#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 // 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]; // Per-glyph constants precomputed once at cooperative-load time and read by the // per-pixel inner loop, instead of being recomputed for every pixel × glyph: // s_invRectSize = 1.0/rect.zw (turns the per-pixel divide into a multiply) // s_band = the SDF AA scale (a divide + two maxes that depend only on // the glyph's uv span and rect size — fully loop-invariant) shared vec2 s_invRectSize[UI_CHUNK]; shared float s_band[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 glyph 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_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; s_invRectSize[lid] = 1.0 / s_rect[lid].zw; // Atlas-px per screen-px along this glyph's transform — keeps AA // crisp at any rendering size. uvSpan * atlasSize / screenSpan, // with FontAtlas::kAtlasSize = 1024. Constant for the whole glyph. vec2 uvSpan = s_uv[lid].zw - s_uv[lid].xy; vec2 atlasPerScreen = (uvSpan * 1024.0) * s_invRectSize[lid]; float scalePx = max(atlasPerScreen.x, atlasPerScreen.y); // 1-screen-px AA band, expressed in atlas-pixel units of dAtlas. s_band[lid] = max(scalePx, 0.0001); keep = uiAabbOverlapsTile(s_rect[lid].xy, s_rect[lid].xy + s_rect[lid].zw, 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 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_invRectSize[c]; vec2 uv = mix(s_uv[c].xy, s_uv[c].zw, t); // Font slots are push constants — provably dynamically uniform, so no // nonuniformEXT: lets the compiler hoist the descriptor load out of the // per-pixel glyph loop and avoid the divergent-descriptor path. float sdf = texture( sampler2D(uiTextures[pc.fontTextureSlot], uiSamplers[pc.fontSamplerSlot]), uv ).r; // Distance in atlas-pixels (negative inside the glyph). float dAtlas = (ON_EDGE - sdf) * DIST_SCALE; // band (the AA scale) was precomputed once per glyph at load. float a = clamp(0.5 - dAtlas / s_band[c], 0.0, 1.0); if (a <= 0.0) continue; vec4 col = s_color[c]; vec4 src = vec4(col.rgb, col.a * a); 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 }