319 lines
14 KiB
Text
319 lines
14 KiB
Text
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#version 460
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#extension GL_GOOGLE_include_directive : enable
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#include "ui-shared.glsl"
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// ─── fused UI uber-kernel (issue #47) ────────────────────────────────────
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// One dispatch that composites up to four standard categories in canonical
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// back-to-front order — quads → circles → images → text — into a single
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// per-pixel register, loading the destination image ONCE and storing it ONCE.
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// A run of consecutive Dispatch* calls would instead load+store the image per
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// category and drain compute with a VkMemoryBarrier between each; this kernel
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// collapses all of that to 1 load + 1 store + 0 inter-pass barriers.
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//
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// Each category keeps the exact cooperative shared-memory tile-cull + per-pixel
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// accumulate of its standalone shader (see ui-quads/circles/images/text), so a
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// fused category is pixel-identical to its standalone Dispatch* pass (the only
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// difference is that intermediate results stay in full float precision between
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// categories instead of round-tripping through the storage image — strictly
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// more accurate). Categories run sequentially within each thread, so the VGPR
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// high-water mark is ~max(per-category), not the sum.
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//
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// An absent category (itemCount 0) is a zero-trip, push-constant-uniform loop:
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// no divergence, no memory traffic — using DispatchFused for only quads+text
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// costs ~nothing for the unused circle/image phases.
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//
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// This is ADDITIVE: it has its own push-constant layout and does NOT touch the
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// frozen 48-byte UIDispatchHeader or the per-element Dispatch* contract.
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// Push-constant block. Mirrors Crafter::UIFusedHeader byte-for-byte: every
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// member is vec4-aligned, no padding holes, exactly 128 bytes (the guaranteed
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// push-constant minimum).
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layout(push_constant) uniform PC {
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uvec4 itemBuffers; // heap slots: (quads, circles, images, text)
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uvec4 itemCounts; // item counts: (quads, circles, images, text)
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uvec4 misc; // (outImage, fontTexture, fontSampler, flags)
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uvec4 surface; // (surfaceWidth, surfaceHeight, frameIdx, _pad)
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vec4 clipQuads;
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vec4 clipCircles;
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vec4 clipImages;
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vec4 clipText;
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} pc;
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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// SDF tuning for the text phase — must match Crafter::FontAtlas constants
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// (same values as ui-text.comp.glsl).
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const float ON_EDGE = 128.0 / 255.0;
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const float DIST_SCALE = 32.0;
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// Generic per-chunk cooperative-cull scratch, REUSED across the four phases
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// (they composite sequentially with a barrier between, so the storage is free
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// once a phase's last read completes). Keeping one shared set instead of four
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// keeps the shared-memory footprint — and thus occupancy — at the per-category
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// level. Member mapping per phase:
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// quads: v0=rect v1=color v2=corners v3=outline
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// circles: v0=centerRadius v1=color v2=outline
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// images: v0=rect v1=uv v2=tint v4=slots
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// text: v0=rect v1=uv v2=color
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shared vec4 s_v0[UI_CHUNK];
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shared vec4 s_v1[UI_CHUNK];
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shared vec4 s_v2[UI_CHUNK];
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shared vec4 s_v3[UI_CHUNK];
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shared uvec4 s_v4[UI_CHUNK];
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shared uint s_keep[UI_CHUNK];
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shared uint s_order[UI_CHUNK];
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shared uint s_count;
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// Stable in-order compaction of one chunk's survivors. Lane 0 scans s_keep in
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// buffer order so the inner per-pixel loop still sees items in draw order.
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void uiCompactChunk(uint base, uint count) {
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if (gl_LocalInvocationIndex == 0u) {
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uint n = 0u;
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uint lim = min(UI_CHUNK, count - base);
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for (uint k = 0u; k < lim; ++k)
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if (s_keep[k] != 0u) s_order[n++] = k;
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s_count = n;
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}
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}
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void main() {
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// NOTE: do not early-return — every thread must reach the barriers below.
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uvec2 pxu = gl_GlobalInvocationID.xy;
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bool inSurface = pxu.x < pc.surface.x && pxu.y < pc.surface.y;
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ivec2 screenPx = ivec2(pxu);
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vec2 sp = vec2(screenPx) + 0.5;
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// Single load of the destination for the whole surface.
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vec4 dst = vec4(0.0);
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if (inSurface) dst = imageLoad(uiImages[pc.misc.x], screenPx);
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vec2 tileMin, tileMax;
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uiTileBounds(tileMin, tileMax);
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uint lid = gl_LocalInvocationIndex;
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// ─── QUADS ────────────────────────────────────────────────────────────
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{
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uint heap = pc.itemBuffers.x;
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uint count = pc.itemCounts.x;
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bool inClip = inSurface && uiPixelInClipRect(pxu, pc.clipQuads);
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for (uint base = 0u; base < count; base += UI_CHUNK) {
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uint idx = base + lid;
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bool keep = false;
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if (idx < count) {
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s_v0[lid] = uiQuadHeap[heap].items[idx].rect;
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s_v1[lid] = uiQuadHeap[heap].items[idx].color;
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s_v2[lid] = uiQuadHeap[heap].items[idx].corners;
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s_v3[lid] = uiQuadHeap[heap].items[idx].outline;
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keep = uiAabbOverlapsTile(s_v0[lid].xy, s_v0[lid].xy + s_v0[lid].zw,
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tileMin, tileMax);
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}
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s_keep[lid] = keep ? 1u : 0u;
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barrier();
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uiCompactChunk(base, count);
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barrier();
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if (inClip) {
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for (uint j = 0u; j < s_count; ++j) {
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uint c = s_order[j];
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vec2 lo = s_v0[c].xy;
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vec2 hi = s_v0[c].xy + s_v0[c].zw;
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if (sp.x < lo.x || sp.y < lo.y) continue;
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if (sp.x >= hi.x || sp.y >= hi.y) continue;
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vec2 halfSize = s_v0[c].zw * 0.5;
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vec2 p = sp - (s_v0[c].xy + halfSize);
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float d = uiSdRoundRect(p, halfSize, s_v2[c]);
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vec4 outline = s_v3[c];
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float bodyA = clamp(0.5 - d, 0.0, 1.0);
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if (bodyA <= 0.0 && outline.x <= 0.0) continue;
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vec4 col = s_v1[c];
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vec4 src = vec4(col.rgb, col.a * bodyA);
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if (outline.x > 0.0) {
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float t = abs(d + outline.x * 0.5) - outline.x * 0.5;
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float outlineA = clamp(0.5 - t, 0.0, 1.0);
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src.rgb = mix(src.rgb, outline.yzw, outlineA);
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src.a = max(src.a, outlineA);
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}
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if (src.a <= 0.0) continue;
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dst = uiBlendOver(dst, src);
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}
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}
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barrier(); // done reading shared for this chunk before reuse
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}
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}
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// ─── CIRCLES ──────────────────────────────────────────────────────────
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{
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uint heap = pc.itemBuffers.y;
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uint count = pc.itemCounts.y;
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bool inClip = inSurface && uiPixelInClipRect(pxu, pc.clipCircles);
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for (uint base = 0u; base < count; base += UI_CHUNK) {
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uint idx = base + lid;
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bool keep = false;
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if (idx < count) {
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s_v0[lid] = uiCircleHeap[heap].items[idx].centerRadius;
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s_v1[lid] = uiCircleHeap[heap].items[idx].color;
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s_v2[lid] = uiCircleHeap[heap].items[idx].outline;
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float radius = s_v0[lid].z;
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if (radius > 0.0) {
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vec2 cen = s_v0[lid].xy;
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vec2 r = vec2(radius + 1.0);
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keep = uiAabbOverlapsTile(cen - r, cen + r, tileMin, tileMax);
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}
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}
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s_keep[lid] = keep ? 1u : 0u;
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barrier();
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uiCompactChunk(base, count);
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barrier();
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if (inClip) {
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for (uint j = 0u; j < s_count; ++j) {
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uint c = s_order[j];
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vec2 center = s_v0[c].xy;
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float radius = s_v0[c].z;
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if (radius <= 0.0) continue;
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if (abs(sp.x - center.x) > radius + 1.0) continue;
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if (abs(sp.y - center.y) > radius + 1.0) continue;
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float d = length(sp - center) - radius;
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vec4 outline = s_v2[c];
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float bodyA = clamp(0.5 - d, 0.0, 1.0);
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if (bodyA <= 0.0 && outline.x <= 0.0) continue;
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vec4 col = s_v1[c];
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vec4 src = vec4(col.rgb, col.a * bodyA);
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if (outline.x > 0.0) {
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float t = abs(d + outline.x * 0.5) - outline.x * 0.5;
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float outlineA = clamp(0.5 - t, 0.0, 1.0);
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src.rgb = mix(src.rgb, outline.yzw, outlineA);
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src.a = max(src.a, outlineA);
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}
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if (src.a <= 0.0) continue;
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dst = uiBlendOver(dst, src);
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}
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}
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barrier();
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}
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}
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// ─── IMAGES ───────────────────────────────────────────────────────────
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{
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uint heap = pc.itemBuffers.z;
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uint count = pc.itemCounts.z;
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bool inClip = inSurface && uiPixelInClipRect(pxu, pc.clipImages);
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for (uint base = 0u; base < count; base += UI_CHUNK) {
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uint idx = base + lid;
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bool keep = false;
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if (idx < count) {
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s_v0[lid] = uiImageHeap[heap].items[idx].rect;
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s_v1[lid] = uiImageHeap[heap].items[idx].uv;
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s_v2[lid] = uiImageHeap[heap].items[idx].tint;
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s_v4[lid] = uiImageHeap[heap].items[idx].slots;
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keep = uiAabbOverlapsTile(s_v0[lid].xy, s_v0[lid].xy + s_v0[lid].zw,
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tileMin, tileMax);
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}
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s_keep[lid] = keep ? 1u : 0u;
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barrier();
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uiCompactChunk(base, count);
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barrier();
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if (inClip) {
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for (uint j = 0u; j < s_count; ++j) {
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uint c = s_order[j];
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vec2 lo = s_v0[c].xy;
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vec2 hi = s_v0[c].xy + s_v0[c].zw;
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if (sp.x < lo.x || sp.y < lo.y) continue;
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if (sp.x >= hi.x || sp.y >= hi.y) continue;
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vec2 t = (sp - s_v0[c].xy) / s_v0[c].zw;
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vec2 uv = mix(s_v1[c].xy, s_v1[c].zw, t);
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uint texSlot = s_v4[c].x;
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uint sampSlot = s_v4[c].y;
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vec4 sampled = texture(
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sampler2D(uiTextures[nonuniformEXT(texSlot)],
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uiSamplers[nonuniformEXT(sampSlot)]),
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uv
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);
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vec4 src = sampled * s_v2[c];
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if (src.a <= 0.0) continue;
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dst = uiBlendOver(dst, src);
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}
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}
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barrier();
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}
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}
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// ─── TEXT ─────────────────────────────────────────────────────────────
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{
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uint heap = pc.itemBuffers.w;
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uint count = pc.itemCounts.w;
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bool inClip = inSurface && uiPixelInClipRect(pxu, pc.clipText);
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for (uint base = 0u; base < count; base += UI_CHUNK) {
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uint idx = base + lid;
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bool keep = false;
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if (idx < count) {
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s_v0[lid] = uiGlyphHeap[heap].items[idx].rect;
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s_v1[lid] = uiGlyphHeap[heap].items[idx].uv;
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s_v2[lid] = uiGlyphHeap[heap].items[idx].color;
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keep = uiAabbOverlapsTile(s_v0[lid].xy, s_v0[lid].xy + s_v0[lid].zw,
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tileMin, tileMax);
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}
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s_keep[lid] = keep ? 1u : 0u;
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barrier();
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uiCompactChunk(base, count);
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barrier();
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if (inClip) {
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for (uint j = 0u; j < s_count; ++j) {
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uint c = s_order[j];
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vec2 lo = s_v0[c].xy;
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vec2 hi = s_v0[c].xy + s_v0[c].zw;
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if (sp.x < lo.x || sp.y < lo.y) continue;
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if (sp.x >= hi.x || sp.y >= hi.y) continue;
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vec2 t = (sp - s_v0[c].xy) / s_v0[c].zw;
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vec2 uv = mix(s_v1[c].xy, s_v1[c].zw, t);
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// Font slots are push constants — provably dynamically uniform,
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// so no nonuniformEXT (same as ui-text.comp.glsl).
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float sdf = texture(
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sampler2D(uiTextures[pc.misc.y],
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uiSamplers[pc.misc.z]),
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uv
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).r;
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float dAtlas = (ON_EDGE - sdf) * DIST_SCALE;
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vec2 uvSpan = s_v1[c].zw - s_v1[c].xy;
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vec2 atlasPerScreen = (uvSpan * 1024.0) / s_v0[c].zw;
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float scalePx = max(atlasPerScreen.x, atlasPerScreen.y);
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float band = max(scalePx, 0.0001);
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float a = clamp(0.5 - dAtlas / band, 0.0, 1.0);
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if (a <= 0.0) continue;
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vec4 col = s_v2[c];
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vec4 src = vec4(col.rgb, col.a * a);
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dst = uiBlendOver(dst, src);
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}
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}
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barrier();
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}
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}
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if (inSurface) imageStore(uiImages[pc.misc.x], screenPx, dst);
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}
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