Crafter.Graphics/shaders/ui-text.comp.glsl

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GLSL
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#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];
// 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;
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();
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_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
}