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+// 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;
+ }
+}