#version 460 #extension GL_GOOGLE_include_directive : enable #include "ui-shared.glsl" // One workgroup per 8×8 screen tile. The workgroup cooperatively streams the // QuadItem 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 runs the per-pixel accumulate over only those // survivors. Item order in the buffer == draw order on screen. layout(push_constant) uniform PC { UIDispatchHeader hdr; } pc; layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; // Per-chunk cooperative-cull scratch (one slot per workgroup thread). shared vec4 s_rect[UI_CHUNK]; shared vec4 s_color[UI_CHUNK]; shared vec4 s_corners[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() { // NOTE: do not early-return — every thread must reach the barriers below. 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) { // Cooperative load: each thread reads one item member-by-member // (the NVIDIA descriptor-heap workaround) into shared and culls it. uint idx = base + lid; bool keep = false; if (idx < pc.hdr.itemCount) { s_rect[lid] = uiQuadHeap[pc.hdr.itemBuffer].items[idx].rect; s_color[lid] = uiQuadHeap[pc.hdr.itemBuffer].items[idx].color; s_corners[lid] = uiQuadHeap[pc.hdr.itemBuffer].items[idx].corners; s_outline[lid] = uiQuadHeap[pc.hdr.itemBuffer].items[idx].outline; keep = uiAabbOverlapsTile(s_rect[lid].xy, s_rect[lid].xy + s_rect[lid].zw, tileMin, tileMax); } s_keep[lid] = keep ? 1u : 0u; barrier(); // Stable in-order compaction of this chunk's survivors. 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]; // Cheap pre-test against the item's axis-aligned rect. 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 halfSize = s_rect[c].zw * 0.5; vec2 p = sp - (s_rect[c].xy + halfSize); float d = uiSdRoundRect(p, halfSize, s_corners[c]); 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(); // done reading shared for this chunk before it's overwritten } if (loaded) imageStore(uiImages[pc.hdr.outImage], screenPx, dst); // loaded ⇒ valid }