blob: fad5d725ee1cbdb15a871d63d40cd474a1d6b9c1 [file] [log] [blame]
// SPDX-License-Identifier: Apache-2.0 OR MIT OR Unlicense
// Write path segments
#import bump
#import config
#import segment
#import tile
@group(0) @binding(0)
var<storage> bump: BumpAllocators;
@group(0) @binding(1)
var<storage> seg_counts: array<SegmentCount>;
@group(0) @binding(2)
var<storage> lines: array<LineSoup>;
@group(0) @binding(3)
var<storage> paths: array<Path>;
@group(0) @binding(4)
var<storage> tiles: array<Tile>;
@group(0) @binding(5)
var<storage, read_write> segments: array<Segment>;
fn span(a: f32, b: f32) -> u32 {
return u32(max(ceil(max(a, b)) - floor(min(a, b)), 1.0));
}
// See cpu_shaders/util.rs for explanation of these.
let ONE_MINUS_ULP: f32 = 0.99999994;
let ROBUST_EPSILON: f32 = 2e-7;
// One invocation for each tile that is to be written.
// Total number of invocations = bump.seg_counts
@compute @workgroup_size(256)
fn main(
@builtin(global_invocation_id) global_id: vec3<u32>,
) {
let n_segments = atomicLoad(&bump.seg_counts);
if global_id.x < n_segments {
let seg_count = seg_counts[global_id.x];
let line = lines[seg_count.line_ix];
let counts = seg_count.counts;
let seg_within_slice = counts >> 16u;
let seg_within_line = counts & 0xffffu;
// coarse rasterization logic
let is_down = line.p1.y >= line.p0.y;
var xy0 = select(line.p1, line.p0, is_down);
var xy1 = select(line.p0, line.p1, is_down);
let s0 = xy0 * TILE_SCALE;
let s1 = xy1 * TILE_SCALE;
let count_x = span(s0.x, s1.x) - 1u;
let count = count_x + span(s0.y, s1.y);
let dx = abs(s1.x - s0.x);
let dy = s1.y - s0.y;
// Division by zero can't happen because zero-length lines
// have already been discarded in the path_count stage.
let idxdy = 1.0 / (dx + dy);
var a = dx * idxdy;
let is_positive_slope = s1.x >= s0.x;
let sign = select(-1.0, 1.0, is_positive_slope);
let xt0 = floor(s0.x * sign);
let c = s0.x * sign - xt0;
let y0i = floor(s0.y);
let ytop = select(y0i + 1.0, ceil(s0.y), s0.y == s1.y);
let b = min((dy * c + dx * (ytop - s0.y)) * idxdy, ONE_MINUS_ULP);
let robust_err = floor(a * (f32(count) - 1.0) + b) - f32(count_x);
if robust_err != 0.0 {
a -= ROBUST_EPSILON * sign(robust_err);
}
let x0i = i32(xt0 * sign + 0.5 * (sign - 1.0));
let z = floor(a * f32(seg_within_line) + b);
let x = x0i + i32(sign * z);
let y = i32(y0i + f32(seg_within_line) - z);
let path = paths[line.path_ix];
let bbox = vec4<i32>(path.bbox);
let stride = bbox.z - bbox.x;
let tile_ix = i32(path.tiles) + (y - bbox.y) * stride + x - bbox.x;
let tile = tiles[tile_ix];
let seg_start = ~tile.segment_count_or_ix;
if i32(seg_start) < 0 {
return;
}
let tile_xy = vec2(f32(x) * f32(TILE_WIDTH), f32(y) * f32(TILE_HEIGHT));
let tile_xy1 = tile_xy + vec2(f32(TILE_WIDTH), f32(TILE_HEIGHT));
if seg_within_line > 0u {
let z_prev = floor(a * (f32(seg_within_line) - 1.0) + b);
if z == z_prev {
// Top edge is clipped
var xt = xy0.x + (xy1.x - xy0.x) * (tile_xy.y - xy0.y) / (xy1.y - xy0.y);
// TODO: we want to switch to tile-relative coordinates
xt = clamp(xt, tile_xy.x + 1e-3, tile_xy1.x);
xy0 = vec2(xt, tile_xy.y);
} else {
// If is_positive_slope, left edge is clipped, otherwise right
let x_clip = select(tile_xy1.x, tile_xy.x, is_positive_slope);
var yt = xy0.y + (xy1.y - xy0.y) * (x_clip - xy0.x) / (xy1.x - xy0.x);
yt = clamp(yt, tile_xy.y + 1e-3, tile_xy1.y);
xy0 = vec2(x_clip, yt);
}
}
if seg_within_line < count - 1u {
let z_next = floor(a * (f32(seg_within_line) + 1.0) + b);
if z == z_next {
// Bottom edge is clipped
var xt = xy0.x + (xy1.x - xy0.x) * (tile_xy1.y - xy0.y) / (xy1.y - xy0.y);
xt = clamp(xt, tile_xy.x + 1e-3, tile_xy1.x);
xy1 = vec2(xt, tile_xy1.y);
} else {
// If is_positive_slope, right edge is clipped, otherwise left
let x_clip = select(tile_xy.x, tile_xy1.x, is_positive_slope);
var yt = xy0.y + (xy1.y - xy0.y) * (x_clip - xy0.x) / (xy1.x - xy0.x);
yt = clamp(yt, tile_xy.y + 1e-3, tile_xy1.y);
xy1 = vec2(x_clip, yt);
}
}
// See comments in CPU version of shader
var y_edge = 1e9;
if xy0.x == tile_xy.x {
y_edge = xy0.y;
} else if xy1.x == tile_xy.x {
y_edge = xy1.y;
}
if !is_down {
let tmp = xy0;
xy0 = xy1;
xy1 = tmp;
}
let segment = Segment(xy0, xy1 - xy0, y_edge);
segments[seg_start + seg_within_slice] = segment;
}
}