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fine.wgsl
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fine.wgsl
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// SPDX-License-Identifier: Apache-2.0 OR MIT OR Unlicense
// Fine rasterizer. This can run in simple (just path rendering) and full
// modes, controllable by #define.
// This is a cut'n'paste w/ backdrop.
struct Tile {
backdrop: i32,
segments: u32,
}
#import segment
#import config
@group(0) @binding(0)
var<uniform> config: Config;
@group(0) @binding(1)
var<storage> tiles: array<Tile>;
@group(0) @binding(2)
var<storage> segments: array<Segment>;
#ifdef full
#import blend
#import ptcl
let GRADIENT_WIDTH = 512;
@group(0) @binding(3)
var output: texture_storage_2d<rgba8unorm, write>;
@group(0) @binding(4)
var<storage> ptcl: array<u32>;
@group(0) @binding(5)
var gradients: texture_2d<f32>;
@group(0) @binding(6)
var<storage> info: array<u32>;
fn read_fill(cmd_ix: u32) -> CmdFill {
let tile = ptcl[cmd_ix + 1u];
let backdrop = i32(ptcl[cmd_ix + 2u]);
return CmdFill(tile, backdrop);
}
fn read_stroke(cmd_ix: u32) -> CmdStroke {
let tile = ptcl[cmd_ix + 1u];
let half_width = bitcast<f32>(ptcl[cmd_ix + 2u]);
return CmdStroke(tile, half_width);
}
fn read_color(cmd_ix: u32) -> CmdColor {
let rgba_color = ptcl[cmd_ix + 1u];
return CmdColor(rgba_color);
}
fn read_lin_grad(cmd_ix: u32) -> CmdLinGrad {
let index = ptcl[cmd_ix + 1u];
let info_offset = ptcl[cmd_ix + 2u];
let line_x = bitcast<f32>(info[info_offset]);
let line_y = bitcast<f32>(info[info_offset + 1u]);
let line_c = bitcast<f32>(info[info_offset + 2u]);
return CmdLinGrad(index, line_x, line_y, line_c);
}
fn read_rad_grad(cmd_ix: u32) -> CmdRadGrad {
let index = ptcl[cmd_ix + 1u];
let info_offset = ptcl[cmd_ix + 2u];
let m0 = bitcast<f32>(info[info_offset]);
let m1 = bitcast<f32>(info[info_offset + 1u]);
let m2 = bitcast<f32>(info[info_offset + 2u]);
let m3 = bitcast<f32>(info[info_offset + 3u]);
let matrx = vec4(m0, m1, m2, m3);
let xlat = vec2(bitcast<f32>(info[info_offset + 4u]), bitcast<f32>(info[info_offset + 5u]));
let c1 = vec2(bitcast<f32>(info[info_offset + 6u]), bitcast<f32>(info[info_offset + 7u]));
let ra = bitcast<f32>(info[info_offset + 8u]);
let roff = bitcast<f32>(info[info_offset + 9u]);
return CmdRadGrad(index, matrx, xlat, c1, ra, roff);
}
fn read_end_clip(cmd_ix: u32) -> CmdEndClip {
let blend = ptcl[cmd_ix + 1u];
let alpha = bitcast<f32>(ptcl[cmd_ix + 2u]);
return CmdEndClip(blend, alpha);
}
#else
@group(0) @binding(3)
var output: texture_storage_2d<r8, write>;
#endif
let PIXELS_PER_THREAD = 4u;
fn fill_path(tile: Tile, xy: vec2<f32>, even_odd: bool) -> array<f32, PIXELS_PER_THREAD> {
var area: array<f32, PIXELS_PER_THREAD>;
let backdrop_f = f32(tile.backdrop);
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
area[i] = backdrop_f;
}
var segment_ix = tile.segments;
while segment_ix != 0u {
let segment = segments[segment_ix];
let y = segment.origin.y - xy.y;
let y0 = clamp(y, 0.0, 1.0);
let y1 = clamp(y + segment.delta.y, 0.0, 1.0);
let dy = y0 - y1;
if dy != 0.0 {
let vec_y_recip = 1.0 / segment.delta.y;
let t0 = (y0 - y) * vec_y_recip;
let t1 = (y1 - y) * vec_y_recip;
let startx = segment.origin.x - xy.x;
let x0 = startx + t0 * segment.delta.x;
let x1 = startx + t1 * segment.delta.x;
let xmin0 = min(x0, x1);
let xmax0 = max(x0, x1);
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
let i_f = f32(i);
let xmin = min(xmin0 - i_f, 1.0) - 1.0e-6;
let xmax = xmax0 - i_f;
let b = min(xmax, 1.0);
let c = max(b, 0.0);
let d = max(xmin, 0.0);
let a = (b + 0.5 * (d * d - c * c) - xmin) / (xmax - xmin);
area[i] += a * dy;
}
}
let y_edge = sign(segment.delta.x) * clamp(xy.y - segment.y_edge + 1.0, 0.0, 1.0);
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
area[i] += y_edge;
}
segment_ix = segment.next;
}
if even_odd {
// even-odd winding rule
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
let a = area[i];
area[i] = abs(a - 2.0 * round(0.5 * a));
}
} else {
// non-zero winding rule
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
area[i] = min(abs(area[i]), 1.0);
}
}
return area;
}
fn stroke_path(seg: u32, half_width: f32, xy: vec2<f32>) -> array<f32, PIXELS_PER_THREAD> {
var df: array<f32, PIXELS_PER_THREAD>;
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
df[i] = 1e9;
}
var segment_ix = seg;
while segment_ix != 0u {
let segment = segments[segment_ix];
let delta = segment.delta;
let dpos0 = xy + vec2(0.5, 0.5) - segment.origin;
let scale = 1.0 / dot(delta, delta);
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
let dpos = vec2(dpos0.x + f32(i), dpos0.y);
let t = clamp(dot(dpos, delta) * scale, 0.0, 1.0);
// performance idea: hoist sqrt out of loop
df[i] = min(df[i], length(delta * t - dpos));
}
segment_ix = segment.next;
}
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
// reuse array; return alpha rather than distance
df[i] = clamp(half_width + 0.5 - df[i], 0.0, 1.0);
}
return df;
}
// The X size should be 16 / PIXELS_PER_THREAD
@compute @workgroup_size(4, 16)
fn main(
@builtin(global_invocation_id) global_id: vec3<u32>,
@builtin(local_invocation_id) local_id: vec3<u32>,
@builtin(workgroup_id) wg_id: vec3<u32>,
) {
let tile_ix = wg_id.y * config.width_in_tiles + wg_id.x;
let xy = vec2(f32(global_id.x * PIXELS_PER_THREAD), f32(global_id.y));
#ifdef full
var rgba: array<vec4<f32>, PIXELS_PER_THREAD>;
var blend_stack: array<array<u32, PIXELS_PER_THREAD>, BLEND_STACK_SPLIT>;
var clip_depth = 0u;
var area: array<f32, PIXELS_PER_THREAD>;
var cmd_ix = tile_ix * PTCL_INITIAL_ALLOC;
let blend_offset = ptcl[cmd_ix];
cmd_ix += 1u;
// main interpretation loop
while true {
let tag = ptcl[cmd_ix];
if tag == CMD_END {
break;
}
switch tag {
// CMD_FILL
case 1u: {
let fill = read_fill(cmd_ix);
let segments = fill.tile >> 1u;
let even_odd = (fill.tile & 1u) != 0u;
let tile = Tile(fill.backdrop, segments);
area = fill_path(tile, xy, even_odd);
cmd_ix += 3u;
}
// CMD_STROKE
case 2u: {
let stroke = read_stroke(cmd_ix);
area = stroke_path(stroke.tile, stroke.half_width, xy);
cmd_ix += 3u;
}
// CMD_SOLID
case 3u: {
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
area[i] = 1.0;
}
cmd_ix += 1u;
}
// CMD_COLOR
case 5u: {
let color = read_color(cmd_ix);
let fg = unpack4x8unorm(color.rgba_color).wzyx;
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
let fg_i = fg * area[i];
rgba[i] = rgba[i] * (1.0 - fg_i.a) + fg_i;
}
cmd_ix += 2u;
}
// CMD_LIN_GRAD
case 6u: {
let lin = read_lin_grad(cmd_ix);
let d = lin.line_x * xy.x + lin.line_y * xy.y + lin.line_c;
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
let my_d = d + lin.line_x * f32(i);
let x = i32(round(clamp(my_d, 0.0, 1.0) * f32(GRADIENT_WIDTH - 1)));
let fg_rgba = textureLoad(gradients, vec2(x, i32(lin.index)), 0);
let fg_i = fg_rgba * area[i];
rgba[i] = rgba[i] * (1.0 - fg_i.a) + fg_i;
}
cmd_ix += 3u;
}
// CMD_RAD_GRAD
case 7u: {
let rad = read_rad_grad(cmd_ix);
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
let my_xy = vec2(xy.x + f32(i), xy.y);
// TODO: can hoist y, but for now stick to the GLSL version
let xy_xformed = rad.matrx.xz * my_xy.x + rad.matrx.yw * my_xy.y - rad.xlat;
let ba = dot(xy_xformed, rad.c1);
let ca = rad.ra * dot(xy_xformed, xy_xformed);
let t = sqrt(ba * ba + ca) - ba - rad.roff;
let x = i32(round(clamp(t, 0.0, 1.0) * f32(GRADIENT_WIDTH - 1)));
let fg_rgba = textureLoad(gradients, vec2(x, i32(rad.index)), 0);
let fg_i = fg_rgba * area[i];
rgba[i] = rgba[i] * (1.0 - fg_i.a) + fg_i;
}
cmd_ix += 3u;
}
// CMD_BEGIN_CLIP
case 9u: {
if clip_depth < BLEND_STACK_SPLIT {
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
blend_stack[clip_depth][i] = pack4x8unorm(rgba[i]);
rgba[i] = vec4(0.0);
}
} else {
// TODO: spill to memory
}
clip_depth += 1u;
cmd_ix += 1u;
}
// CMD_END_CLIP
case 10u: {
let end_clip = read_end_clip(cmd_ix);
clip_depth -= 1u;
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
var bg_rgba: u32;
if clip_depth < BLEND_STACK_SPLIT {
bg_rgba = blend_stack[clip_depth][i];
} else {
// load from memory
}
let bg = unpack4x8unorm(bg_rgba);
let fg = rgba[i] * area[i] * end_clip.alpha;
rgba[i] = blend_mix_compose(bg, fg, end_clip.blend);
}
cmd_ix += 3u;
}
// CMD_JUMP
case 11u: {
cmd_ix = ptcl[cmd_ix + 1u];
}
default: {}
}
}
let xy_uint = vec2<u32>(xy);
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
let coords = xy_uint + vec2(i, 0u);
if coords.x < config.target_width && coords.y < config.target_height {
let fg = rgba[i];
// Max with a small epsilon to avoid NaNs
let a_inv = 1.0 / max(fg.a, 1e-6);
let rgba_sep = vec4(fg.rgb * a_inv, fg.a);
textureStore(output, vec2<i32>(coords), rgba_sep);
}
}
#else
let tile = tiles[tile_ix];
let area = fill_path(tile, xy);
let xy_uint = vec2<u32>(xy);
for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
let coords = xy_uint + vec2(i, 0u);
if coords.x < config.target_width && coords.y < config.target_height {
textureStore(output, vec2<i32>(coords), vec4(area[i]));
}
}
#endif
}