blob: 3cf4e4c02bce90dceaea1490d5c5347ea2bace0d [file] [log] [blame]
// SPDX-License-Identifier: Apache-2.0 OR MIT OR Unlicense
// Stage to compute counts of number of segments in each tile
#import bump
#import config
#import segment
#import tile
@group(0) @binding(0)
var<uniform> config: Config;
// TODO: this is cut'n'pasted from path_coarse.
struct AtomicTile {
backdrop: atomic<i32>,
// This is "segments" but we're renaming
count: atomic<u32>,
}
@group(0) @binding(1)
var<storage, read_write> bump: BumpAllocators;
@group(0) @binding(2)
var<storage> lines: array<LineSoup>;
@group(0) @binding(3)
var<storage> paths: array<Path>;
@group(0) @binding(4)
var<storage, read_write> tile: array<AtomicTile>;
@group(0) @binding(5)
var<storage, read_write> seg_counts: array<SegmentCount>;
// number of integer cells spanned by interval defined by a, b
fn span(a: f32, b: f32) -> u32 {
return u32(max(ceil(max(a, b)) - floor(min(a, b)), 1.0));
}
// Note regarding clipping to bounding box:
//
// We have to do the backdrop bumps for all tiles to the left of the bbox.
// This should probably be a separate loop. This also causes a numerical
// robustness issue.
// This shader is dispatched with one thread for each line.
@compute @workgroup_size(256)
fn main(
@builtin(global_invocation_id) global_id: vec3<u32>,
) {
let n_lines = atomicLoad(&bump.lines);
var count = 0u;
if global_id.x < n_lines {
let line = lines[global_id.x];
// coarse rasterization logic to count number of tiles touched by line
let is_down = line.p1.y >= line.p0.y;
let xy0 = select(line.p1, line.p0, is_down);
let xy1 = select(line.p0, line.p1, is_down);
let s0 = xy0 * TILE_SCALE;
let s1 = xy1 * TILE_SCALE;
// TODO: clip line to bounding box
count = span(s0.x, s1.x) + span(s0.y, s1.y) - 1u;
let line_ix = global_id.x;
let dx = abs(s1.x - s0.x);
let dy = s1.y - s0.y;
if dx + dy == 0.0 {
// Zero-length segment, drop it. Note, this should be culled earlier.
return;
}
if dy == 0.0 && floor(s0.y) == s0.y {
return;
}
let idxdy = 1.0 / (dx + dy);
let 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 y0 = floor(s0.y);
let ytop = select(y0 + 1.0, ceil(s0.y), s0.y == s1.y);
let b = (dy * c + dx * (ytop - s0.y)) * idxdy;
let x0 = xt0 * sign + select(-1.0, 0.0, is_positive_slope);
let path = paths[line.path_ix];
let bbox = vec4<i32>(path.bbox);
let xmin = min(s0.x, s1.x);
// If line is to left of bbox, we may still need to do backdrop
let stride = bbox.z - bbox.x;
if s0.y >= f32(bbox.w) || s1.y <= f32(bbox.y) || xmin >= f32(bbox.z) || stride == 0 {
return;
}
// Clip line to bounding box. Clipping is done in "i" space.
var imin = 0u;
if s0.y < f32(bbox.y) {
var iminf = round((f32(bbox.y) - y0 + b - a) / (1.0 - a)) - 1.0;
// Numerical robustness: goal is to find the first i value for which
// the following predicate is false. Above formula is designed to
// undershoot by 0.5.
if y0 + iminf - floor(a * iminf + b) < f32(bbox.y) {
iminf += 1.0;
}
imin = u32(iminf);
}
var imax = count;
if s1.y > f32(bbox.w) {
var imaxf = round((f32(bbox.w) - y0 + b - a) / (1.0 - a)) - 1.0;
if y0 + imaxf - floor(a * imaxf + b) < f32(bbox.w) {
imaxf += 1.0;
}
imax = u32(imaxf);
}
let delta = select(1, -1, is_down);
var ymin = 0;
var ymax = 0;
if max(s0.x, s1.x) <= f32(bbox.x) {
ymin = i32(ceil(s0.y));
ymax = i32(ceil(s1.y));
imax = imin;
} else {
let fudge = select(1.0, 0.0, is_positive_slope);
if xmin < f32(bbox.x) {
var f = round((sign * (f32(bbox.x) - x0) - b + fudge) / a);
if (x0 + sign * floor(a * f + b) < f32(bbox.x)) == is_positive_slope {
f += 1.0;
}
let ynext = i32(y0 + f - floor(a * f + b) + 1.0);
if is_positive_slope {
if u32(f) > imin {
ymin = i32(y0 + select(1.0, 0.0, y0 == s0.y));
ymax = ynext;
imin = u32(f);
}
} else {
if u32(f) < imax {
ymin = ynext;
ymax = i32(ceil(s1.y));
imax = u32(f);
}
}
}
if max(s0.x, s1.x) > f32(bbox.z) {
var f = round((sign * (f32(bbox.z) - x0) - b + fudge) / a);
if (x0 + sign * floor(a * f + b) < f32(bbox.z)) == is_positive_slope {
f += 1.0;
}
if is_positive_slope {
imax = min(imax, u32(f));
} else {
imin = max(imin, u32(f));
}
}
}
imax = max(imin, imax);
// Apply backdrop for part of line left of bbox
ymin = max(ymin, bbox.y);
ymax = min(ymax, bbox.w);
for (var y = ymin; y < ymax; y++) {
let base = i32(path.tiles) + (y - bbox.y) * stride;
atomicAdd(&tile[base].backdrop, delta);
}
var last_z = floor(a * (f32(imin) - 1.0) + b);
let seg_base = atomicAdd(&bump.seg_counts, imax - imin);
for (var i = imin; i < imax; i++) {
let subix = i;
// coarse rasterization logic
// Note: we hope fast-math doesn't strength reduce this.
let zf = a * f32(subix) + b;
let z = floor(zf);
// x, y are tile coordinates relative to render target
let y = i32(y0 + f32(subix) - z);
let x = i32(x0 + sign * z);
let base = i32(path.tiles) + (y - bbox.y) * stride - bbox.x;
let top_edge = select(last_z == z, y0 == s0.y, subix == 0u);
if top_edge && x + 1 < bbox.z {
let x_bump = max(x + 1, bbox.x);
atomicAdd(&tile[base + x_bump].backdrop, delta);
}
let seg_within_slice = atomicAdd(&tile[base + x].count, 1u);
// Pack two count values into a single u32
let counts = (seg_within_slice << 16u) | subix;
let seg_count = SegmentCount(line_ix, counts);
seg_counts[seg_base + i - imin] = seg_count;
// Note: since we're iterating, we have a reliable value for
// last_z.
last_z = z;
}
}
}