Crafter.Graphics/shaders/ui-images.comp.glsl
catbot ac9180076c perf(ui): hoist loop-invariant per-item math out of the per-pixel loop (#125)
The cooperative-load section already streams each item into shared memory
once per workgroup, but the per-pixel inner loop then recomputed values
that are constant for the whole item/glyph. The compiler can't hoist them
itself — they read shared memory at a varying index.

Precompute them once per item at load time into new shared slots:

  - ui-images / ui-text / ui-fused (images+text phases): invRectSize =
    1.0/rect.zw, turning the per-pixel `(sp-rect.xy)/rect.zw` vec2 divide
    into a multiply.
  - ui-text / ui-fused (text phase): the SDF AA `band` (a vec2 divide +
    two maxes depending only on the glyph's uv span and rect size).

In ui-fused the new slots (s_inv, s_band) are reused across phases like
the existing s_v* scratch, so the LDS bump is per-category, not summed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 13:22:07 +00:00

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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
// ImageItem 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_rect[UI_CHUNK];
shared vec4 s_uv[UI_CHUNK];
shared vec4 s_tint[UI_CHUNK];
shared uvec4 s_slots[UI_CHUNK];
// 1.0/rect.zw, precomputed once per item at cooperative-load time so the
// per-pixel inner loop multiplies instead of recomputing a vec2 reciprocal of
// the (loop-invariant, but shared-mem + varying-index, so non-hoistable by the
// compiler) rect size for every pixel × item.
shared vec2 s_invRectSize[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] = uiImageHeap[pc.hdr.itemBuffer].items[idx].rect;
s_uv[lid] = uiImageHeap[pc.hdr.itemBuffer].items[idx].uv;
s_tint[lid] = uiImageHeap[pc.hdr.itemBuffer].items[idx].tint;
s_slots[lid] = uiImageHeap[pc.hdr.itemBuffer].items[idx].slots;
s_invRectSize[lid] = 1.0 / s_rect[lid].zw;
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);
uint texSlot = s_slots[c].x;
uint sampSlot = s_slots[c].y;
vec4 sampled = texture(
sampler2D(uiTextures[nonuniformEXT(texSlot)],
uiSamplers[nonuniformEXT(sampSlot)]),
uv
);
vec4 src = sampled * s_tint[c];
if (src.a <= 0.0) continue;
dst = uiBlendOver(dst, src);
}
}
barrier();
}
if (valid) imageStore(uiImages[pc.hdr.outImage], screenPx, dst);
}