blob: d6d4bfa66aaac3957c38815f20245a15e360c123 [file] [log] [blame]
/*
* Copyright 2023 Rive
*/
#ifdef @DRAW_PATH
#ifdef @VERTEX
ATTR_BLOCK_BEGIN(Attrs)
ATTR(0, float4, @a_patchVertexData); // [localVertexID, outset, fillCoverage, vertexType]
ATTR(1, float4, @a_mirroredVertexData);
ATTR_BLOCK_END
#endif
VARYING_BLOCK_BEGIN
NO_PERSPECTIVE VARYING(0, half2, v_edgeDistance);
@OPTIONALLY_FLAT VARYING(1, ushort, v_pathID);
VARYING_BLOCK_END
#ifdef @VERTEX
VERTEX_MAIN(@drawVertexMain, Attrs, attrs, _vertexID, _instanceID)
{
ATTR_UNPACK(_vertexID, attrs, @a_patchVertexData, float4);
ATTR_UNPACK(_vertexID, attrs, @a_mirroredVertexData, float4);
VARYING_INIT(v_edgeDistance, half2);
VARYING_INIT(v_pathID, ushort);
float4 pos;
float2 vertexPosition;
if (unpack_tessellated_path_vertex(@a_patchVertexData,
@a_mirroredVertexData,
_instanceID,
v_pathID,
vertexPosition,
v_edgeDistance VERTEX_CONTEXT_UNPACK))
{
pos = RENDER_TARGET_COORD_TO_CLIP_COORD(vertexPosition);
}
else
{
pos = float4(uniforms.vertexDiscardValue,
uniforms.vertexDiscardValue,
uniforms.vertexDiscardValue,
uniforms.vertexDiscardValue);
}
VARYING_PACK(v_edgeDistance);
VARYING_PACK(v_pathID);
EMIT_VERTEX(pos);
}
#endif // VERTEX
#endif // DRAW_PATH
#ifdef @DRAW_INTERIOR_TRIANGLES
#ifdef @VERTEX
ATTR_BLOCK_BEGIN(Attrs)
ATTR(0, packed_float3, @a_triangleVertex);
ATTR_BLOCK_END
#endif
VARYING_BLOCK_BEGIN
@OPTIONALLY_FLAT VARYING(0, half, v_windingWeight);
@OPTIONALLY_FLAT VARYING(1, ushort, v_pathID);
VARYING_BLOCK_END
#ifdef @VERTEX
VERTEX_MAIN(@drawVertexMain, Attrs, attrs, _vertexID, _instanceID)
{
ATTR_UNPACK(_vertexID, attrs, @a_triangleVertex, float3);
VARYING_INIT(v_windingWeight, half);
VARYING_INIT(v_pathID, ushort);
float2 vertexPosition = unpack_interior_triangle_vertex(@a_triangleVertex,
v_pathID,
v_windingWeight VERTEX_CONTEXT_UNPACK);
float4 pos = RENDER_TARGET_COORD_TO_CLIP_COORD(vertexPosition);
VARYING_PACK(v_windingWeight);
VARYING_PACK(v_pathID);
EMIT_VERTEX(pos);
}
#endif // VERTEX
#endif // DRAW_INTERIOR_TRIANGLES
#ifdef @DRAW_IMAGE
#ifdef @DRAW_IMAGE_RECT
#ifdef @VERTEX
ATTR_BLOCK_BEGIN(Attrs)
ATTR(0, float4, @a_imageRectVertex);
ATTR_BLOCK_END
#endif
VARYING_BLOCK_BEGIN
NO_PERSPECTIVE VARYING(0, float2, v_texCoord);
NO_PERSPECTIVE VARYING(1, half, v_edgeCoverage);
#ifdef @ENABLE_CLIP_RECT
NO_PERSPECTIVE VARYING(2, float4, v_clipRect);
#endif
VARYING_BLOCK_END
#ifdef @VERTEX
VERTEX_TEXTURE_BLOCK_BEGIN
VERTEX_TEXTURE_BLOCK_END
VERTEX_STORAGE_BUFFER_BLOCK_BEGIN
VERTEX_STORAGE_BUFFER_BLOCK_END
IMAGE_RECT_VERTEX_MAIN(@drawVertexMain, Attrs, attrs, _vertexID, _instanceID)
{
ATTR_UNPACK(_vertexID, attrs, @a_imageRectVertex, float4);
VARYING_INIT(v_texCoord, float2);
VARYING_INIT(v_edgeCoverage, half);
#ifdef @ENABLE_CLIP_RECT
VARYING_INIT(v_clipRect, float4);
#endif
bool isOuterVertex = @a_imageRectVertex.z == .0 || @a_imageRectVertex.w == .0;
v_edgeCoverage = isOuterVertex ? .0 : 1.;
float2 vertexPosition = @a_imageRectVertex.xy;
float2x2 M = make_float2x2(imageDrawUniforms.viewMatrix);
float2x2 MIT = transpose(inverse(M));
if (!isOuterVertex)
{
// Inset the inner vertices to the point where coverage == 1.
// NOTE: if width/height ever change from 1, these equations need to be updated.
float aaRadiusX = AA_RADIUS * manhattan_width(MIT[1]) / dot(M[1], MIT[1]);
if (aaRadiusX >= .5)
{
vertexPosition.x = .5;
v_edgeCoverage *= .5 / aaRadiusX;
}
else
{
vertexPosition.x += aaRadiusX * @a_imageRectVertex.z;
}
float aaRadiusY = AA_RADIUS * manhattan_width(MIT[0]) / dot(M[0], MIT[0]);
if (aaRadiusY >= .5)
{
vertexPosition.y = .5;
v_edgeCoverage *= .5 / aaRadiusY;
}
else
{
vertexPosition.y += aaRadiusY * @a_imageRectVertex.w;
}
}
v_texCoord = vertexPosition;
vertexPosition = MUL(M, vertexPosition) + imageDrawUniforms.translate;
if (isOuterVertex)
{
// Outset the outer vertices to the point where coverage == 0.
float2 n = MUL(MIT, @a_imageRectVertex.zw);
n *= manhattan_width(n) / dot(n, n);
vertexPosition += AA_RADIUS * n;
}
#ifdef @ENABLE_CLIP_RECT
v_clipRect =
find_clip_rect_coverage_distances(make_float2x2(imageDrawUniforms.clipRectInverseMatrix),
imageDrawUniforms.clipRectInverseTranslate,
vertexPosition);
#endif
float4 pos = RENDER_TARGET_COORD_TO_CLIP_COORD(vertexPosition);
VARYING_PACK(v_texCoord);
VARYING_PACK(v_edgeCoverage);
#ifdef @ENABLE_CLIP_RECT
VARYING_PACK(v_clipRect);
#endif
EMIT_VERTEX(pos);
}
#endif // VERTEX
#else // DRAW_IMAGE_RECT -> DRAW_IMAGE_MESH
#ifdef @VERTEX
ATTR_BLOCK_BEGIN(PositionAttr)
ATTR(0, float2, @a_position);
ATTR_BLOCK_END
ATTR_BLOCK_BEGIN(UVAttr)
ATTR(1, float2, @a_texCoord);
ATTR_BLOCK_END
#endif
VARYING_BLOCK_BEGIN
NO_PERSPECTIVE VARYING(0, float2, v_texCoord);
#ifdef @ENABLE_CLIP_RECT
NO_PERSPECTIVE VARYING(1, float4, v_clipRect);
#endif
VARYING_BLOCK_END
#ifdef @VERTEX
IMAGE_MESH_VERTEX_MAIN(@drawVertexMain, PositionAttr, position, UVAttr, uv, _vertexID)
{
ATTR_UNPACK(_vertexID, position, @a_position, float2);
ATTR_UNPACK(_vertexID, uv, @a_texCoord, float2);
VARYING_INIT(v_texCoord, float2);
#ifdef @ENABLE_CLIP_RECT
VARYING_INIT(v_clipRect, float4);
#endif
float2x2 M = make_float2x2(imageDrawUniforms.viewMatrix);
float2 vertexPosition = MUL(M, @a_position) + imageDrawUniforms.translate;
v_texCoord = @a_texCoord;
#ifdef @ENABLE_CLIP_RECT
v_clipRect =
find_clip_rect_coverage_distances(make_float2x2(imageDrawUniforms.clipRectInverseMatrix),
imageDrawUniforms.clipRectInverseTranslate,
vertexPosition);
#endif
float4 pos = RENDER_TARGET_COORD_TO_CLIP_COORD(vertexPosition);
VARYING_PACK(v_texCoord);
#ifdef @ENABLE_CLIP_RECT
VARYING_PACK(v_clipRect);
#endif
EMIT_VERTEX(pos);
}
#endif // VERTEX
#endif // DRAW_IMAGE_MESH
#endif // DRAW_IMAGE
#ifdef @DRAW_RENDER_TARGET_UPDATE_BOUNDS
#ifdef @VERTEX
ATTR_BLOCK_BEGIN(Attrs)
ATTR_BLOCK_END
#endif // VERTEX
VARYING_BLOCK_BEGIN
VARYING_BLOCK_END
#ifdef @VERTEX
VERTEX_TEXTURE_BLOCK_BEGIN
VERTEX_TEXTURE_BLOCK_END
VERTEX_STORAGE_BUFFER_BLOCK_BEGIN
VERTEX_STORAGE_BUFFER_BLOCK_END
VERTEX_MAIN(@drawVertexMain, Attrs, attrs, _vertexID, _instanceID)
{
int2 coord;
coord.x = (_vertexID & 1) == 0 ? uniforms.renderTargetUpdateBounds.x
: uniforms.renderTargetUpdateBounds.z;
coord.y = (_vertexID & 2) == 0 ? uniforms.renderTargetUpdateBounds.y
: uniforms.renderTargetUpdateBounds.w;
float4 pos = RENDER_TARGET_COORD_TO_CLIP_COORD(float2(coord));
EMIT_VERTEX(pos);
}
#endif // VERTEX
#endif // DRAW_RENDER_TARGET_UPDATE_BOUNDS
#ifdef @ENABLE_BINDLESS_TEXTURES
#define NEEDS_IMAGE_TEXTURE
#endif
#ifdef @DRAW_IMAGE
#define NEEDS_IMAGE_TEXTURE
#endif
#ifdef @FRAGMENT
FRAG_TEXTURE_BLOCK_BEGIN
TEXTURE_RGBA8(GRAD_TEXTURE_IDX, @gradTexture);
#ifdef NEEDS_IMAGE_TEXTURE
TEXTURE_RGBA8(IMAGE_TEXTURE_IDX, @imageTexture);
#endif
FRAG_TEXTURE_BLOCK_END
SAMPLER_LINEAR(GRAD_TEXTURE_IDX, gradSampler)
#ifdef NEEDS_IMAGE_TEXTURE
SAMPLER_MIPMAP(IMAGE_TEXTURE_IDX, imageSampler)
#endif
PLS_BLOCK_BEGIN
// We only write the framebuffer as a storage texture when there are blend modes. Otherwise, we
// render to it as a normal color attachment.
#ifdef @ENABLE_ADVANCED_BLEND
#ifdef @FRAMEBUFFER_PLANE_IDX_OVERRIDE
// D3D11 doesn't let us bind the framebuffer UAV to slot 0 when there is a color output.
PLS_DECL4F(@FRAMEBUFFER_PLANE_IDX_OVERRIDE, framebuffer);
#else
PLS_DECL4F(FRAMEBUFFER_PLANE_IDX, framebuffer);
#endif
#endif
PLS_DECLUI_ATOMIC(COVERAGE_PLANE_IDX, coverageCountBuffer);
#ifdef @ENABLE_CLIPPING
PLS_DECLUI(CLIP_PLANE_IDX, clipBuffer);
#endif
PLS_BLOCK_END
FRAG_STORAGE_BUFFER_BLOCK_BEGIN
STORAGE_BUFFER_U32x2(PAINT_BUFFER_IDX, PaintBuffer, @paintBuffer);
STORAGE_BUFFER_F32x4(PAINT_AUX_BUFFER_IDX, PaintAuxBuffer, @paintAuxBuffer);
FRAG_STORAGE_BUFFER_BLOCK_END
uint to_fixed(float x) { return uint(x * FIXED_COVERAGE_FACTOR + FIXED_COVERAGE_ZERO); }
float from_fixed(uint x)
{
return float(x) * FIXED_COVERAGE_INVERSE_FACTOR +
(-FIXED_COVERAGE_ZERO * FIXED_COVERAGE_INVERSE_FACTOR);
}
// Return the color of the path at index 'pathID' at location '_fragCoord'.
// Also update the PLS clip value if called for.
half4 resolve_path_color(half coverageCount,
uint2 paintData,
uint pathID FRAGMENT_CONTEXT_DECL PLS_CONTEXT_DECL)
{
half coverage = abs(coverageCount);
#ifdef @ENABLE_EVEN_ODD
if ((paintData.x & PAINT_FLAG_EVEN_ODD) != 0u)
coverage = 1. - abs(fract(coverage * .5) * 2. + -1.);
#endif // ENABLE_EVEN_ODD
coverage = min(coverage, make_half(1)); // This also caps stroke coverage, which can be >1.
#ifdef @ENABLE_CLIPPING
uint clipID = paintData.x >> 16u;
if (clipID != 0u)
{
uint clipData = PLS_LOADUI(clipBuffer);
half clipCoverage = clipID == (clipData >> 16u) ? unpackHalf2x16(clipData).r : .0;
coverage = min(coverage, clipCoverage);
}
#endif // ENABLE_CLIPPING
half4 color = make_half4(0, 0, 0, 0);
uint paintType = paintData.x & 0xfu;
switch (paintType)
{
case SOLID_COLOR_PAINT_TYPE:
color = unpackUnorm4x8(paintData.y);
#ifdef @ENABLE_CLIPPING
PLS_PRESERVE_VALUE(clipBuffer);
#endif
break;
case LINEAR_GRADIENT_PAINT_TYPE:
case RADIAL_GRADIENT_PAINT_TYPE:
#ifdef @ENABLE_BINDLESS_TEXTURES
case IMAGE_PAINT_TYPE:
#endif // ENABLE_BINDLESS_TEXTURES
{
float2x2 M = make_float2x2(STORAGE_BUFFER_LOAD4(@paintAuxBuffer, pathID * 4u));
float4 translate = STORAGE_BUFFER_LOAD4(@paintAuxBuffer, pathID * 4u + 1u);
float2 paintCoord = MUL(M, _fragCoord) + translate.xy;
#ifdef @ENABLE_BINDLESS_TEXTURES
if (paintType == IMAGE_PAINT_TYPE)
{
color = TEXTURE_SAMPLE_GRAD(sampler2D(floatBitsToUint(translate.zw)),
imageSampler,
paintCoord,
M[0],
M[1]);
float opacity = uintBitsToFloat(paintData.y);
color.a *= opacity;
}
else
#endif // ENABLE_BINDLESS_TEXTURES
{
float t = paintType == LINEAR_GRADIENT_PAINT_TYPE ? /*linear*/ paintCoord.x
: /*radial*/ length(paintCoord);
t = clamp(t, .0, 1.);
float x = t * translate.z + translate.w;
float y = uintBitsToFloat(paintData.y);
color = make_half4(TEXTURE_SAMPLE_LOD(@gradTexture, gradSampler, float2(x, y), .0));
}
#ifdef @ENABLE_CLIPPING
PLS_PRESERVE_VALUE(clipBuffer);
#endif
break;
}
#ifdef @ENABLE_CLIPPING
case CLIP_UPDATE_PAINT_TYPE:
PLS_STOREUI(clipBuffer, paintData.y | packHalf2x16(make_half2(coverage, 0)));
break;
#endif // ENABLE_CLIPPING
}
#ifdef @ENABLE_CLIP_RECT
if ((paintData.x & PAINT_FLAG_HAS_CLIP_RECT) != 0u)
{
float2x2 M = make_float2x2(STORAGE_BUFFER_LOAD4(@paintAuxBuffer, pathID * 4u + 2u));
float4 translate = STORAGE_BUFFER_LOAD4(@paintAuxBuffer, pathID * 4u + 3u);
float2 clipCoord = MUL(M, _fragCoord) + translate.xy;
// translate.zw contains -1 / fwidth(clipCoord), which we use to calculate antialiasing.
half2 distXY = make_half2(abs(clipCoord) * translate.zw - translate.zw);
half clipRectCoverage = clamp(min(distXY.x, distXY.y) + .5, .0, 1.);
coverage = min(coverage, clipRectCoverage);
}
#endif // ENABLE_CLIP_RECT
color.a *= coverage;
return color;
}
half4 do_src_over_blend(half4 srcColorPremul, half4 dstColorPremul)
{
return srcColorPremul + dstColorPremul * (1. - srcColorPremul.a);
}
#ifdef @ENABLE_ADVANCED_BLEND
half4 do_advanced_blend(half4 srcColorUnmul, half4 dstColorPremul, ushort blendMode)
{
if (blendMode != BLEND_SRC_OVER)
{
#ifdef @ENABLE_HSL_BLEND_MODES
return advanced_hsl_blend(
#else
return advanced_blend(
#endif
srcColorUnmul,
unmultiply(dstColorPremul),
blendMode);
}
else
{
return do_src_over_blend(premultiply(srcColorUnmul), dstColorPremul);
}
}
half4 do_pls_blend(half4 color, uint2 paintData PLS_CONTEXT_DECL)
{
half4 dstColorPremul = PLS_LOAD4F(framebuffer);
ushort blendMode = make_ushort((paintData.x >> 4) & 0xfu);
return do_advanced_blend(color, dstColorPremul, blendMode);
}
void write_pls_blend(half4 color, uint2 paintData PLS_CONTEXT_DECL)
{
if (color.a != .0)
{
half4 blendedColor = do_pls_blend(color, paintData PLS_CONTEXT_UNPACK);
PLS_STORE4F(framebuffer, blendedColor);
}
else
{
PLS_PRESERVE_VALUE(framebuffer);
}
}
#endif // ENABLE_ADVANCED_BLEND
#ifdef @ENABLE_ADVANCED_BLEND
#define ATOMIC_PLS_MAIN PLS_MAIN
#define ATOMIC_PLS_MAIN_WITH_IMAGE_UNIFORMS PLS_MAIN_WITH_IMAGE_UNIFORMS
#define EMIT_ATOMIC_PLS EMIT_PLS
#else // !ENABLE_ADVANCED_BLEND
#define ATOMIC_PLS_MAIN PLS_FRAG_COLOR_MAIN
#define ATOMIC_PLS_MAIN_WITH_IMAGE_UNIFORMS PLS_FRAG_COLOR_MAIN_WITH_IMAGE_UNIFORMS
#define EMIT_ATOMIC_PLS EMIT_PLS_AND_FRAG_COLOR
#endif
#ifdef @DRAW_PATH
ATOMIC_PLS_MAIN(@drawFragmentMain)
{
VARYING_UNPACK(v_edgeDistance, half2);
VARYING_UNPACK(v_pathID, ushort);
#ifndef @ENABLE_ADVANCED_BLEND
_fragColor = make_half4(0, 0, 0, 0);
#endif
half coverage = min(min(v_edgeDistance.x, abs(v_edgeDistance.y)), make_half(1));
// Since v_pathID increases monotonically with every draw, and since it lives in the most
// significant bits of the coverage data, an atomic max() function will serve 3 purposes:
//
// * The invocation that changes the pathID is the single first fragment invocation to
// hit the new path, and the one that should resolve the previous path in the framebuffer.
// * Properly resets coverage to zero when we do cross over into processing a new path.
// * Accumulates coverage for strokes.
//
uint fixedCoverage = to_fixed(coverage);
uint minCoverageData = (make_uint(v_pathID) << 16) | fixedCoverage;
uint lastCoverageData = PLS_ATOMIC_MAX(coverageCountBuffer, minCoverageData);
ushort lastPathID = make_ushort(lastCoverageData >> 16);
if (lastPathID != v_pathID)
{
// We crossed into a new path! Resolve the previous path now that we know its exact
// coverage.
half coverageCount = from_fixed(lastCoverageData & 0xffffu);
uint2 paintData = STORAGE_BUFFER_LOAD2(@paintBuffer, lastPathID);
half4 color = resolve_path_color(coverageCount,
paintData,
lastPathID FRAGMENT_CONTEXT_UNPACK PLS_CONTEXT_UNPACK);
#ifdef @ENABLE_ADVANCED_BLEND
write_pls_blend(color, paintData PLS_CONTEXT_UNPACK);
#else
_fragColor = premultiply(color);
#endif
}
else
{
if (v_edgeDistance.y < .0 /*fill?*/)
{
// We're a fill, and we did not cross into the new path this time. Count coverage.
if (lastCoverageData < minCoverageData)
{
// We already crossed into this path. Oops. Undo the effect of the min().
fixedCoverage += lastCoverageData - minCoverageData;
}
fixedCoverage -= uint(FIXED_COVERAGE_ZERO); // Only apply the zero bias once.
PLS_ATOMIC_ADD(coverageCountBuffer, fixedCoverage);
}
// Discard because some PLS implementations require that we assign values to the color &
// clip attachments, but since we aren't raster ordered, we don't have values to assign.
discard;
}
EMIT_ATOMIC_PLS
}
#endif // DRAW_PATH
#ifdef @DRAW_INTERIOR_TRIANGLES
ATOMIC_PLS_MAIN(@drawFragmentMain)
{
VARYING_UNPACK(v_windingWeight, half);
VARYING_UNPACK(v_pathID, ushort);
#ifndef @ENABLE_ADVANCED_BLEND
_fragColor = make_half4(0, 0, 0, 0);
#endif
half coverage = v_windingWeight;
uint lastCoverageData = PLS_LOADUI_ATOMIC(coverageCountBuffer);
ushort lastPathID = make_ushort(lastCoverageData >> 16);
half lastCoverageCount = from_fixed(lastCoverageData & 0xffffu);
if (lastPathID != v_pathID)
{
// We crossed into a new path! Resolve the previous path now that we know its exact
// coverage.
uint2 paintData = STORAGE_BUFFER_LOAD2(@paintBuffer, lastPathID);
half4 color = resolve_path_color(lastCoverageCount,
paintData,
lastPathID FRAGMENT_CONTEXT_UNPACK PLS_CONTEXT_UNPACK);
#ifdef @ENABLE_ADVANCED_BLEND
write_pls_blend(color, paintData PLS_CONTEXT_UNPACK);
#else
_fragColor = premultiply(color);
#endif
}
else
{
coverage += lastCoverageCount;
}
PLS_STOREUI_ATOMIC(coverageCountBuffer, (make_uint(v_pathID) << 16) | to_fixed(coverage));
if (lastPathID == v_pathID)
{
// Discard because some PLS implementations require that we assign values to the color &
// clip attachments, but since we aren't raster ordered, we don't have values to assign.
discard;
}
EMIT_ATOMIC_PLS
}
#endif // DRAW_INTERIOR_TRIANGLES
#ifdef @DRAW_IMAGE
ATOMIC_PLS_MAIN_WITH_IMAGE_UNIFORMS(@drawFragmentMain)
{
VARYING_UNPACK(v_texCoord, float2);
#ifdef @DRAW_IMAGE_RECT
VARYING_UNPACK(v_edgeCoverage, half);
#endif
#ifdef @ENABLE_CLIP_RECT
VARYING_UNPACK(v_clipRect, float4);
#endif
// Start by finding the image color. We have to do this immediately instead of allowing it to
// get resolved later like other draws because the @imageTexture binding is liable to change,
// and furthermore in the case of imageMeshes, we can't calculate UV coordinates based on
// fragment position.
half4 imageColor = TEXTURE_SAMPLE(@imageTexture, imageSampler, v_texCoord);
half meshCoverage = 1.;
#ifdef @DRAW_IMAGE_RECT
meshCoverage = min(v_edgeCoverage, meshCoverage);
#endif
#ifdef @ENABLE_CLIP_RECT
half clipRectCoverage = min_value(make_half4(v_clipRect));
meshCoverage = clamp(clipRectCoverage, make_half(0), meshCoverage);
#endif
#ifdef @DRAW_IMAGE_MESH
// TODO: If we care: Use the interlock if we can, since individual meshes may shimmer if they
// have overlapping triangles.
PLS_INTERLOCK_BEGIN;
#endif
// Find the previous path color. (This might also update the clip buffer.)
// TODO: skip this step if no clipping AND srcOver AND imageColor is solid.
uint lastCoverageData = PLS_LOADUI_ATOMIC(coverageCountBuffer);
half coverageCount = from_fixed(lastCoverageData & 0xffffu);
ushort lastPathID = make_ushort(lastCoverageData >> 16);
uint2 lastPaintData = STORAGE_BUFFER_LOAD2(@paintBuffer, lastPathID);
half4 lastColor = resolve_path_color(coverageCount,
lastPaintData,
lastPathID FRAGMENT_CONTEXT_UNPACK PLS_CONTEXT_UNPACK);
// Clip the image after resolving the previous path, since that can affect the clip buffer.
#ifdef @ENABLE_CLIPPING // TODO! ENABLE_IMAGE_CLIPPING in addition to ENABLE_CLIPPING?
if (imageDrawUniforms.clipID != 0u)
{
PLS_MEMORY_BARRIER(clipBuffer); // (Because resolve_path_color() may have modified it.)
uint clipData = PLS_LOADUI(clipBuffer);
uint clipID = clipData >> 16;
half clipCoverage = clipID == imageDrawUniforms.clipID ? unpackHalf2x16(clipData).r : .0;
meshCoverage = min(meshCoverage, clipCoverage);
}
#endif // ENABLE_CLIPPING
imageColor.a *= meshCoverage * imageDrawUniforms.opacity;
#ifdef @ENABLE_ADVANCED_BLEND
if (lastColor.a != .0 || imageColor.a != .0)
{
// Blend the previous path and image both in a single operation.
// TODO: Are advanced blend modes associative? srcOver is, so at least there we can blend
// lastColor and imageColor first, and potentially avoid a framebuffer load if it ends up
// opaque.
half4 dstColorPremul = PLS_LOAD4F(framebuffer);
ushort lastBlendMode = make_ushort((lastPaintData.x >> 4) & 0xfu);
ushort imageBlendMode = make_ushort(imageDrawUniforms.blendMode);
dstColorPremul = do_advanced_blend(lastColor, dstColorPremul, lastBlendMode);
imageColor = do_advanced_blend(imageColor, dstColorPremul, imageBlendMode);
PLS_STORE4F(framebuffer, imageColor);
}
else
{
PLS_PRESERVE_VALUE(framebuffer);
}
#else
// Leverage the property that premultiplied src-over blending is associative and blend the
// imageColor and lastColor before passing them on to the blending pipeline.
_fragColor = do_src_over_blend(premultiply(imageColor), premultiply(lastColor));
#endif
// Write out a coverage value of "zero at pathID=0" so a future resolve attempt doesn't affect
// this pixel.
PLS_STOREUI_ATOMIC(coverageCountBuffer, uint(FIXED_COVERAGE_ZERO));
#ifdef @DRAW_IMAGE_MESH
// TODO: If we care: Use the interlock if we can, since individual meshes may shimmer if they
// have overlapping triangles.
PLS_INTERLOCK_END;
#endif
EMIT_ATOMIC_PLS
}
#endif // DRAW_IMAGE
#ifdef @INITIALIZE_PLS
ATOMIC_PLS_MAIN(@drawFragmentMain)
{
#ifndef @ENABLE_ADVANCED_BLEND
_fragColor = make_half4(0, 0, 0, 0);
#endif
#ifdef @STORE_COLOR_CLEAR
PLS_STORE4F(framebuffer, unpackUnorm4x8(uniforms.colorClearValue));
#endif
#ifdef @SWIZZLE_COLOR_BGRA_TO_RGBA
half4 color = PLS_LOAD4F(framebuffer);
PLS_STORE4F(framebuffer, color.bgra);
#endif
PLS_STOREUI_ATOMIC(coverageCountBuffer, uniforms.coverageClearValue);
#ifdef @ENABLE_CLIPPING
PLS_STOREUI(clipBuffer, 0u);
#endif
EMIT_ATOMIC_PLS
}
#endif // INITIALIZE_PLS
#ifdef @RESOLVE_PLS
#ifdef @COALESCED_PLS_RESOLVE_AND_TRANSFER
PLS_FRAG_COLOR_MAIN(@drawFragmentMain)
#else
ATOMIC_PLS_MAIN(@drawFragmentMain)
#endif
{
uint lastCoverageData = PLS_LOADUI_ATOMIC(coverageCountBuffer);
half coverageCount = from_fixed(lastCoverageData & 0xffffu);
ushort lastPathID = make_ushort(lastCoverageData >> 16);
uint2 paintData = STORAGE_BUFFER_LOAD2(@paintBuffer, lastPathID);
half4 color = resolve_path_color(coverageCount,
paintData,
lastPathID FRAGMENT_CONTEXT_UNPACK PLS_CONTEXT_UNPACK);
#ifdef @COALESCED_PLS_RESOLVE_AND_TRANSFER
_fragColor = do_pls_blend(color, paintData PLS_CONTEXT_UNPACK);
EMIT_PLS_AND_FRAG_COLOR
#else
#ifdef @ENABLE_ADVANCED_BLEND
write_pls_blend(color, paintData PLS_CONTEXT_UNPACK);
#else
_fragColor = premultiply(color);
#endif
EMIT_ATOMIC_PLS
#endif
}
#endif // RESOLVE_PLS
#endif // FRAGMENT