#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); }