blob: 8b4909d3a548554338449b9a358785631b63e2a2 [file] [log] [blame]
/*
* Copyright 2022 Rive
*/
#ifdef @VERTEX
ATTR_BLOCK_BEGIN(Attrs)
#ifdef @DRAW_INTERIOR_TRIANGLES
ATTR(0, packed_float3, @a_triangleVertex);
#else
ATTR(0, float4, @a_patchVertexData); // [localVertexID, outset, fillCoverage, vertexType]
ATTR(1, float4, @a_mirroredVertexData);
#endif
ATTR_BLOCK_END
#endif
VARYING_BLOCK_BEGIN
NO_PERSPECTIVE VARYING(0, float4, v_paint);
#ifndef @USING_DEPTH_STENCIL
#ifdef @DRAW_INTERIOR_TRIANGLES
@OPTIONALLY_FLAT VARYING(1, half, v_windingWeight);
#else
NO_PERSPECTIVE VARYING(2, half2, v_edgeDistance);
#endif
@OPTIONALLY_FLAT VARYING(3, half, v_pathID);
#ifdef @ENABLE_CLIPPING
@OPTIONALLY_FLAT VARYING(4, half, v_clipID);
#endif
#ifdef @ENABLE_CLIP_RECT
NO_PERSPECTIVE VARYING(5, float4, v_clipRect);
#endif
#endif // !USING_DEPTH_STENCIL
#ifdef @ENABLE_ADVANCED_BLEND
@OPTIONALLY_FLAT VARYING(6, half, v_blendMode);
#endif
VARYING_BLOCK_END
#ifdef @VERTEX
VERTEX_MAIN(@drawVertexMain, Attrs, attrs, _vertexID, _instanceID)
{
#ifdef @DRAW_INTERIOR_TRIANGLES
ATTR_UNPACK(_vertexID, attrs, @a_triangleVertex, float3);
#else
ATTR_UNPACK(_vertexID, attrs, @a_patchVertexData, float4);
ATTR_UNPACK(_vertexID, attrs, @a_mirroredVertexData, float4);
#endif
VARYING_INIT(v_paint, float4);
#ifndef USING_DEPTH_STENCIL
#ifdef @DRAW_INTERIOR_TRIANGLES
VARYING_INIT(v_windingWeight, half);
#else
VARYING_INIT(v_edgeDistance, half2);
#endif
VARYING_INIT(v_pathID, half);
#ifdef @ENABLE_CLIPPING
VARYING_INIT(v_clipID, half);
#endif
#ifdef @ENABLE_CLIP_RECT
VARYING_INIT(v_clipRect, float4);
#endif
#endif // !USING_DEPTH_STENCIL
#ifdef @ENABLE_ADVANCED_BLEND
VARYING_INIT(v_blendMode, half);
#endif
bool shouldDiscardVertex = false;
ushort pathID;
float2 vertexPosition;
#ifdef @USING_DEPTH_STENCIL
ushort pathZIndex;
#endif
#ifdef @DRAW_INTERIOR_TRIANGLES
vertexPosition = unpack_interior_triangle_vertex(@a_triangleVertex,
pathID,
v_windingWeight VERTEX_CONTEXT_UNPACK);
#else
shouldDiscardVertex = !unpack_tessellated_path_vertex(@a_patchVertexData,
@a_mirroredVertexData,
_instanceID,
pathID,
vertexPosition
#ifndef @USING_DEPTH_STENCIL
,
v_edgeDistance
#else
,
pathZIndex
#endif
VERTEX_CONTEXT_UNPACK);
#endif // !DRAW_INTERIOR_TRIANGLES
uint2 paintData = STORAGE_BUFFER_LOAD2(@paintBuffer, pathID);
#ifndef @USING_DEPTH_STENCIL
// Encode the integral pathID as a "half" that we know the hardware will see as a unique value
// in the fragment shader.
v_pathID = id_bits_to_f16(pathID, uniforms.pathIDGranularity);
// Indicate even-odd fill rule by making pathID negative.
if ((paintData.x & PAINT_FLAG_EVEN_ODD) != 0u)
v_pathID = -v_pathID;
#endif // !USING_DEPTH_STENCIL
uint paintType = paintData.x & 0xfu;
#ifdef @ENABLE_CLIPPING
uint clipIDBits = (paintType == CLIP_UPDATE_PAINT_TYPE ? paintData.y : paintData.x) >> 16;
v_clipID = id_bits_to_f16(clipIDBits, uniforms.pathIDGranularity);
// Negative clipID means to update the clip buffer instead of the framebuffer.
if (paintType == CLIP_UPDATE_PAINT_TYPE)
v_clipID = -v_clipID;
#endif
#ifdef @ENABLE_ADVANCED_BLEND
v_blendMode = float((paintData.x >> 4) & 0xfu);
#endif
// Paint matrices operate on the fragment shader's "_fragCoord", which is bottom-up in GL.
float2 fragCoord = vertexPosition;
#ifdef FRAG_COORD_BOTTOM_UP
fragCoord.y = float(uniforms.renderTargetHeight) - fragCoord.y;
#endif
#ifdef @ENABLE_CLIP_RECT
// clipRectInverseMatrix transforms from pixel coordinates to a space where the clipRect is the
// normalized rectangle: [-1, -1, 1, 1].
float2x2 clipRectInverseMatrix =
make_float2x2(STORAGE_BUFFER_LOAD4(@paintAuxBuffer, pathID * 4u + 2u));
float4 clipRectInverseTranslate = STORAGE_BUFFER_LOAD4(@paintAuxBuffer, pathID * 4u + 3u);
#ifndef @USING_DEPTH_STENCIL
v_clipRect = find_clip_rect_coverage_distances(clipRectInverseMatrix,
clipRectInverseTranslate.xy,
fragCoord);
#else // USING_DEPTH_STENCIL
set_clip_rect_plane_distances(clipRectInverseMatrix, clipRectInverseTranslate.xy, fragCoord);
#endif // USING_DEPTH_STENCIL
#endif // ENABLE_CLIP_RECT
// Unpack the paint once we have a position.
if (paintType == SOLID_COLOR_PAINT_TYPE)
{
half4 color = unpackUnorm4x8(paintData.y);
v_paint = float4(color);
}
#ifdef @ENABLE_CLIPPING
else if (paintType == CLIP_UPDATE_PAINT_TYPE)
{
half outerClipID = id_bits_to_f16(paintData.x >> 16, uniforms.pathIDGranularity);
v_paint = float4(outerClipID, 0, 0, 0);
}
#endif
else
{
float2x2 paintMatrix = make_float2x2(STORAGE_BUFFER_LOAD4(@paintAuxBuffer, pathID * 4u));
float4 paintTranslate = STORAGE_BUFFER_LOAD4(@paintAuxBuffer, pathID * 4u + 1u);
float2 paintCoord = MUL(paintMatrix, fragCoord) + paintTranslate.xy;
if (paintType == LINEAR_GRADIENT_PAINT_TYPE || paintType == RADIAL_GRADIENT_PAINT_TYPE)
{
// v_paint.a contains "-row" of the gradient ramp at texel center, in normalized space.
v_paint.a = -uintBitsToFloat(paintData.y);
// abs(v_paint.b) contains either:
// - 2 if the gradient ramp spans an entire row.
// - x0 of the gradient ramp in normalized space, if it's a simple 2-texel ramp.
if (paintTranslate.z > .9) // paintTranslate.z is either ~1 or ~1/GRAD_TEXTURE_WIDTH.
{
// Complex ramps span an entire row. Set it to 2 to convey this.
v_paint.b = 2.;
}
else
{
// This is a simple ramp.
v_paint.b = paintTranslate.w;
}
if (paintType == LINEAR_GRADIENT_PAINT_TYPE)
{
// The paint is a linear gradient.
v_paint.g = .0;
v_paint.r = paintCoord.x;
}
else
{
// The paint is a radial gradient. Mark v_paint.b negative to indicate this to the
// fragment shader. (v_paint.b can't be zero because the gradient ramp is aligned on
// pixel centers, so negating it will always produce a negative number.)
v_paint.b = -v_paint.b;
v_paint.rg = paintCoord.xy;
}
}
else // IMAGE_PAINT_TYPE
{
// v_paint.a <= -1. signals that the paint is an image.
// v_paint.b is the image opacity.
// v_paint.rg is the normalized image texture coordinate (built into the paintMatrix).
float opacity = uintBitsToFloat(paintData.y);
v_paint = float4(paintCoord.x, paintCoord.y, opacity, -2.);
}
}
float4 pos;
if (!shouldDiscardVertex)
{
pos = RENDER_TARGET_COORD_TO_CLIP_COORD(vertexPosition);
#ifdef @USING_DEPTH_STENCIL
pos.z = normalize_z_index(pathZIndex);
#endif
}
else
{
pos = float4(uniforms.vertexDiscardValue,
uniforms.vertexDiscardValue,
uniforms.vertexDiscardValue,
uniforms.vertexDiscardValue);
}
VARYING_PACK(v_paint);
#ifndef @USING_DEPTH_STENCIL
#ifdef @DRAW_INTERIOR_TRIANGLES
VARYING_PACK(v_windingWeight);
#else
VARYING_PACK(v_edgeDistance);
#endif
VARYING_PACK(v_pathID);
#ifdef @ENABLE_CLIPPING
VARYING_PACK(v_clipID);
#endif
#ifdef @ENABLE_CLIP_RECT
VARYING_PACK(v_clipRect);
#endif
#endif // !USING_DEPTH_STENCIL
#ifdef @ENABLE_ADVANCED_BLEND
VARYING_PACK(v_blendMode);
#endif
EMIT_VERTEX(pos);
}
#endif
#ifdef @FRAGMENT
FRAG_TEXTURE_BLOCK_BEGIN
TEXTURE_RGBA8(GRAD_TEXTURE_IDX, @gradTexture);
TEXTURE_RGBA8(IMAGE_TEXTURE_IDX, @imageTexture);
#ifdef @USING_DEPTH_STENCIL
#ifdef @ENABLE_ADVANCED_BLEND
TEXTURE_RGBA8(DST_COLOR_TEXTURE_IDX, @dstColorTexture);
#endif
#endif
FRAG_TEXTURE_BLOCK_END
SAMPLER_LINEAR(GRAD_TEXTURE_IDX, gradSampler)
SAMPLER_MIPMAP(IMAGE_TEXTURE_IDX, imageSampler)
FRAG_STORAGE_BUFFER_BLOCK_BEGIN
FRAG_STORAGE_BUFFER_BLOCK_END
INLINE half4 find_paint_color(float4 paint
#ifdef @TARGET_VULKAN
,
float2 imagePaintDDX,
float2 imagePaintDDY
#endif
FRAGMENT_CONTEXT_DECL)
{
if (paint.a >= .0) // Is the paint a solid color?
{
return make_half4(paint);
}
else if (paint.a > -1.) // Is paint is a gradient (linear or radial)?
{
float t = paint.b > .0 ? /*linear*/ paint.r : /*radial*/ length(paint.rg);
t = clamp(t, .0, 1.);
float span = abs(paint.b);
float x = span > 1. ? /*entire row*/ (1. - 1. / GRAD_TEXTURE_WIDTH) * t +
(.5 / GRAD_TEXTURE_WIDTH)
: /*two texels*/ (1. / GRAD_TEXTURE_WIDTH) * t + span;
float row = -paint.a;
// Our gradient texture is not mipmapped. Issue a texture-sample that explicitly does not
// find derivatives for LOD computation (by specifying derivatives directly).
return make_half4(TEXTURE_SAMPLE_LOD(@gradTexture, gradSampler, float2(x, row), .0));
}
else // The paint is an image.
{
half4 color;
#ifdef @TARGET_VULKAN
// Vulkan validators require explicit derivatives when sampling a texture in
// "non-uniform" control flow. See above.
color = TEXTURE_SAMPLE_GRAD(@imageTexture,
imageSampler,
paint.rg,
imagePaintDDX,
imagePaintDDY);
#else
color = TEXTURE_SAMPLE(@imageTexture, imageSampler, paint.rg);
#endif
color.a *= paint.b; // paint.b holds the opacity of the image.
return color;
}
}
#ifndef @USING_DEPTH_STENCIL
PLS_BLOCK_BEGIN
PLS_DECL4F(FRAMEBUFFER_PLANE_IDX, framebuffer);
PLS_DECLUI(COVERAGE_PLANE_IDX, coverageCountBuffer);
#ifdef @ENABLE_CLIPPING
PLS_DECLUI(CLIP_PLANE_IDX, clipBuffer);
#endif
PLS_DECL4F(ORIGINAL_DST_COLOR_PLANE_IDX, originalDstColorBuffer);
PLS_BLOCK_END
PLS_MAIN(@drawFragmentMain)
{
VARYING_UNPACK(v_paint, float4);
#ifdef @DRAW_INTERIOR_TRIANGLES
VARYING_UNPACK(v_windingWeight, half);
#else
VARYING_UNPACK(v_edgeDistance, half2);
#endif
VARYING_UNPACK(v_pathID, half);
#ifdef @ENABLE_CLIPPING
VARYING_UNPACK(v_clipID, half);
#endif
#ifdef @ENABLE_CLIP_RECT
VARYING_UNPACK(v_clipRect, float4);
#endif
#ifdef @ENABLE_ADVANCED_BLEND
VARYING_UNPACK(v_blendMode, half);
#endif
#ifdef @TARGET_VULKAN
// Strict validators require derivatives (i.e., for a mipmapped texture sample) to be computed
// within uniform control flow.
// Our control flow for texture sampling is uniform for an entire triangle, so we're fine, but
// the validators don't know this.
// If this might be a problem (e.g., for WebGPU), just find the potential image paint
// derivatives here.
float2 imagePaintDDX = dFdx(v_paint.rg);
float2 imagePaintDDY = dFdy(v_paint.rg);
#endif
#ifndef @DRAW_INTERIOR_TRIANGLES
// Interior triangles don't overlap, so don't need raster ordering.
PLS_INTERLOCK_BEGIN;
#endif
half2 coverageData = unpackHalf2x16(PLS_LOADUI(coverageCountBuffer));
half coverageBufferID = coverageData.g;
half coverageCount = coverageBufferID == v_pathID ? coverageData.r : make_half(0);
#ifdef @DRAW_INTERIOR_TRIANGLES
coverageCount += v_windingWeight;
#else
if (v_edgeDistance.y >= .0) // Stroke.
coverageCount = max(min(v_edgeDistance.x, v_edgeDistance.y), coverageCount);
else // Fill. (Back-face culling ensures v_edgeDistance.x is appropriately signed.)
coverageCount += v_edgeDistance.x;
// Save the updated coverage.
PLS_STOREUI(coverageCountBuffer, packHalf2x16(make_half2(coverageCount, v_pathID)));
#endif
// Convert coverageCount to coverage.
half coverage = abs(coverageCount);
#ifdef @ENABLE_EVEN_ODD
if (v_pathID < .0 /*even-odd*/)
coverage = 1. - abs(fract(coverage * .5) * 2. + -1.);
#endif
coverage = min(coverage, make_half(1)); // This also caps stroke coverage, which can be >1.
#ifdef @ENABLE_CLIPPING
if (v_clipID < .0) // Update the clip buffer.
{
half clipID = -v_clipID;
#ifdef @ENABLE_NESTED_CLIPPING
half outerClipID = v_paint.r;
if (outerClipID != .0)
{
// This is a nested clip. Intersect coverage with the enclosing clip (outerClipID).
half2 clipData = unpackHalf2x16(PLS_LOADUI(clipBuffer));
half clipContentID = clipData.g;
half outerClipCoverage;
if (clipContentID != clipID)
{
// First hit: either clipBuffer contains outerClipCoverage, or this pixel is not
// inside the outer clip and outerClipCoverage is zero.
outerClipCoverage = clipContentID == outerClipID ? clipData.r : .0;
#ifndef @DRAW_INTERIOR_TRIANGLES
// Stash outerClipCoverage before overwriting clipBuffer, in case we hit this pixel
// again and need it. (Not necessary when drawing interior triangles because they
// always go last and don't overlap.)
PLS_STORE4F(originalDstColorBuffer, make_half4(outerClipCoverage, 0, 0, 0));
#endif
}
else
{
// Subsequent hit: outerClipCoverage is stashed in originalDstColorBuffer.
outerClipCoverage = PLS_LOAD4F(originalDstColorBuffer).r;
#ifndef @DRAW_INTERIOR_TRIANGLES
// Since interior triangles are always last, there's no need to preserve this value.
PLS_PRESERVE_VALUE(originalDstColorBuffer);
#endif
}
coverage = min(coverage, outerClipCoverage);
}
#endif // @ENABLE_NESTED_CLIPPING
PLS_STOREUI(clipBuffer, packHalf2x16(make_half2(coverage, clipID)));
PLS_PRESERVE_VALUE(framebuffer);
}
else // Render to the main framebuffer.
#endif // @ENABLE_CLIPPING
{
#ifdef @ENABLE_CLIPPING
// Apply the clip.
if (v_clipID != .0)
{
// Clip IDs are not necessarily drawn in monotonically increasing order, so always check
// exact equality of the clipID.
half2 clipData = unpackHalf2x16(PLS_LOADUI(clipBuffer));
half clipContentID = clipData.g;
half clipCoverage = clipContentID == v_clipID ? clipData.r : make_half(0);
coverage = min(coverage, clipCoverage);
}
PLS_PRESERVE_VALUE(clipBuffer);
#endif
#ifdef @ENABLE_CLIP_RECT
half clipRectCoverage = min_value(make_half4(v_clipRect));
coverage = clamp(clipRectCoverage, make_half(0), coverage);
#endif
half4 color = find_paint_color(v_paint
#ifdef @TARGET_VULKAN
,
imagePaintDDX,
imagePaintDDY
#endif
FRAGMENT_CONTEXT_UNPACK);
color.a *= coverage;
half4 dstColor;
if (coverageBufferID != v_pathID)
{
// This is the first fragment from pathID to touch this pixel.
dstColor = PLS_LOAD4F(framebuffer);
#ifndef @DRAW_INTERIOR_TRIANGLES
// We don't need to store coverage when drawing interior triangles because they always
// go last and don't overlap, so every fragment is the final one in the path.
PLS_STORE4F(originalDstColorBuffer, dstColor);
#endif
}
else
{
dstColor = PLS_LOAD4F(originalDstColorBuffer);
#ifndef @DRAW_INTERIOR_TRIANGLES
// Since interior triangles are always last, there's no need to preserve this value.
PLS_PRESERVE_VALUE(originalDstColorBuffer);
#endif
}
// Blend with the framebuffer color.
#ifdef @ENABLE_ADVANCED_BLEND
if (v_blendMode != make_half(BLEND_SRC_OVER))
{
#ifdef @ENABLE_HSL_BLEND_MODES
color = advanced_hsl_blend(
#else
color = advanced_blend(
#endif
color,
unmultiply(dstColor),
make_ushort(v_blendMode));
}
else
#endif
{
#ifndef @PLS_IMPL_NONE // Only attempt to blend if we can read the framebuffer.
color.rgb *= color.a;
color = color + dstColor * (1. - color.a);
#endif
}
PLS_STORE4F(framebuffer, color);
}
#ifndef @DRAW_INTERIOR_TRIANGLES
// Interior triangles don't overlap, so don't need raster ordering.
PLS_INTERLOCK_END;
#endif
EMIT_PLS;
}
#else // USING_DEPTH_STENCIL
FRAG_DATA_MAIN(half4, @drawFragmentMain)
{
VARYING_UNPACK(v_paint, float4);
#ifdef @ENABLE_ADVANCED_BLEND
VARYING_UNPACK(v_blendMode, half);
#endif
half4 color = find_paint_color(v_paint);
#ifdef @ENABLE_ADVANCED_BLEND
half4 dstColor = TEXEL_FETCH(@dstColorTexture, int2(floor(_fragCoord.xy)));
#ifdef @ENABLE_HSL_BLEND_MODES
color = advanced_hsl_blend(
#else
color = advanced_blend(
#endif
color,
unmultiply(dstColor),
make_ushort(v_blendMode));
#else // !ENABLE_ADVANCED_BLEND
color = premultiply(color);
#endif
EMIT_FRAG_DATA(color);
}
#endif // !USING_DEPTH_STENCIL
#endif // FRAGMENT