-
Notifications
You must be signed in to change notification settings - Fork 156
/
Copy pathpath_count.wgsl
202 lines (187 loc) · 7.34 KB
/
path_count.wgsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
// Copyright 2023 the Vello Authors
// 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
// TODO: this is cut'n'pasted from path_coarse.
struct AtomicTile {
backdrop: atomic<i32>,
segment_count_or_ix: atomic<u32>,
}
@group(0) @binding(0)
var<uniform> config: Config;
@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));
}
// See cpu_shaders/util.rs for explanation of these.
let ONE_MINUS_ULP: f32 = 0.99999994;
let ROBUST_EPSILON: f32 = 2e-7;
// 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;
let count_x = span(s0.x, s1.x) - 1u;
count = count_x + span(s0.y, s1.y);
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 could be culled in the
// flattening stage, but eliding the test here would be fragile, as
// it would be pretty bad to let it slip through.
return;
}
if dy == 0.0 && floor(s0.y) == s0.y {
return;
}
let idxdy = 1.0 / (dx + dy);
var a = dx * idxdy;
let is_positive_slope = s1.x >= s0.x;
let x_sign = select(-1.0, 1.0, is_positive_slope);
let xt0 = floor(s0.x * x_sign);
let c = s0.x * x_sign - xt0;
let y0 = floor(s0.y);
let ytop = select(y0 + 1.0, ceil(s0.y), s0.y == s1.y);
let b = min((dy * c + dx * (ytop - s0.y)) * idxdy, ONE_MINUS_ULP);
let robust_err = floor(a * (f32(count) - 1.0) + b) - f32(count_x);
if robust_err != 0.0 {
a -= ROBUST_EPSILON * sign(robust_err);
}
let x0 = xt0 * x_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((x_sign * (f32(bbox.x) - x0) - b + fudge) / a);
if (x0 + x_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((x_sign * (f32(bbox.z) - x0) - b + fudge) / a);
if (x0 + x_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 + x_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].segment_count_or_ix, 1u);
// Pack two count values into a single u32
let counts = (seg_within_slice << 16u) | subix;
let seg_count = SegmentCount(line_ix, counts);
let seg_ix = seg_base + i - imin;
if seg_ix < config.segments_size {
seg_counts[seg_ix] = seg_count;
}
// Note: since we're iterating, we have a reliable value for
// last_z.
last_z = z;
}
}
}