#version 460 #extension GL_GOOGLE_include_directive : enable #include "ui-shared.glsl" // One workgroup per 8×8 screen tile. The workgroup cooperatively streams the // GlyphItem 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; uint fontTextureSlot; uint fontSamplerSlot; uint _p0; uint _p1; } pc; layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; // SDF tuning — must match Crafter::FontAtlas::kOnEdgeValue / kPixelDistScale. const float ON_EDGE = 128.0 / 255.0; const float DIST_SCALE = 32.0; shared vec4 s_rect[UI_CHUNK]; shared vec4 s_uv[UI_CHUNK]; shared vec4 s_color[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_rect[lid] = uiGlyphHeap[pc.hdr.itemBuffer].items[idx].rect; s_uv[lid] = uiGlyphHeap[pc.hdr.itemBuffer].items[idx].uv; s_color[lid] = uiGlyphHeap[pc.hdr.itemBuffer].items[idx].color; keep = uiAabbOverlapsTile(s_rect[lid].xy, s_rect[lid].xy + s_rect[lid].zw, 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 lo = s_rect[c].xy; vec2 hi = s_rect[c].xy + s_rect[c].zw; if (sp.x < lo.x || sp.y < lo.y) continue; if (sp.x >= hi.x || sp.y >= hi.y) continue; vec2 t = (sp - s_rect[c].xy) / s_rect[c].zw; vec2 uv = mix(s_uv[c].xy, s_uv[c].zw, t); float sdf = texture( sampler2D(uiTextures[nonuniformEXT(pc.fontTextureSlot)], uiSamplers[nonuniformEXT(pc.fontSamplerSlot)]), uv ).r; // Distance in atlas-pixels (negative inside the glyph). float dAtlas = (ON_EDGE - sdf) * DIST_SCALE; // Atlas-px per screen-px along this glyph's transform — keeps AA crisp // at any rendering size. uvSpan * atlasSize / screenSpan. vec2 uvSpan = s_uv[c].zw - s_uv[c].xy; // FontAtlas::kAtlasSize = 1024. vec2 atlasPerScreen = (uvSpan * 1024.0) / s_rect[c].zw; float scalePx = max(atlasPerScreen.x, atlasPerScreen.y); // 1-screen-px AA band, expressed in atlas-pixel units of dAtlas. float band = max(scalePx, 0.0001); float a = clamp(0.5 - dAtlas / band, 0.0, 1.0); if (a <= 0.0) continue; vec4 col = s_color[c]; vec4 src = vec4(col.rgb, col.a * a); dst = uiBlendOver(dst, src); } } barrier(); } if (valid) imageStore(uiImages[pc.hdr.outImage], screenPx, dst); }