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

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GLSL
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#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
}