new UI system

This commit is contained in:
Jorijn van der Graaf 2026-05-01 23:35:37 +02:00
commit 216972e73a
82 changed files with 4837 additions and 3243 deletions

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shaders/ui.comp.glsl Normal file
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#version 460
#extension GL_EXT_descriptor_heap : enable
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_image_load_formatted : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
layout(local_size_x = 16, local_size_y = 16) in;
// ──── Item types — must match UI::ItemType in UIDrawList.cppm ────────────
const uint TYPE_RECT = 0u;
const uint TYPE_ROUND_RECT = 1u;
const uint TYPE_GLYPH = 2u;
const uint TYPE_IMAGE = 3u;
const uint TYPE_CLIP_PUSH = 5u;
const uint TYPE_CLIP_POP = 6u;
#define MAX_CLIP_DEPTH 8
// ──── Draw item — must match UI::UIItem layout (88 bytes, scalar) ────────
struct UIItem {
uint itype;
uint flags;
vec2 posPx;
vec2 sizePx;
vec4 color;
vec4 colorB;
vec4 uvRect;
uint imageIdx;
uint cornerRadiusPx;
vec2 reserved;
};
// ──── Bindless heap views — VK_EXT_descriptor_heap untyped model ─────────
// Each `layout(descriptor_heap)` declaration is a typed view over the same
// resource heap; indexing is in slot units (image-descriptor units for
// image2D, buffer-descriptor units for buffers, etc.). The application
// passes the absolute heap slot indices via push constants.
layout(descriptor_heap, scalar) readonly buffer UIItemBuf {
UIItem items[];
} itemHeap[];
layout(descriptor_heap) uniform image2D images[];
layout(descriptor_heap) uniform texture2D textures[];
layout(descriptor_heap) uniform sampler samplers[];
// ──── Push constants ─────────────────────────────────────────────────────
layout(push_constant) uniform PC {
uint itemCount;
vec2 surfaceSize;
float scale;
uint outImageHeapIdx; // storage-image slot of the current swapchain view
uint itemBufHeapIdx; // SSBO slot of the current frame's items
uint atlasTextureHeapIdx; // sampled-image slot of the SDF atlas
uint bindlessBaseHeapIdx; // base sampled-image slot for user images
uint linearSamplerHeapIdx; // sampler-heap slot
} pc;
// ──── Driver workaround: per-member SSBO load ────────────────────────────
// `UIItem it = itemHeap[idx].items[i]` emits an OpLoad of a composite type
// from a descriptor-heap'd SSBO, which crashes the GPU on the NVIDIA
// VK_EXT_descriptor_heap path (verified with a 1-float struct repro).
// Reading individual members works (each becomes OpAccessChain + scalar
// OpLoad). LoadItem reassembles the struct member-by-member into a local;
// the rest of the shader then operates on a regular local var.
UIItem LoadItem(uint i) {
UIItem it;
it.itype = itemHeap[pc.itemBufHeapIdx].items[i].itype;
it.flags = itemHeap[pc.itemBufHeapIdx].items[i].flags;
it.posPx = itemHeap[pc.itemBufHeapIdx].items[i].posPx;
it.sizePx = itemHeap[pc.itemBufHeapIdx].items[i].sizePx;
it.color = itemHeap[pc.itemBufHeapIdx].items[i].color;
it.colorB = itemHeap[pc.itemBufHeapIdx].items[i].colorB;
it.uvRect = itemHeap[pc.itemBufHeapIdx].items[i].uvRect;
it.imageIdx = itemHeap[pc.itemBufHeapIdx].items[i].imageIdx;
it.cornerRadiusPx = itemHeap[pc.itemBufHeapIdx].items[i].cornerRadiusPx;
it.reserved = itemHeap[pc.itemBufHeapIdx].items[i].reserved;
return it;
}
// ──── Shading helpers ────────────────────────────────────────────────────
// In-bounds sharp rectangle.
vec4 ShadeRect(UIItem it, vec2 fp) {
if (any(lessThan (fp, it.posPx)) ||
any(greaterThanEqual(fp, it.posPx + it.sizePx))) return vec4(0.0);
return it.color;
}
// SDF for a rounded rectangle. p is offset from rect centre.
float sdRoundRect(vec2 p, vec2 halfSize, float r) {
vec2 q = abs(p) - halfSize + vec2(r);
return length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - r;
}
vec4 ShadeRoundRect(UIItem it, vec2 fp) {
vec2 centre = it.posPx + it.sizePx * 0.5;
float r = float(it.cornerRadiusPx);
float d = sdRoundRect(fp - centre, it.sizePx * 0.5, r);
// 1-pixel AA band around the edge.
float a = clamp(0.5 - d, 0.0, 1.0);
return it.color * a;
}
vec4 ShadeGlyph(UIItem it, vec2 fp) {
if (any(lessThan (fp, it.posPx)) ||
any(greaterThanEqual(fp, it.posPx + it.sizePx))) return vec4(0.0);
vec2 localUV = (fp - it.posPx) / it.sizePx;
vec2 atlasUV = it.uvRect.xy + localUV * it.uvRect.zw;
// Inline sampler2D construction — GLSL doesn't allow sampler2D as a
// local variable, only as a function argument or uniform.
float dist = texture(
sampler2D(textures[pc.atlasTextureHeapIdx],
samplers[pc.linearSamplerHeapIdx]),
atlasUV
).r;
// SDF threshold (stored on-edge value = 128/255 ≈ 0.502). A small
// sample-units band gives ~1 screen pixel of AA at typical sizes.
float aa = 0.05;
float a = smoothstep(0.5 - aa, 0.5 + aa, dist);
return it.color * a;
}
vec4 ShadeImage(UIItem it, vec2 fp) {
if (any(lessThan (fp, it.posPx)) ||
any(greaterThanEqual(fp, it.posPx + it.sizePx))) return vec4(0.0);
vec2 localUV = (fp - it.posPx) / it.sizePx;
vec2 sourceUV = it.uvRect.xy + localUV * it.uvRect.zw;
uint slot = pc.bindlessBaseHeapIdx + it.imageIdx;
return texture(
sampler2D(textures[nonuniformEXT(slot)],
samplers[pc.linearSamplerHeapIdx]),
sourceUV
) * it.color;
}
// ──── Main ───────────────────────────────────────────────────────────────
void main() {
ivec2 ip = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(ip, ivec2(pc.surfaceSize)))) return;
vec2 fp = vec2(ip) + 0.5; // pixel centre
// Composite over what's already in the swapchain (3D output, clear, …).
vec4 dst = imageLoad(images[pc.outImageHeapIdx], ip);
// Clip stack — current effective rect in (x, y, w, h).
vec4 clipStack[MAX_CLIP_DEPTH];
int clipTop = 0;
clipStack[0] = vec4(0.0, 0.0, pc.surfaceSize);
for (uint i = 0u; i < pc.itemCount; ++i) {
UIItem it = LoadItem(i);
if (it.itype == TYPE_CLIP_PUSH) {
vec4 outer = clipStack[clipTop];
vec2 a = max(outer.xy, it.posPx);
vec2 b = min(outer.xy + outer.zw, it.posPx + it.sizePx);
int next = min(clipTop + 1, MAX_CLIP_DEPTH - 1);
clipStack[next] = vec4(a, max(b - a, vec2(0.0)));
clipTop = next;
continue;
}
if (it.itype == TYPE_CLIP_POP) {
clipTop = max(clipTop - 1, 0);
continue;
}
// Skip if pixel is outside the current clip rect.
vec4 c = clipStack[clipTop];
if (any(lessThan(fp, c.xy)) || any(greaterThanEqual(fp, c.xy + c.zw))) continue;
vec4 src;
switch (it.itype) {
case TYPE_RECT: src = ShadeRect (it, fp); break;
case TYPE_ROUND_RECT: src = ShadeRoundRect (it, fp); break;
case TYPE_GLYPH: src = ShadeGlyph (it, fp); break;
case TYPE_IMAGE: src = ShadeImage (it, fp); break;
default: src = vec4(0.0);
}
// Premultiplied "OVER": dst = src + dst * (1 - src.a)
dst.rgb = src.rgb + dst.rgb * (1.0 - src.a);
dst.a = src.a + dst.a * (1.0 - src.a);
}
imageStore(images[pc.outImageHeapIdx], ip, dst);
}