//SPDX-License-Identifier: LGPL-3.0-only //SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts® #version 460 #extension GL_GOOGLE_include_directive : enable #extension GL_KHR_shader_subgroup_basic : enable #extension GL_KHR_shader_subgroup_arithmetic : 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; shared uint s_subTotals[UI_CHUNK]; // per-subgroup survivor totals (carry step) // Stable in-order compaction of one chunk's survivors via a per-subgroup // exclusive prefix-sum plus a carry across subgroups, so a survivor's slot in // s_order[] equals the number of survivors with a smaller local index — buffer // (draw) order preserved. Replaces the old lane-0 serial scan. See // ui-fused.comp.glsl for the full rationale; the body is identical. void uiCompactChunk() { uint lid = gl_LocalInvocationIndex; uint keep = s_keep[lid]; uint subPrefix = subgroupExclusiveAdd(keep); uint subTotal = subgroupAdd(keep); if (subgroupElect()) s_subTotals[gl_SubgroupID] = subTotal; barrier(); uint base = 0u; uint total = 0u; for (uint s = 0u; s < gl_NumSubgroups; ++s) { uint t = s_subTotals[s]; if (s < gl_SubgroupID) base += t; total += t; } if (lid == 0u) s_count = total; if (keep != 0u) s_order[base + subPrefix] = lid; } void main() { ivec2 screenPx; bool valid = uiResolveScreenPixel(pc.hdr, screenPx); // Defer the destination read-modify-write: a sparse UI leaves most tiles // untouched, so only load the pixel when the first surviving item blends // over it (`loaded`), and only store when something actually touched it. // The fused kernel amortizes a single load/store across all categories; the // standalone Dispatch* path has no such umbrella and otherwise pays a full // read-modify-write per empty tile. vec4 dst = vec4(0.0); vec2 sp = vec2(0.0); bool loaded = false; if (valid) 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(); uiCompactChunk(); 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; if (!loaded) { dst = imageLoad(uiImages[pc.hdr.outImage], screenPx); loaded = true; } dst = uiBlendOver(dst, src); } } barrier(); } if (loaded) imageStore(uiImages[pc.hdr.outImage], screenPx, dst); // loaded ⇒ valid }