#version 460
#extension GL_GOOGLE_include_directive : enable
#include "ui-shared.glsl"

// One workgroup per 8×8 screen tile. The workgroup cooperatively streams the
// CircleItem list in chunks of 64 (see ui-shared.glsl), culling each chunk
// against the tile and compacting survivors — in buffer order — into shared
// memory; every thread then accumulates over only those survivors.
layout(push_constant) uniform PC {
    UIDispatchHeader hdr;
} pc;

layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

shared vec4 s_centerRadius[UI_CHUNK];
shared vec4 s_color[UI_CHUNK];
shared vec4 s_outline[UI_CHUNK];
shared uint s_keep[UI_CHUNK];
shared uint s_order[UI_CHUNK];
shared uint s_count;

void main() {
    ivec2 screenPx;
    bool  valid = uiResolveScreenPixel(pc.hdr, screenPx);

    vec4 dst = vec4(0.0);
    vec2 sp  = vec2(0.0);
    if (valid) {
        dst = imageLoad(uiImages[pc.hdr.outImage], screenPx);
        sp  = vec2(screenPx) + 0.5;
    }

    vec2 tileMin, tileMax;
    uiTileBounds(tileMin, tileMax);

    uint lid = gl_LocalInvocationIndex;
    for (uint base = 0u; base < pc.hdr.itemCount; base += UI_CHUNK) {
        uint idx  = base + lid;
        bool keep = false;
        if (idx < pc.hdr.itemCount) {
            s_centerRadius[lid] = uiCircleHeap[pc.hdr.itemBuffer].items[idx].centerRadius;
            s_color[lid]        = uiCircleHeap[pc.hdr.itemBuffer].items[idx].color;
            s_outline[lid]      = uiCircleHeap[pc.hdr.itemBuffer].items[idx].outline;
            // Cull box matches the in-loop bounding-box reject (radius + 1px).
            float radius = s_centerRadius[lid].z;
            if (radius > 0.0) {
                vec2 c = s_centerRadius[lid].xy;
                vec2 r = vec2(radius + 1.0);
                keep = uiAabbOverlapsTile(c - r, c + r, tileMin, tileMax);
            }
        }
        s_keep[lid] = keep ? 1u : 0u;
        barrier();

        if (lid == 0u) {
            uint n   = 0u;
            uint lim = min(UI_CHUNK, pc.hdr.itemCount - base);
            for (uint k = 0u; k < lim; ++k)
                if (s_keep[k] != 0u) s_order[n++] = k;
            s_count = n;
        }
        barrier();

        if (valid) {
            for (uint j = 0u; j < s_count; ++j) {
                uint c = s_order[j];

                vec2  center = s_centerRadius[c].xy;
                float radius = s_centerRadius[c].z;
                if (radius <= 0.0) continue;

                // Cheap bounding-box reject.
                if (abs(sp.x - center.x) > radius + 1.0) continue;
                if (abs(sp.y - center.y) > radius + 1.0) continue;

                float d = length(sp - center) - radius;

                vec4 outline = s_outline[c];
                float bodyA  = clamp(0.5 - d, 0.0, 1.0);
                if (bodyA <= 0.0 && outline.x <= 0.0) continue;

                vec4 col = s_color[c];
                vec4 src = vec4(col.rgb, col.a * bodyA);

                if (outline.x > 0.0) {
                    float t = abs(d + outline.x * 0.5) - outline.x * 0.5;
                    float outlineA = clamp(0.5 - t, 0.0, 1.0);
                    src.rgb = mix(src.rgb, outline.yzw, outlineA);
                    src.a   = max(src.a, outlineA);
                }

                if (src.a <= 0.0) continue;
                dst = uiBlendOver(dst, src);
            }
        }
        barrier();
    }

    if (valid) imageStore(uiImages[pc.hdr.outImage], screenPx, dst);
}
