github.com/cybriq/giocore@v0.0.7-0.20210703034601-cfb9cb5f3900/gpu/shaders/path_coarse.comp (about) 1 // SPDX-License-Identifier: Apache-2.0 OR MIT OR Unlicense 2 3 // Coarse rasterization of path segments. 4 5 // Allocation and initialization of tiles for paths. 6 7 #version 450 8 #extension GL_GOOGLE_include_directive : enable 9 10 #include "mem.h" 11 #include "setup.h" 12 13 #define LG_COARSE_WG 5 14 #define COARSE_WG (1 << LG_COARSE_WG) 15 16 layout(local_size_x = COARSE_WG, local_size_y = 1) in; 17 18 layout(set = 0, binding = 1) readonly buffer ConfigBuf { 19 Config conf; 20 }; 21 22 #include "pathseg.h" 23 #include "tile.h" 24 25 // scale factors useful for converting coordinates to tiles 26 #define SX (1.0 / float(TILE_WIDTH_PX)) 27 #define SY (1.0 / float(TILE_HEIGHT_PX)) 28 29 #define ACCURACY 0.25 30 #define Q_ACCURACY (ACCURACY * 0.1) 31 #define REM_ACCURACY (ACCURACY - Q_ACCURACY) 32 #define MAX_HYPOT2 (432.0 * Q_ACCURACY * Q_ACCURACY) 33 34 vec2 eval_quad(vec2 p0, vec2 p1, vec2 p2, float t) { 35 float mt = 1.0 - t; 36 return p0 * (mt * mt) + (p1 * (mt * 2.0) + p2 * t) * t; 37 } 38 39 vec2 eval_cubic(vec2 p0, vec2 p1, vec2 p2, vec2 p3, float t) { 40 float mt = 1.0 - t; 41 return p0 * (mt * mt * mt) + (p1 * (mt * mt * 3.0) + (p2 * (mt * 3.0) + p3 * t) * t) * t; 42 } 43 44 struct SubdivResult { 45 float val; 46 float a0; 47 float a2; 48 }; 49 50 /// An approximation to $\int (1 + 4x^2) ^ -0.25 dx$ 51 /// 52 /// This is used for flattening curves. 53 #define D 0.67 54 float approx_parabola_integral(float x) { 55 return x * inversesqrt(sqrt(1.0 - D + (D * D * D * D + 0.25 * x * x))); 56 } 57 58 /// An approximation to the inverse parabola integral. 59 #define B 0.39 60 float approx_parabola_inv_integral(float x) { 61 return x * sqrt(1.0 - B + (B * B + 0.25 * x * x)); 62 } 63 64 SubdivResult estimate_subdiv(vec2 p0, vec2 p1, vec2 p2, float sqrt_tol) { 65 vec2 d01 = p1 - p0; 66 vec2 d12 = p2 - p1; 67 vec2 dd = d01 - d12; 68 float cross = (p2.x - p0.x) * dd.y - (p2.y - p0.y) * dd.x; 69 float x0 = (d01.x * dd.x + d01.y * dd.y) / cross; 70 float x2 = (d12.x * dd.x + d12.y * dd.y) / cross; 71 float scale = abs(cross / (length(dd) * (x2 - x0))); 72 73 float a0 = approx_parabola_integral(x0); 74 float a2 = approx_parabola_integral(x2); 75 float val = 0.0; 76 if (scale < 1e9) { 77 float da = abs(a2 - a0); 78 float sqrt_scale = sqrt(scale); 79 if (sign(x0) == sign(x2)) { 80 val = da * sqrt_scale; 81 } else { 82 float xmin = sqrt_tol / sqrt_scale; 83 val = sqrt_tol * da / approx_parabola_integral(xmin); 84 } 85 } 86 return SubdivResult(val, a0, a2); 87 } 88 89 void main() { 90 uint element_ix = gl_GlobalInvocationID.x; 91 PathSegRef ref = PathSegRef(conf.pathseg_alloc.offset + element_ix * PathSeg_size); 92 93 PathSegTag tag = PathSegTag(PathSeg_Nop, 0); 94 if (element_ix < conf.n_pathseg) { 95 tag = PathSeg_tag(conf.pathseg_alloc, ref); 96 } 97 bool mem_ok = mem_error == NO_ERROR; 98 switch (tag.tag) { 99 case PathSeg_Cubic: 100 PathCubic cubic = PathSeg_Cubic_read(conf.pathseg_alloc, ref); 101 102 uint trans_ix = cubic.trans_ix; 103 if (trans_ix > 0) { 104 TransformSegRef trans_ref = TransformSegRef(conf.trans_alloc.offset + (trans_ix - 1) * TransformSeg_size); 105 TransformSeg trans = TransformSeg_read(conf.trans_alloc, trans_ref); 106 cubic.p0 = trans.mat.xy * cubic.p0.x + trans.mat.zw * cubic.p0.y + trans.translate; 107 cubic.p1 = trans.mat.xy * cubic.p1.x + trans.mat.zw * cubic.p1.y + trans.translate; 108 cubic.p2 = trans.mat.xy * cubic.p2.x + trans.mat.zw * cubic.p2.y + trans.translate; 109 cubic.p3 = trans.mat.xy * cubic.p3.x + trans.mat.zw * cubic.p3.y + trans.translate; 110 } 111 112 vec2 err_v = 3.0 * (cubic.p2 - cubic.p1) + cubic.p0 - cubic.p3; 113 float err = err_v.x * err_v.x + err_v.y * err_v.y; 114 // The number of quadratics. 115 uint n_quads = max(uint(ceil(pow(err * (1.0 / MAX_HYPOT2), 1.0 / 6.0))), 1); 116 // Iterate over quadratics and tote up the estimated number of segments. 117 float val = 0.0; 118 vec2 qp0 = cubic.p0; 119 float step = 1.0 / float(n_quads); 120 for (uint i = 0; i < n_quads; i++) { 121 float t = float(i + 1) * step; 122 vec2 qp2 = eval_cubic(cubic.p0, cubic.p1, cubic.p2, cubic.p3, t); 123 vec2 qp1 = eval_cubic(cubic.p0, cubic.p1, cubic.p2, cubic.p3, t - 0.5 * step); 124 qp1 = 2.0 * qp1 - 0.5 * (qp0 + qp2); 125 SubdivResult params = estimate_subdiv(qp0, qp1, qp2, sqrt(REM_ACCURACY)); 126 val += params.val; 127 128 qp0 = qp2; 129 } 130 uint n = max(uint(ceil(val * 0.5 / sqrt(REM_ACCURACY))), 1); 131 132 bool is_stroke = fill_mode_from_flags(tag.flags) == MODE_STROKE; 133 uint path_ix = cubic.path_ix; 134 Path path = Path_read(conf.tile_alloc, PathRef(conf.tile_alloc.offset + path_ix * Path_size)); 135 Alloc path_alloc = new_alloc(path.tiles.offset, (path.bbox.z - path.bbox.x) * (path.bbox.w - path.bbox.y) * Tile_size, mem_ok); 136 ivec4 bbox = ivec4(path.bbox); 137 vec2 p0 = cubic.p0; 138 qp0 = cubic.p0; 139 float v_step = val / float(n); 140 int n_out = 1; 141 float val_sum = 0.0; 142 for (uint i = 0; i < n_quads; i++) { 143 float t = float(i + 1) * step; 144 vec2 qp2 = eval_cubic(cubic.p0, cubic.p1, cubic.p2, cubic.p3, t); 145 vec2 qp1 = eval_cubic(cubic.p0, cubic.p1, cubic.p2, cubic.p3, t - 0.5 * step); 146 qp1 = 2.0 * qp1 - 0.5 * (qp0 + qp2); 147 SubdivResult params = estimate_subdiv(qp0, qp1, qp2, sqrt(REM_ACCURACY)); 148 float u0 = approx_parabola_inv_integral(params.a0); 149 float u2 = approx_parabola_inv_integral(params.a2); 150 float uscale = 1.0 / (u2 - u0); 151 float target = float(n_out) * v_step; 152 while (n_out == n || target < val_sum + params.val) { 153 vec2 p1; 154 if (n_out == n) { 155 p1 = cubic.p3; 156 } else { 157 float u = (target - val_sum) / params.val; 158 float a = mix(params.a0, params.a2, u); 159 float au = approx_parabola_inv_integral(a); 160 float t = (au - u0) * uscale; 161 p1 = eval_quad(qp0, qp1, qp2, t); 162 } 163 164 // Output line segment 165 166 // Bounding box of element in pixel coordinates. 167 float xmin = min(p0.x, p1.x) - cubic.stroke.x; 168 float xmax = max(p0.x, p1.x) + cubic.stroke.x; 169 float ymin = min(p0.y, p1.y) - cubic.stroke.y; 170 float ymax = max(p0.y, p1.y) + cubic.stroke.y; 171 float dx = p1.x - p0.x; 172 float dy = p1.y - p0.y; 173 // Set up for per-scanline coverage formula, below. 174 float invslope = abs(dy) < 1e-9 ? 1e9 : dx / dy; 175 float c = (cubic.stroke.x + abs(invslope) * (0.5 * float(TILE_HEIGHT_PX) + cubic.stroke.y)) * SX; 176 float b = invslope; // Note: assumes square tiles, otherwise scale. 177 float a = (p0.x - (p0.y - 0.5 * float(TILE_HEIGHT_PX)) * b) * SX; 178 179 int x0 = int(floor(xmin * SX)); 180 int x1 = int(floor(xmax * SX) + 1); 181 int y0 = int(floor(ymin * SY)); 182 int y1 = int(floor(ymax * SY) + 1); 183 184 x0 = clamp(x0, bbox.x, bbox.z); 185 y0 = clamp(y0, bbox.y, bbox.w); 186 x1 = clamp(x1, bbox.x, bbox.z); 187 y1 = clamp(y1, bbox.y, bbox.w); 188 float xc = a + b * float(y0); 189 int stride = bbox.z - bbox.x; 190 int base = (y0 - bbox.y) * stride - bbox.x; 191 // TODO: can be tighter, use c to bound width 192 uint n_tile_alloc = uint((x1 - x0) * (y1 - y0)); 193 // Consider using subgroups to aggregate atomic add. 194 MallocResult tile_alloc = malloc(n_tile_alloc * TileSeg_size); 195 if (tile_alloc.failed || !mem_ok) { 196 return; 197 } 198 uint tile_offset = tile_alloc.alloc.offset; 199 200 TileSeg tile_seg; 201 202 int xray = int(floor(p0.x*SX)); 203 int last_xray = int(floor(p1.x*SX)); 204 if (p0.y > p1.y) { 205 int tmp = xray; 206 xray = last_xray; 207 last_xray = tmp; 208 } 209 for (int y = y0; y < y1; y++) { 210 float tile_y0 = float(y * TILE_HEIGHT_PX); 211 int xbackdrop = max(xray + 1, bbox.x); 212 if (!is_stroke && min(p0.y, p1.y) < tile_y0 && xbackdrop < bbox.z) { 213 int backdrop = p1.y < p0.y ? 1 : -1; 214 TileRef tile_ref = Tile_index(path.tiles, uint(base + xbackdrop)); 215 uint tile_el = tile_ref.offset >> 2; 216 if (touch_mem(path_alloc, tile_el + 1)) { 217 atomicAdd(memory[tile_el + 1], backdrop); 218 } 219 } 220 221 // next_xray is the xray for the next scanline; the line segment intersects 222 // all tiles between xray and next_xray. 223 int next_xray = last_xray; 224 if (y < y1 - 1) { 225 float tile_y1 = float((y + 1) * TILE_HEIGHT_PX); 226 float x_edge = mix(p0.x, p1.x, (tile_y1 - p0.y) / dy); 227 next_xray = int(floor(x_edge*SX)); 228 } 229 230 int min_xray = min(xray, next_xray); 231 int max_xray = max(xray, next_xray); 232 int xx0 = min(int(floor(xc - c)), min_xray); 233 int xx1 = max(int(ceil(xc + c)), max_xray + 1); 234 xx0 = clamp(xx0, x0, x1); 235 xx1 = clamp(xx1, x0, x1); 236 237 for (int x = xx0; x < xx1; x++) { 238 float tile_x0 = float(x * TILE_WIDTH_PX); 239 TileRef tile_ref = Tile_index(TileRef(path.tiles.offset), uint(base + x)); 240 uint tile_el = tile_ref.offset >> 2; 241 uint old = 0; 242 if (touch_mem(path_alloc, tile_el)) { 243 old = atomicExchange(memory[tile_el], tile_offset); 244 } 245 tile_seg.origin = p0; 246 tile_seg.vector = p1 - p0; 247 float y_edge = 0.0; 248 if (!is_stroke) { 249 y_edge = mix(p0.y, p1.y, (tile_x0 - p0.x) / dx); 250 if (min(p0.x, p1.x) < tile_x0) { 251 vec2 p = vec2(tile_x0, y_edge); 252 if (p0.x > p1.x) { 253 tile_seg.vector = p - p0; 254 } else { 255 tile_seg.origin = p; 256 tile_seg.vector = p1 - p; 257 } 258 // kernel4 uses sign(vector.x) for the sign of the intersection backdrop. 259 // Nudge zeroes towards the intended sign. 260 if (tile_seg.vector.x == 0) { 261 tile_seg.vector.x = sign(p1.x - p0.x)*1e-9; 262 } 263 } 264 if (x <= min_xray || max_xray < x) { 265 // Reject inconsistent intersections. 266 y_edge = 1e9; 267 } 268 } 269 tile_seg.y_edge = y_edge; 270 tile_seg.next.offset = old; 271 TileSeg_write(tile_alloc.alloc, TileSegRef(tile_offset), tile_seg); 272 tile_offset += TileSeg_size; 273 } 274 xc += b; 275 base += stride; 276 xray = next_xray; 277 } 278 279 n_out += 1; 280 target += v_step; 281 p0 = p1; 282 } 283 val_sum += params.val; 284 285 qp0 = qp2; 286 } 287 288 break; 289 } 290 }