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>
96 lines
3.4 KiB
GLSL
96 lines
3.4 KiB
GLSL
#version 460
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#extension GL_GOOGLE_include_directive : enable
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#include "ui-shared.glsl"
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// One workgroup per 8×8 screen tile. The workgroup cooperatively streams the
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// ImageItem list in chunks of 64 (see ui-shared.glsl), culling each chunk
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// against the tile and compacting survivors — in buffer order — into shared
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// memory; every thread then accumulates over only those survivors.
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layout(push_constant) uniform PC {
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UIDispatchHeader hdr;
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} pc;
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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shared vec4 s_rect[UI_CHUNK];
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shared vec4 s_uv[UI_CHUNK];
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shared vec4 s_tint[UI_CHUNK];
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shared uvec4 s_slots[UI_CHUNK];
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// 1.0/rect.zw, precomputed once per item at cooperative-load time so the
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// per-pixel inner loop multiplies instead of recomputing a vec2 reciprocal of
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// the (loop-invariant, but shared-mem + varying-index, so non-hoistable by the
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// compiler) rect size for every pixel × item.
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shared vec2 s_invRectSize[UI_CHUNK];
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shared uint s_keep[UI_CHUNK];
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shared uint s_order[UI_CHUNK];
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shared uint s_count;
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void main() {
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ivec2 screenPx;
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bool valid = uiResolveScreenPixel(pc.hdr, screenPx);
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vec4 dst = vec4(0.0);
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vec2 sp = vec2(0.0);
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if (valid) {
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dst = imageLoad(uiImages[pc.hdr.outImage], screenPx);
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sp = vec2(screenPx) + 0.5;
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}
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vec2 tileMin, tileMax;
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uiTileBounds(tileMin, tileMax);
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uint lid = gl_LocalInvocationIndex;
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for (uint base = 0u; base < pc.hdr.itemCount; base += UI_CHUNK) {
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uint idx = base + lid;
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bool keep = false;
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if (idx < pc.hdr.itemCount) {
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s_rect[lid] = uiImageHeap[pc.hdr.itemBuffer].items[idx].rect;
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s_uv[lid] = uiImageHeap[pc.hdr.itemBuffer].items[idx].uv;
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s_tint[lid] = uiImageHeap[pc.hdr.itemBuffer].items[idx].tint;
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s_slots[lid] = uiImageHeap[pc.hdr.itemBuffer].items[idx].slots;
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s_invRectSize[lid] = 1.0 / s_rect[lid].zw;
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keep = uiAabbOverlapsTile(s_rect[lid].xy, s_rect[lid].xy + s_rect[lid].zw,
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tileMin, tileMax);
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}
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s_keep[lid] = keep ? 1u : 0u;
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barrier();
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if (lid == 0u) {
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uint n = 0u;
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uint lim = min(UI_CHUNK, pc.hdr.itemCount - base);
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for (uint k = 0u; k < lim; ++k)
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if (s_keep[k] != 0u) s_order[n++] = k;
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s_count = n;
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}
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barrier();
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if (valid) {
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for (uint j = 0u; j < s_count; ++j) {
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uint c = s_order[j];
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vec2 lo = s_rect[c].xy;
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vec2 hi = s_rect[c].xy + s_rect[c].zw;
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if (sp.x < lo.x || sp.y < lo.y) continue;
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if (sp.x >= hi.x || sp.y >= hi.y) continue;
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vec2 t = (sp - s_rect[c].xy) * s_invRectSize[c];
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vec2 uv = mix(s_uv[c].xy, s_uv[c].zw, t);
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uint texSlot = s_slots[c].x;
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uint sampSlot = s_slots[c].y;
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vec4 sampled = texture(
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sampler2D(uiTextures[nonuniformEXT(texSlot)],
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uiSamplers[nonuniformEXT(sampSlot)]),
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uv
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);
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vec4 src = sampled * s_tint[c];
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if (src.a <= 0.0) continue;
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dst = uiBlendOver(dst, src);
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}
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}
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barrier();
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}
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if (valid) imageStore(uiImages[pc.hdr.outImage], screenPx, dst);
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}
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