ -0,0 +1,294 @@ +// SPDX-License-Identifier: Apache-2.0 OR MIT OR Unlicense + +// Coarse rasterization of path segments. + +// Allocation and initialization of tiles for paths. + +#version 450 +#extension GL_GOOGLE_include_directive : enable + +#include "mem.h" +#include "setup.h" + +#define LG_COARSE_WG 5 +#define COARSE_WG (1 << LG_COARSE_WG) + +layout(local_size_x = COARSE_WG, local_size_y = 1) in; + +layout(set = 0, binding = 1) readonly buffer ConfigBuf { + Config conf; +}; + +#include "pathseg.h" +#include "tile.h" + +// scale factors useful for converting coordinates to tiles +#define SX (1.0 / float(TILE_WIDTH_PX)) +#define SY (1.0 / float(TILE_HEIGHT_PX)) + +#define ACCURACY 0.25 +#define Q_ACCURACY (ACCURACY * 0.1) +#define REM_ACCURACY (ACCURACY - Q_ACCURACY) +#define MAX_HYPOT2 (432.0 * Q_ACCURACY * Q_ACCURACY) +#define MAX_QUADS 16 + +vec2 eval_quad(vec2 p0, vec2 p1, vec2 p2, float t) { + float mt = 1.0 - t; + return p0 * (mt * mt) + (p1 * (mt * 2.0) + p2 * t) * t; +} + +vec2 eval_cubic(vec2 p0, vec2 p1, vec2 p2, vec2 p3, float t) { + float mt = 1.0 - t; + return p0 * (mt * mt * mt) + (p1 * (mt * mt * 3.0) + (p2 * (mt * 3.0) + p3 * t) * t) * t; +} + +struct SubdivResult { + float val; + float a0; + float a2; +}; + +/// An approximation to $\int (1 + 4x^2) ^ -0.25 dx$ +/// +/// This is used for flattening curves. +#define D 0.67 +float approx_parabola_integral(float x) { + return x * inversesqrt(sqrt(1.0 - D + (D * D * D * D + 0.25 * x * x))); +} + +/// An approximation to the inverse parabola integral. +#define B 0.39 +float approx_parabola_inv_integral(float x) { + return x * sqrt(1.0 - B + (B * B + 0.25 * x * x)); +} + +SubdivResult estimate_subdiv(vec2 p0, vec2 p1, vec2 p2, float sqrt_tol) { + vec2 d01 = p1 - p0; + vec2 d12 = p2 - p1; + vec2 dd = d01 - d12; + float cross = (p2.x - p0.x) * dd.y - (p2.y - p0.y) * dd.x; + float x0 = (d01.x * dd.x + d01.y * dd.y) / cross; + float x2 = (d12.x * dd.x + d12.y * dd.y) / cross; + float scale = abs(cross / (length(dd) * (x2 - x0))); + + float a0 = approx_parabola_integral(x0); + float a2 = approx_parabola_integral(x2); + float val = 0.0; + if (scale < 1e9) { + float da = abs(a2 - a0); + float sqrt_scale = sqrt(scale); + if (sign(x0) == sign(x2)) { + val = da * sqrt_scale; + } else { + float xmin = sqrt_tol / sqrt_scale; + val = sqrt_tol * da / approx_parabola_integral(xmin); + } + } + return SubdivResult(val, a0, a2); +} + +void main() { + uint element_ix = gl_GlobalInvocationID.x; + PathSegRef ref = PathSegRef(conf.pathseg_alloc.offset + element_ix * PathSeg_size); + + PathSegTag tag = PathSegTag(PathSeg_Nop, 0); + if (element_ix < conf.n_pathseg) { + tag = PathSeg_tag(conf.pathseg_alloc, ref); + } + bool mem_ok = mem_error == NO_ERROR; + switch (tag.tag) { + case PathSeg_Cubic: + PathCubic cubic = PathSeg_Cubic_read(conf.pathseg_alloc, ref); + + uint trans_ix = cubic.trans_ix; + if (trans_ix > 0) { + TransformSegRef trans_ref = TransformSegRef(conf.trans_alloc.offset + (trans_ix - 1) * TransformSeg_size); + TransformSeg trans = TransformSeg_read(conf.trans_alloc, trans_ref); + cubic.p0 = trans.mat.xy * cubic.p0.x + trans.mat.zw * cubic.p0.y + trans.translate; + cubic.p1 = trans.mat.xy * cubic.p1.x + trans.mat.zw * cubic.p1.y + trans.translate; + cubic.p2 = trans.mat.xy * cubic.p2.x + trans.mat.zw * cubic.p2.y + trans.translate; + cubic.p3 = trans.mat.xy * cubic.p3.x + trans.mat.zw * cubic.p3.y + trans.translate; + } + + vec2 err_v = 3.0 * (cubic.p2 - cubic.p1) + cubic.p0 - cubic.p3; + float err = err_v.x * err_v.x + err_v.y * err_v.y; + // The number of quadratics. + uint n_quads = max(uint(ceil(pow(err * (1.0 / MAX_HYPOT2), 1.0 / 6.0))), 1); + n_quads = min(n_quads, MAX_QUADS); + SubdivResult keep_params[MAX_QUADS]; + // Iterate over quadratics and tote up the estimated number of segments. + float val = 0.0; + vec2 qp0 = cubic.p0; + float step = 1.0 / float(n_quads); + for (uint i = 0; i < n_quads; i++) { + float t = float(i + 1) * step; + vec2 qp2 = eval_cubic(cubic.p0, cubic.p1, cubic.p2, cubic.p3, t); + vec2 qp1 = eval_cubic(cubic.p0, cubic.p1, cubic.p2, cubic.p3, t - 0.5 * step); + qp1 = 2.0 * qp1 - 0.5 * (qp0 + qp2); + SubdivResult params = estimate_subdiv(qp0, qp1, qp2, sqrt(REM_ACCURACY)); + keep_params[i] = params; + val += params.val; + + qp0 = qp2; + } + uint n = max(uint(ceil(val * 0.5 / sqrt(REM_ACCURACY))), 1); + + bool is_stroke = fill_mode_from_flags(tag.flags) == MODE_STROKE; + uint path_ix = cubic.path_ix; + Path path = Path_read(conf.tile_alloc, PathRef(conf.tile_alloc.offset + path_ix * Path_size)); + Alloc path_alloc = new_alloc(path.tiles.offset, (path.bbox.z - path.bbox.x) * (path.bbox.w - path.bbox.y) * Tile_size, mem_ok); + ivec4 bbox = ivec4(path.bbox); + vec2 p0 = cubic.p0; + qp0 = cubic.p0; + float v_step = val / float(n); + int n_out = 1; + float val_sum = 0.0; + for (uint i = 0; i < n_quads; i++) { + float t = float(i + 1) * step; + vec2 qp2 = eval_cubic(cubic.p0, cubic.p1, cubic.p2, cubic.p3, t); + vec2 qp1 = eval_cubic(cubic.p0, cubic.p1, cubic.p2, cubic.p3, t - 0.5 * step); + qp1 = 2.0 * qp1 - 0.5 * (qp0 + qp2); + SubdivResult params = keep_params[i]; + float u0 = approx_parabola_inv_integral(params.a0); + float u2 = approx_parabola_inv_integral(params.a2); + float uscale = 1.0 / (u2 - u0); + float target = float(n_out) * v_step; + while (n_out == n || target < val_sum + params.val) { + vec2 p1; + if (n_out == n) { + p1 = cubic.p3; + } else { + float u = (target - val_sum) / params.val; + float a = mix(params.a0, params.a2, u); + float au = approx_parabola_inv_integral(a); + float t = (au - u0) * uscale; + p1 = eval_quad(qp0, qp1, qp2, t); + } + + // Output line segment + + // Bounding box of element in pixel coordinates. + float xmin = min(p0.x, p1.x) - cubic.stroke.x; + float xmax = max(p0.x, p1.x) + cubic.stroke.x; + float ymin = min(p0.y, p1.y) - cubic.stroke.y; + float ymax = max(p0.y, p1.y) + cubic.stroke.y; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + // Set up for per-scanline coverage formula, below. + float invslope = abs(dy) < 1e-9 ? 1e9 : dx / dy; + float c = (cubic.stroke.x + abs(invslope) * (0.5 * float(TILE_HEIGHT_PX) + cubic.stroke.y)) * SX; + float b = invslope; // Note: assumes square tiles, otherwise scale. + float a = (p0.x - (p0.y - 0.5 * float(TILE_HEIGHT_PX)) * b) * SX; + + int x0 = int(floor(xmin * SX)); + int x1 = int(floor(xmax * SX) + 1); + int y0 = int(floor(ymin * SY)); + int y1 = int(floor(ymax * SY) + 1); + + x0 = clamp(x0, bbox.x, bbox.z); + y0 = clamp(y0, bbox.y, bbox.w); + x1 = clamp(x1, bbox.x, bbox.z); + y1 = clamp(y1, bbox.y, bbox.w); + float xc = a + b * float(y0); + int stride = bbox.z - bbox.x; + int base = (y0 - bbox.y) * stride - bbox.x; + // TODO: can be tighter, use c to bound width + uint n_tile_alloc = uint((x1 - x0) * (y1 - y0)); + // Consider using subgroups to aggregate atomic add. + MallocResult tile_alloc = malloc(n_tile_alloc * TileSeg_size); + if (tile_alloc.failed || !mem_ok) { + return; + } + uint tile_offset = tile_alloc.alloc.offset; + + TileSeg tile_seg; + + int xray = int(floor(p0.x*SX)); + int last_xray = int(floor(p1.x*SX)); + if (p0.y > p1.y) { + int tmp = xray; + xray = last_xray; + last_xray = tmp; + } + for (int y = y0; y < y1; y++) { + float tile_y0 = float(y * TILE_HEIGHT_PX); + int xbackdrop = max(xray + 1, bbox.x); + if (!is_stroke && min(p0.y, p1.y) < tile_y0 && xbackdrop < bbox.z) { + int backdrop = p1.y < p0.y ? 1 : -1; + TileRef tile_ref = Tile_index(path.tiles, uint(base + xbackdrop)); + uint tile_el = tile_ref.offset >> 2; + if (touch_mem(path_alloc, tile_el + 1)) { + atomicAdd(memory[tile_el + 1], backdrop); + } + } + + // next_xray is the xray for the next scanline; the line segment intersects + // all tiles between xray and next_xray. + int next_xray = last_xray; + if (y < y1 - 1) { + float tile_y1 = float((y + 1) * TILE_HEIGHT_PX); + float x_edge = mix(p0.x, p1.x, (tile_y1 - p0.y) / dy); + next_xray = int(floor(x_edge*SX)); + } + + int min_xray = min(xray, next_xray); + int max_xray = max(xray, next_xray); + int xx0 = min(int(floor(xc - c)), min_xray); + int xx1 = max(int(ceil(xc + c)), max_xray + 1); + xx0 = clamp(xx0, x0, x1); + xx1 = clamp(xx1, x0, x1); + + for (int x = xx0; x < xx1; x++) { + float tile_x0 = float(x * TILE_WIDTH_PX); + TileRef tile_ref = Tile_index(TileRef(path.tiles.offset), uint(base + x)); + uint tile_el = tile_ref.offset >> 2; + uint old = 0; + if (touch_mem(path_alloc, tile_el)) { + old = atomicExchange(memory[tile_el], tile_offset); + } + tile_seg.origin = p0; + tile_seg.vector = p1 - p0; + float y_edge = 0.0; + if (!is_stroke) { + y_edge = mix(p0.y, p1.y, (tile_x0 - p0.x) / dx); + if (min(p0.x, p1.x) < tile_x0) { + vec2 p = vec2(tile_x0, y_edge); + if (p0.x > p1.x) { + tile_seg.vector = p - p0; + } else { + tile_seg.origin = p; + tile_seg.vector = p1 - p; + } + // kernel4 uses sign(vector.x) for the sign of the intersection backdrop. + // Nudge zeroes towards the intended sign. + if (tile_seg.vector.x == 0) { + tile_seg.vector.x = sign(p1.x - p0.x)*1e-9; + } + } + if (x <= min_xray || max_xray < x) { + // Reject inconsistent intersections. + y_edge = 1e9; + } + } + tile_seg.y_edge = y_edge; + tile_seg.next.offset = old; + TileSeg_write(tile_alloc.alloc, TileSegRef(tile_offset), tile_seg); + tile_offset += TileSeg_size; + } + xc += b; + base += stride; + xray = next_xray; + } + + n_out += 1; + target += v_step; + p0 = p1; + } + val_sum += params.val; + + qp0 = qp2; + } + + break; + } +} |