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master
| Author | SHA1 | Date | |
|---|---|---|---|
| e8ffa28de3 | |||
| 5317b8f142 | |||
| e36229a3ef |
@@ -75,6 +75,16 @@
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"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- textures",
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"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- textures",
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"cwd": "$ZED_WORKTREE_ROOT",
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"cwd": "$ZED_WORKTREE_ROOT",
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},
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},
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{
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"label": "Run draw gaussian-blur example",
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"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- gaussian-blur",
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"cwd": "$ZED_WORKTREE_ROOT",
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},
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{
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"label": "Run draw gaussian-blur-debug example",
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"command": "odin run draw/examples -debug -out=out/debug/draw-examples -- gaussian-blur-debug",
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"cwd": "$ZED_WORKTREE_ROOT",
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},
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{
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{
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"label": "Run qrcode basic example",
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"label": "Run qrcode basic example",
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"command": "odin run qrcode/examples -debug -out=out/debug/qrcode-examples -- basic",
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"command": "odin run qrcode/examples -debug -out=out/debug/qrcode-examples -- basic",
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+401
-221
@@ -5,54 +5,60 @@ Clay UI integration.
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## Current state
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## Current state
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The renderer uses a single unified `Pipeline_2D_Base` (`TRIANGLELIST` pipeline) with two submission
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The renderer uses a single unified `Core_2D` (`TRIANGLELIST` pipeline) with two submission
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modes dispatched by a push constant:
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modes dispatched by a push constant:
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- **Mode 0 (Tessellated):** Vertex buffer contains real geometry. Used for text (indexed draws into
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- **Mode 0 (Tessellated):** Vertex buffer contains real geometry. Used for text (indexed draws into
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SDL_ttf atlas textures), single-pixel points (`tes_pixel`), arbitrary user geometry (`tes_triangle`,
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SDL_ttf atlas textures), single-pixel points (`tess.pixel`), arbitrary user geometry
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`tes_triangle_fan`, `tes_triangle_strip`), and shapes without a closed-form rounded-rectangle
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(`tess.triangle`, `tess.triangle_aa`, `tess.triangle_lines`, `tess.triangle_fan`,
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reduction: ellipses (`tes_ellipse`), regular polygons (`tes_polygon`), and circle sectors
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`tess.triangle_strip`), and any raw vertex geometry submitted via `prepare_shape`. The fragment
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(`tes_sector`). The fragment shader computes `out = color * texture(tex, uv)`.
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shader premultiplies the texture sample (`t.rgb *= t.a`) and computes `out = color * t`.
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- **Mode 1 (SDF):** A static 6-vertex unit-quad buffer is drawn instanced, with per-primitive
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- **Mode 1 (SDF):** A static 6-vertex unit-quad buffer is drawn instanced, with per-primitive
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`Primitive` structs (80 bytes each) uploaded each frame to a GPU storage buffer. The vertex shader
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`Core_2D_Primitive` structs (96 bytes each) uploaded each frame to a GPU storage buffer. The vertex
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reads `primitives[gl_InstanceIndex]`, computes world-space position from unit quad corners +
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shader reads `primitives[gl_InstanceIndex]`, computes world-space position from unit quad corners +
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primitive bounds. The fragment shader always evaluates `sdRoundedBox` — there is no per-primitive
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primitive bounds. The fragment shader dispatches on `Shape_Kind` (encoded in the low byte of
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kind dispatch.
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`Core_2D_Primitive.flags`) to evaluate one of four signed distance functions:
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- **RRect** (kind 1) — `sdRoundedBox` with per-corner radii. Covers rectangles (sharp or rounded),
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circles (uniform radii = half-size), and line segments / capsules (rotated RRect with uniform
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radii = half-thickness). Covers filled, outlined, textured, and gradient-filled variants.
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- **NGon** (kind 2) — `sdRegularPolygon` for regular N-sided polygons.
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- **Ellipse** (kind 3) — `sdEllipseApprox`, an approximate ellipse SDF suitable for UI rendering.
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- **Ring_Arc** (kind 4) — annular ring with optional angular clipping via pre-computed edge
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normals. Covers full rings, partial arcs, and pie slices (`inner_radius = 0`).
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The SDF path handles all shapes that are algebraically reducible to a rounded rectangle:
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All SDF shapes support fill, outline, solid color, 2-color linear gradients, 2-color radial
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gradients, and texture fills via `Shape_Flags` (see `core_2d.odin`). The texture UV rect
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- **Rounded rectangles** — per-corner radii via `sdRoundedBox` (iq). Covers filled, stroked,
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(`uv_rect: [4]f32`) and the gradient/outline parameters (`effects: Gradient_Outline`) live in their
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textured, and gradient-filled rectangles.
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own 16-byte slots in `Core_2D_Primitive`, so a primitive can carry texture and outline simultaneously.
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- **Circles** — uniform radii equal to half-size. Covers filled, stroked, and radial-gradient circles.
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Gradient and texture remain mutually exclusive at the fill-source level (a Brush variant chooses one
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- **Line segments / capsules** — rotated RRect with uniform radii equal to half-thickness (stadium shape).
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or the other) since they share the worst-case fragment-shader register path.
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- **Full rings / annuli** — stroked circle (mid-radius with stroke thickness = outer - inner).
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All SDF shapes support fill, stroke, solid color, bilinear 4-corner gradients, radial 2-color
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gradients, and texture fills via `Shape_Flags`. Gradient colors are packed into the same 16 bytes as
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the texture UV rect via a `Uv_Or_Gradient` raw union — zero size increase to the 80-byte `Primitive`
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struct. Gradient and texture are mutually exclusive.
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All SDF shapes produce mathematically exact curves with analytical anti-aliasing via `smoothstep` —
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All SDF shapes produce mathematically exact curves with analytical anti-aliasing via `smoothstep` —
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no tessellation, no piecewise-linear approximation. A rounded rectangle is 1 primitive (80 bytes)
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no tessellation, no piecewise-linear approximation. A rounded rectangle is 1 primitive (96 bytes)
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instead of ~250 vertices (~5000 bytes).
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instead of ~250 vertices (~5000 bytes).
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The fragment shader's estimated register footprint is ~20–23 VGPRs via static live-range analysis.
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The main pipeline's register budget is **≤24 registers** (see "Main/effects split: register pressure"
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RRect and Ring_Arc are roughly tied at peak pressure — RRect carries `corner_radii` (4 regs) plus
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in the pipeline plan below for the full cliff/margin analysis and SBC architecture context).
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`sdRoundedBox` temporaries, Ring_Arc carries wedge normals plus dot-product temporaries. Both land
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The fragment shader's estimated peak footprint is ~22–26 fp32 VGPRs (~16–22 fp16 VGPRs on architectures
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comfortably under Mali Valhall's 32-register occupancy cliff (G57/G77/G78 and later) and well under
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with native mediump) via manual live-range analysis. The dominant peak is the Ring_Arc kind path
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desktop limits. On older Bifrost Mali (G71/G72/G76, 16-register cliff) either shape kind may incur
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(wedge normals + inner/outer radii + dot-product temporaries live simultaneously with carried state
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partial occupancy reduction. These estimates are hand-counted; exact numbers require `malioc` or
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like `f_color`, `f_uv_rect`/`f_effects`, and `half_size`). RRect is 1–2 regs lower (`corner_radii` vec4
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Radeon GPU Analyzer against the compiled SPIR-V.
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replaces the separate inner/outer + normal pairs). NGon and Ellipse are lighter still. Real compilers
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apply live-range coalescing, mediump-to-fp16 promotion, and rematerialization that typically shave
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2–4 regs from hand-counted estimates — the conservative 26-reg upper bound is expected to compile
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down to within the 24-register budget, but this must be verified with `malioc` (see "Verifying
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register counts" below). On V3D and Bifrost architectures (16-register cliff), the compiler
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statically allocates registers for the worst-case path (Ring_Arc) regardless of which kind any given
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fragment actually evaluates, so all fragments pay the occupancy cost of the heaviest branch. This is
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a documented limitation, not a design constraint (see "Known limitations: V3D and Bifrost" below).
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MSAA is opt-in (default `._1`, no MSAA) via `Init_Options.msaa_samples`. SDF rendering does not
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MSAA is intentionally not supported. SDF text and shapes compute fragment coverage analytically
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benefit from MSAA because fragment coverage is computed analytically. MSAA remains useful for text
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via `smoothstep`, so they don't benefit from multisampling. Tessellated user geometry submitted via
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glyph edges and tessellated user geometry if desired.
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`prepare_shape` is rendered without anti-aliasing — if AA is required for tessellated content, the
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caller must render it to their own offscreen target and submit the result as a texture. This
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All public drawing procs use prefixed names for clarity: `sdf_*` for SDF-path shapes, `tes_*` for
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decision matches RAD Debugger's architecture and aligns with the SBC target (Mali Valhall, where
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tessellated-path shapes. Proc groups provide a single entry point per shape concept (e.g.,
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MSAA's per-tile bandwidth multiplier is expensive).
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`sdf_rectangle` dispatches to `sdf_rectangle_solid` or `sdf_rectangle_gradient` based on argument
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count).
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## 2D rendering pipeline plan
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## 2D rendering pipeline plan
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@@ -66,22 +72,23 @@ primitives and effects can be added to the library without architectural changes
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The 2D renderer uses three GPU pipelines, split by **register pressure** (main vs effects) and
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The 2D renderer uses three GPU pipelines, split by **register pressure** (main vs effects) and
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**render-pass structure** (everything vs backdrop):
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**render-pass structure** (everything vs backdrop):
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1. **Main pipeline** — shapes (SDF and tessellated), text, and textured rectangles. Low register
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1. **Main pipeline** — shapes (SDF and tessellated), text, and textured rectangles. Register budget:
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footprint (~18–24 registers per thread). Runs at full GPU occupancy on every architecture.
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**≤24 registers** (full occupancy on Valhall and all desktop GPUs). Handles 90%+ of all fragments
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Handles 90%+ of all fragments in a typical frame.
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in a typical frame.
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2. **Effects pipeline** — drop shadows, inner shadows, outer glow, and similar ALU-bound blur
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2. **Effects pipeline** — drop shadows, inner shadows, outer glow, and similar ALU-bound blur
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effects. Medium register footprint (~48–60 registers). Each effects primitive includes the base
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effects. Register budget: **≤56 registers** (targets Valhall's second cliff at 64; reduced
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occupancy at the first cliff is accepted by design). Each effects primitive includes the base
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shape's SDF so that it can draw both the effect and the shape in a single fragment pass, avoiding
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shape's SDF so that it can draw both the effect and the shape in a single fragment pass, avoiding
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redundant overdraw. Separated from the main pipeline to protect main-pipeline occupancy on
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redundant overdraw. Separated from the main pipeline to protect main-pipeline occupancy on
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low-end hardware (see register analysis below).
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low-end hardware (see register analysis below).
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3. **Backdrop pipeline** — frosted glass, refraction, and any effect that samples the current render
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3. **Backdrop pipeline** — frosted glass, refraction, and any effect that samples the current render
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target as input. Implemented as a multi-pass sequence (downsample, separable blur, composite),
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target as input. Implemented as a multi-pass sequence (downsample, separable blur, composite),
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where each individual pass has a low-to-medium register footprint (~15–40 registers). Separated
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where each individual sub-pass has a register budget of **≤24 registers** (full occupancy on
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from the other pipelines because it structurally requires ending the current render pass and
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Valhall). Separated from the other pipelines because it structurally requires ending the current
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copying the render target before any backdrop-sampling fragment can execute — a command-buffer-
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render pass and copying the render target before any backdrop-sampling fragment can execute — a
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level boundary that cannot be avoided regardless of shader complexity.
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command-buffer-level boundary that cannot be avoided regardless of shader complexity.
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A typical UI frame with no effects uses 1 pipeline bind and 0 switches. A frame with drop shadows
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A typical UI frame with no effects uses 1 pipeline bind and 0 switches. A frame with drop shadows
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uses 2 pipelines and 1 switch. A frame with shadows and frosted glass uses all 3 pipelines and 2
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uses 2 pipelines and 1 switch. A frame with shadows and frosted glass uses all 3 pipelines and 2
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@@ -97,56 +104,113 @@ code) or many per-primitive-type pipelines (no branching overhead, lean per-shad
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A GPU shader core has a fixed register pool shared among all concurrent threads. The compiler
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A GPU shader core has a fixed register pool shared among all concurrent threads. The compiler
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allocates registers pessimistically based on the worst-case path through the shader. If the shader
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allocates registers pessimistically based on the worst-case path through the shader. If the shader
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contains both a 20-register RRect SDF and a 48-register drop-shadow blur, _every_ fragment — even
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contains both a 24-register RRect SDF and a 56-register drop-shadow blur, _every_ fragment — even
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trivial RRects — is allocated 48 registers. This directly reduces **occupancy** (the number of
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trivial RRects — is allocated 56 registers. This directly reduces **occupancy** (the number of
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warps/wavefronts that can run simultaneously), which reduces the GPU's ability to hide memory
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warps/wavefronts that can run simultaneously), which reduces the GPU's ability to hide memory
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latency.
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latency.
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Each GPU architecture has a **register cliff** — a threshold above which occupancy starts dropping.
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Each GPU architecture has discrete **occupancy cliffs** — register counts above which the number of
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Below the cliff, adding registers has zero occupancy cost.
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concurrent threads drops in a step. Below the cliff, adding registers has zero occupancy cost. One
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register over, throughput drops sharply.
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On consumer Ampere/Ada GPUs (RTX 30xx/40xx, 65,536 regs/SM, max 1,536 threads/SM, cliff at ~43 regs):
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**Target architecture: ARM Mali Valhall (32-register first cliff).** The binding constraint for our
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register budgets comes from the SBC (single-board computer) market, where Mali Valhall is the
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dominant current GPU architecture:
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| Register allocation | Reg-limited threads | Actual (hw-capped) | Occupancy |
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- **RK3588-class boards** (Orange Pi 5, Radxa Rock 5, Khadas Edge 2, NanoPi R6, Banana Pi M7) ship
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| ------------------------ | ------------------- | ------------------ | --------- |
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**Mali-G610** (Valhall). This is the dominant non-Pi SBC platform. First occupancy cliff at **32
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| ~16 regs (main pipeline) | 4,096 | 1,536 | 100% |
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registers**, second cliff at **64 registers**.
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| 32 regs | 2,048 | 1,536 | 100% |
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- **ARM Mali Valhall** (G57, G77, G78, G610, G710, G715; 2019+) and **5th-gen / Mali-G1** (2024+):
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| 48 regs (effects) | 1,365 | 1,365 | ~89% |
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same cliff structure — first at 32, second at 64.
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- **ARM Mali Bifrost** (G31, G51, G52, G71, G72, G76; ~2016–2018): first cliff at **16 registers**.
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Legacy; found on older budget boards (Allwinner H6/H618, Amlogic S922X). See Known limitations
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below.
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- **Broadcom V3D 4.x / 7.x** (Raspberry Pi 4 / Pi 5): first cliff at **16 registers**. Outlier in
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the current SBC market. See Known limitations below.
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- **Apple M3+**: Dynamic Caching (register file virtualization) eliminates the static cliff entirely.
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Register allocation happens at runtime based on actual usage.
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- **Qualcomm Adreno**: dynamic register allocation with soft thresholds; no hard cliff.
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- **NVIDIA desktop** (Ampere/Ada): cliff at ~43 registers. Not a constraint for any of our pipelines.
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On Volta/A100 GPUs (65,536 regs/SM, max 2,048 threads/SM, cliff at ~32 regs):
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**Register budgets and margin.** We target Valhall's 32-register first cliff for the main and
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backdrop pipelines, and Valhall's 64-register second cliff for the effects pipeline, each with **8
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registers of margin**:
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| Register allocation | Reg-limited threads | Actual (hw-capped) | Occupancy |
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| Pipeline | Cliff targeted | Margin | Register budget | Rationale |
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| ------------------------ | ------------------- | ------------------ | --------- |
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| ------------------- | ---------------------- | ------ | ----------------- | --------------------------------------------------------------------------------------------- |
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| ~16 regs (main pipeline) | 4,096 | 2,048 | 100% |
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| Main pipeline | 32 (Valhall 1st cliff) | 8 | **≤24 regs** | Handles 90%+ of frame fragments; must run at full occupancy |
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| 32 regs | 2,048 | 2,048 | 100% |
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| Backdrop sub-passes | 32 (Valhall 1st cliff) | 8 | **≤24 regs** each | Multi-pass structure keeps each pass small; no reason to give up occupancy |
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| 48 regs (effects) | 1,365 | 1,365 | ~67% |
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| Effects pipeline | 64 (Valhall 2nd cliff) | 8 | **≤56 regs** | Reduced occupancy at 1st cliff accepted by design — the entire point of splitting effects out |
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On low-end mobile (ARM Mali Bifrost/Valhall, 64 regs/thread, cliff fixed at 32 regs):
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**Why 8 registers of margin.** Targeting the cliff exactly is fragile. Three forces push register
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counts upward over a shader's lifetime:
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| Register allocation | Occupancy |
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1. **Compiler version changes.** Mali driver releases (r35p0 → r55p0 etc.) ship new register
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| -------------------- | -------------------------- |
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allocators. Shaders typically drift ±2–3 registers between versions on unchanged source.
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| 0–32 regs (main) | 100% (full thread count) |
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2. **Feature additions.** Each new effect, flag, or uniform adds 1–4 live registers. A new gradient
|
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| 33–64 regs (effects) | ~50% (thread count halves) |
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mode or outline option lands in this range.
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3. **Precision regressions.** A `mediump` demoted to `highp` (by bug fix, compiler heuristic change,
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or a contributor not knowing) costs 2 registers per affected `vec4`.
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Mali's cliff at 32 registers is the binding constraint. On desktop the occupancy difference between
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Realistic creep over a couple of years is 4–8 registers. The cost of conservatism is zero — a shader
|
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20 and 48 registers is modest (89–100%); on Mali it is a hard 2× throughput reduction. The
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at 24 regs runs identically to one at 32 on every Valhall device. The cost of crossing the cliff is
|
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main/effects split protects 90%+ of a frame's fragments (shapes, text, textures) from the effects
|
a 2× throughput drop with no warning. Asymmetric costs justify a generous margin.
|
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pipeline's register cost.
|
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For the effects pipeline's drop-shadow shader — erf-approximation blur math with several texture
|
**Why the main/effects split exists.** If the main pipeline shader contained both the 24-register
|
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fetches — 50% occupancy on Mali roughly halves throughput. At 4K with 1.5× overdraw (~12.4M
|
SDF path and the ~50-register drop-shadow blur, every fragment — even trivial RRects — would be
|
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allocated ~50 registers. On Valhall this crosses the 32-register first cliff, halving occupancy for
|
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90%+ of the frame's fragments. Separating effects into their own pipeline means the main pipeline
|
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stays at ≤24 registers (full Valhall occupancy), and only the small fraction of fragments that
|
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actually render effects (~5–10% in a typical UI) run at reduced occupancy.
|
||||||
|
|
||||||
|
For the effects pipeline's drop-shadow shader — analytical erf-approximation blur (~80 FLOPs, no
|
||||||
|
texture samples) — 50% occupancy on Valhall roughly halves throughput. At 4K with 1.5× overdraw (~12.4M
|
||||||
fragments), a single unified shader containing the shadow branch would cost ~4ms instead of ~2ms on
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fragments), a single unified shader containing the shadow branch would cost ~4ms instead of ~2ms on
|
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low-end mobile. This is a per-frame multiplier even when the heavy branch is never taken, because the
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Valhall. This is a per-frame multiplier even when the heavy branch is never taken, because the
|
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compiler allocates registers for the worst-case path.
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compiler allocates registers for the worst-case path.
|
||||||
|
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||||||
All main-pipeline members (SDF shapes, tessellated geometry, text, textured rectangles) cluster at
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The effects pipeline's ≤56-register budget keeps it under Valhall's second cliff at 64, yielding
|
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12–24 registers — below the cliff on every architecture — so unifying them costs nothing in
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50–67% occupancy on effected shapes. This is acceptable for the small fraction of frame fragments
|
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occupancy.
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that effects cover.
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|
|
||||||
**Note on Apple M3+ GPUs:** Apple's M3 introduces Dynamic Caching (register file virtualization),
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**Note on Apple M3+ GPUs:** Apple's M3 Dynamic Caching allocates registers at runtime based on
|
||||||
which allocates registers at runtime based on actual usage rather than worst-case. This weakens the
|
actual usage rather than worst-case. This eliminates the static register-pressure argument on M3 and
|
||||||
static register-pressure argument on M3 and later, but the split remains useful for isolating blur
|
later, but the split remains useful for isolating blur ALU complexity and keeping the backdrop
|
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ALU complexity and keeping the backdrop texture-copy out of the main render pass.
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texture-copy out of the main render pass.
|
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|
|
||||||
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**Note on NVIDIA desktop GPUs:** On consumer Ampere/Ada (cliff at ~43 regs), even the effects
|
||||||
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pipeline's ≤56-register budget only reduces occupancy to ~89% — well within noise. On Volta/A100
|
||||||
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(cliff at ~32 regs), the effects pipeline drops to ~67%. In both cases the main pipeline runs at
|
||||||
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100% occupancy. Desktop GPUs are not the binding constraint; Valhall is.
|
||||||
|
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||||||
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#### Known limitations: V3D and Bifrost (16-register cliff)
|
||||||
|
|
||||||
|
Broadcom V3D 4.x / 7.x (Raspberry Pi 4 / Pi 5) and ARM Mali Bifrost (G31, G51, G52, G71, G72, G76)
|
||||||
|
have a first occupancy cliff at **16 registers**. All three of our pipelines exceed this cliff — even
|
||||||
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the main pipeline's ≤24-register budget is above 16. On these architectures, every shader runs at
|
||||||
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reduced occupancy regardless of which shape kind or effect is active.
|
||||||
|
|
||||||
|
Restoring full occupancy on V3D / Bifrost would require a fundamentally different shader
|
||||||
|
architecture: per-shape-kind pipeline splitting (one pipeline per SDF kind, each with a minimal
|
||||||
|
register footprint under 16). This conflicts with the unified-pipeline design that enables single
|
||||||
|
draw calls per scissor, submission-order Z preservation, and low PSO compilation cost. It would
|
||||||
|
effectively be the GPUI-style approach whose tradeoffs are analyzed in "Why not per-primitive-type
|
||||||
|
pipelines" below.
|
||||||
|
|
||||||
|
We treat this as a documented limitation, not a design constraint. The 16-register cliff is legacy
|
||||||
|
(Bifrost) or a single-vendor outlier (V3D). The dominant current SBC platform (RK3588 / Mali-G610)
|
||||||
|
and all mainstream mobile and desktop GPUs have cliffs at 32 or higher. The long-term direction in
|
||||||
|
GPU architecture is toward eliminating static cliffs entirely (Apple Dynamic Caching, Adreno dynamic
|
||||||
|
allocation).
|
||||||
|
|
||||||
|
#### Verifying register counts
|
||||||
|
|
||||||
|
The register estimates in this document are hand-counted via manual live-range analysis (see Current
|
||||||
|
state). Shader changes that affect the main or effects pipeline should be verified with `malioc`
|
||||||
|
(ARM Mali Offline Compiler) against current Valhall driver versions before merging. `malioc` reports
|
||||||
|
exact register allocation, spilling, and occupancy for each Mali generation. On desktop, Radeon GPU
|
||||||
|
Analyzer (RGA) and NVIDIA Nsight provide equivalent data. Replacing the hand-counted estimates with
|
||||||
|
measured `malioc` numbers is a follow-up task.
|
||||||
|
|
||||||
#### Backdrop split: render-pass structure
|
#### Backdrop split: render-pass structure
|
||||||
|
|
||||||
@@ -156,10 +220,11 @@ render target must be copied to a separate texture via `CopyGPUTextureToTexture`
|
|||||||
level operation that requires ending the current render pass. This boundary exists regardless of
|
level operation that requires ending the current render pass. This boundary exists regardless of
|
||||||
shader complexity and cannot be optimized away.
|
shader complexity and cannot be optimized away.
|
||||||
|
|
||||||
The backdrop pipeline's individual shader passes (downsample, separable blur, composite) are
|
The backdrop pipeline's individual shader passes (downsample, separable blur, composite) are budgeted
|
||||||
register-light (~15–40 regs each), so merging them into the effects pipeline would cause no occupancy
|
at ≤24 registers each (same as the main pipeline), so merging them into the effects pipeline would
|
||||||
problem. But the render-pass boundary makes merging structurally impossible — effects draws happen
|
cause no occupancy problem. But the render-pass boundary makes merging structurally impossible —
|
||||||
inside the main render pass, backdrop draws happen inside their own bracketed pass sequence.
|
effects draws happen inside the main render pass, backdrop draws happen inside their own bracketed
|
||||||
|
pass sequence.
|
||||||
|
|
||||||
#### Why not per-primitive-type pipelines (GPUI's approach)
|
#### Why not per-primitive-type pipelines (GPUI's approach)
|
||||||
|
|
||||||
@@ -188,9 +253,9 @@ API where each layer draws shadows before quads before glyphs. Our design avoids
|
|||||||
submission order is draw order, no layer juggling required.
|
submission order is draw order, no layer juggling required.
|
||||||
|
|
||||||
**PSO compilation costs multiply.** Each pipeline takes 1–50ms to compile on Metal/Vulkan/D3D12 at
|
**PSO compilation costs multiply.** Each pipeline takes 1–50ms to compile on Metal/Vulkan/D3D12 at
|
||||||
first use. 7 pipelines is ~175ms cold startup; 3 pipelines is ~75ms. Adding state axes (MSAA
|
first use. 7 pipelines is ~175ms cold startup; 3 pipelines is ~75ms. Adding state axes (blend
|
||||||
variants, blend modes, color formats) multiplies combinatorially — a 2.3× larger variant matrix per
|
modes, color formats) multiplies combinatorially — a 2.3× larger variant matrix per additional
|
||||||
additional axis with 7 pipelines vs 3.
|
axis with 7 pipelines vs 3.
|
||||||
|
|
||||||
**Branching cost comparison: unified vs per-kind in the effects pipeline.** The effects pipeline is
|
**Branching cost comparison: unified vs per-kind in the effects pipeline.** The effects pipeline is
|
||||||
the strongest candidate for per-kind splitting because effect branches are heavier than shape
|
the strongest candidate for per-kind splitting because effect branches are heavier than shape
|
||||||
@@ -271,18 +336,23 @@ There are three categories of branch condition in a fragment shader, ranked by c
|
|||||||
|
|
||||||
#### Which category our branches fall into
|
#### Which category our branches fall into
|
||||||
|
|
||||||
Our design has two branch points:
|
Our design has three branch points:
|
||||||
|
|
||||||
1. **`mode` (push constant): tessellated vs. SDF.** This is category 2 — uniform per draw call.
|
1. **`mode` (push constant): tessellated vs. SDF.** This is category 2 — uniform per draw call.
|
||||||
Every thread in every warp of a draw call sees the same `mode` value. **Zero divergence, zero
|
Every thread in every warp of a draw call sees the same `mode` value. **Zero divergence, zero
|
||||||
cost.**
|
cost.**
|
||||||
|
|
||||||
2. **`flags` (flat varying from storage buffer): gradient/texture/stroke mode.** This is category 3.
|
2. **`kind` (flat varying from storage buffer): SDF shape kind dispatch.** This is category 3.
|
||||||
The `flat` interpolation qualifier ensures that all fragments rasterized from one primitive's quad
|
The low byte of `Primitive.flags` encodes `Shape_Kind` (RRect, NGon, Ellipse, Ring_Arc), passed
|
||||||
receive the same flag bits. However, since the SDF path now evaluates only `sdRoundedBox` with no
|
to the fragment shader as a `flat` varying. All fragments of one primitive's quad receive the same
|
||||||
kind dispatch, the only flag-dependent branches are gradient vs. texture vs. solid color selection
|
kind value. The fragment shader's `if/else if` chain selects the appropriate SDF function (~15–30
|
||||||
— all lightweight (3–8 instructions per path). Divergence at primitive boundaries between
|
instructions per kind). Divergence occurs only at primitive boundaries where adjacent quads have
|
||||||
different flag combinations has negligible cost.
|
different kinds.
|
||||||
|
|
||||||
|
3. **`flags` (flat varying from storage buffer): gradient/texture/outline mode.** Also category 3.
|
||||||
|
The upper bits of `Primitive.flags` encode `Shape_Flags`, controlling gradient vs. texture vs.
|
||||||
|
solid color selection and outline rendering — all lightweight branches (3–8 instructions per
|
||||||
|
path). Divergence at primitive boundaries between different flag combinations has negligible cost.
|
||||||
|
|
||||||
For category 3, the divergence analysis depends on primitive size:
|
For category 3, the divergence analysis depends on primitive size:
|
||||||
|
|
||||||
@@ -299,11 +369,12 @@ For category 3, the divergence analysis depends on primitive size:
|
|||||||
frame-level divergence is typically **1–3%** of all warps.
|
frame-level divergence is typically **1–3%** of all warps.
|
||||||
|
|
||||||
At 1–3% divergence, the throughput impact is negligible. At 4K with 12.4M total fragments
|
At 1–3% divergence, the throughput impact is negligible. At 4K with 12.4M total fragments
|
||||||
(~387,000 warps), divergent boundary warps number in the low thousands. Without kind dispatch, the
|
(~387,000 warps), divergent boundary warps number in the low thousands. The longest SDF kind branch
|
||||||
longest untaken branch is the gradient evaluation (~8 instructions), not a different SDF function.
|
is Ring_Arc (~30 instructions); when a divergent warp straddles two different kinds, it pays the cost
|
||||||
Each divergent warp pays at most ~8 extra instructions. At ~12G instructions/sec on a mid-range GPU,
|
of both (~45–60 instructions total). Each divergent warp's extra cost is modest — at ~12G
|
||||||
that totals ~1.3μs — under 0.02% of an 8.3ms (120 FPS) frame budget. This is
|
instructions/sec on a mid-range GPU, even 3,000 divergent warps × 60 extra instructions totals
|
||||||
confirmed by production renderers that use exactly this pattern:
|
~15μs, under 0.2% of an 8.3ms (120 FPS) frame budget. This is confirmed by production renderers
|
||||||
|
that use exactly this pattern:
|
||||||
|
|
||||||
- **vger / vger-rs** (Audulus): single pipeline, 11 primitive kinds dispatched by a `switch` on a
|
- **vger / vger-rs** (Audulus): single pipeline, 11 primitive kinds dispatched by a `switch` on a
|
||||||
flat varying `prim_type`. Ships at 120 FPS on iPads. The author (Taylor Holliday) replaced nanovg
|
flat varying `prim_type`. Ships at 120 FPS on iPads. The author (Taylor Holliday) replaced nanovg
|
||||||
@@ -327,10 +398,10 @@ our design:
|
|||||||
> have no per-fragment data-dependent branches in the main pipeline.
|
> have no per-fragment data-dependent branches in the main pipeline.
|
||||||
|
|
||||||
2. **Branches where both paths are very long.** If both sides of a branch are 500+ instructions,
|
2. **Branches where both paths are very long.** If both sides of a branch are 500+ instructions,
|
||||||
divergent warps pay double a large cost. Without kind dispatch, the SDF path always evaluates
|
divergent warps pay double a large cost. Our SDF kind branches are short (~15–30 instructions
|
||||||
`sdRoundedBox`; the only branches are gradient/texture/solid color selection at 3–8 instructions
|
each), and the gradient/texture/solid color selection branches are shorter still (3–8 instructions
|
||||||
each. Even fully divergent, the penalty is ~8 extra instructions — less than a single texture
|
each). Even fully divergent, the combined penalty is ~30–60 extra instructions — comparable to a
|
||||||
sample's latency.
|
single texture sample's latency.
|
||||||
|
|
||||||
3. **Branches that prevent compiler optimizations.** Some compilers cannot schedule instructions
|
3. **Branches that prevent compiler optimizations.** Some compilers cannot schedule instructions
|
||||||
across branch boundaries, reducing VLIW utilization on older architectures. Modern GPUs (NVIDIA
|
across branch boundaries, reducing VLIW utilization on older architectures. Modern GPUs (NVIDIA
|
||||||
@@ -338,9 +409,10 @@ our design:
|
|||||||
concern.
|
concern.
|
||||||
|
|
||||||
4. **Register pressure from the union of all branches.** This is the real cost, and it is why we
|
4. **Register pressure from the union of all branches.** This is the real cost, and it is why we
|
||||||
split heavy effects (shadows, glass) into separate pipelines. Within the main pipeline, the SDF
|
split heavy effects into separate pipelines. Within the main pipeline, the four
|
||||||
path has a single evaluation (sdRoundedBox) with flag-based color selection, clustering at ~15–18
|
SDF kind branches and flag-based color selection cluster at ~22–26 registers (see register
|
||||||
registers, so there is negligible occupancy loss.
|
analysis in Current state), within the ≤24-register budget that guarantees full occupancy on
|
||||||
|
Valhall and all desktop architectures. See Known limitations for V3D / Bifrost.
|
||||||
|
|
||||||
**References:**
|
**References:**
|
||||||
|
|
||||||
@@ -361,27 +433,29 @@ our design:
|
|||||||
### Main pipeline: SDF + tessellated (unified)
|
### Main pipeline: SDF + tessellated (unified)
|
||||||
|
|
||||||
The main pipeline serves two submission modes through a single `TRIANGLELIST` pipeline and a single
|
The main pipeline serves two submission modes through a single `TRIANGLELIST` pipeline and a single
|
||||||
vertex input layout, distinguished by a mode marker in the `Primitive.flags` field (low byte:
|
vertex input layout, distinguished by a `mode` field in the `Vertex_Uniforms_2D` push constant
|
||||||
0 = tessellated, 1 = SDF). The tessellated path sets this to 0 via zero-initialization in the vertex
|
(`Core_2D_Mode.Tessellated = 0`, `Core_2D_Mode.SDF = 1`), pushed per draw call via `push_globals`. The
|
||||||
shader; the SDF path sets it to 1 via `pack_flags`.
|
vertex shader branches on this uniform to select the tessellated or SDF code path.
|
||||||
|
|
||||||
- **Tessellated mode** (`mode = 0`): direct vertex buffer with explicit geometry. Used for text
|
- **Tessellated mode** (`mode = 0`): direct vertex buffer with explicit geometry. Used for text
|
||||||
(SDL_ttf atlas sampling), triangle fans/strips, ellipses, regular polygons, circle sectors, and
|
(SDL_ttf atlas sampling), triangles, triangle fans/strips, single-pixel points, and any
|
||||||
any user-provided raw vertex geometry.
|
user-provided raw vertex geometry.
|
||||||
- **SDF mode** (`mode = 1`): shared unit-quad vertex buffer + GPU storage buffer of `Primitive`
|
- **SDF mode** (`mode = 1`): shared unit-quad vertex buffer + GPU storage buffer of
|
||||||
structs, drawn instanced. Used for all shapes with closed-form signed distance functions.
|
`Core_2D_Primitive` structs, drawn instanced. Used for all shapes with closed-form signed distance
|
||||||
|
functions.
|
||||||
|
|
||||||
Both modes use the same fragment shader. The fragment shader checks the mode marker: mode 0 computes
|
Both modes use the same fragment shader. The fragment shader checks `Shape_Kind` (low byte of
|
||||||
`out = color * texture(tex, uv)`; mode 1 always evaluates `sdRoundedBox` and applies
|
`Core_2D_Primitive.flags`): kind 0 (`Solid`) is the tessellated path, which premultiplies the texture
|
||||||
gradient/texture/solid color based on flag bits.
|
sample and computes `out = color * t`; kinds 1–4 dispatch to one of four SDF functions (RRect, NGon,
|
||||||
|
Ellipse, Ring_Arc) and apply gradient/texture/outline/solid color based on `Shape_Flags` bits.
|
||||||
|
|
||||||
#### Why SDF for shapes
|
#### Why SDF for shapes
|
||||||
|
|
||||||
CPU-side adaptive tessellation for curved shapes (the current approach) has three problems:
|
CPU-side adaptive tessellation for curved shapes (the current approach) has three problems:
|
||||||
|
|
||||||
1. **Vertex bandwidth.** A rounded rectangle with four corner arcs produces ~250 vertices × 20 bytes
|
1. **Vertex bandwidth.** A rounded rectangle with four corner arcs produces ~250 vertices × 20 bytes
|
||||||
= 5 KB. An SDF rounded rectangle is one `Primitive` struct (~56 bytes) plus 4 shared unit-quad
|
= 5 KB. An SDF rounded rectangle is one `Core_2D_Primitive` struct (96 bytes) plus 4 shared
|
||||||
vertices. That is roughly a 90× reduction per shape.
|
unit-quad vertices. That is roughly a 50× reduction per shape.
|
||||||
|
|
||||||
2. **Quality.** Tessellated curves are piecewise-linear approximations. At high DPI or under
|
2. **Quality.** Tessellated curves are piecewise-linear approximations. At high DPI or under
|
||||||
animation/zoom, faceting is visible at any practical segment count. SDF evaluation produces
|
animation/zoom, faceting is visible at any practical segment count. SDF evaluation produces
|
||||||
@@ -412,60 +486,55 @@ SDF primitives are submitted via a GPU storage buffer indexed by `gl_InstanceInd
|
|||||||
shader, rather than encoding per-primitive data redundantly in vertex attributes. This follows the
|
shader, rather than encoding per-primitive data redundantly in vertex attributes. This follows the
|
||||||
pattern used by both Zed GPUI and vger-rs.
|
pattern used by both Zed GPUI and vger-rs.
|
||||||
|
|
||||||
Each SDF shape is described by a single `Primitive` struct (80 bytes) in the storage buffer. The
|
Each SDF shape is described by a single `Core_2D_Primitive` struct (96 bytes) in the storage
|
||||||
vertex shader reads `primitives[gl_InstanceIndex]`, computes the quad corner position from the unit
|
buffer. The vertex shader reads `primitives[gl_InstanceIndex]`, computes the quad corner position
|
||||||
vertex and the primitive's bounds, and passes shape parameters to the fragment shader via `flat`
|
from the unit vertex and the primitive's bounds, and passes shape parameters to the fragment shader
|
||||||
interpolated varyings.
|
via `flat` interpolated varyings.
|
||||||
|
|
||||||
Compared to encoding per-primitive data in vertex attributes (the "fat vertex" approach), storage-
|
Compared to encoding per-primitive data in vertex attributes (the "fat vertex" approach), storage-
|
||||||
buffer instancing eliminates the 4–6× data duplication across quad corners. A rounded rectangle costs
|
buffer instancing eliminates the 4–6× data duplication across quad corners. A rounded rectangle costs
|
||||||
80 bytes instead of 4 vertices × 40+ bytes = 160+ bytes.
|
96 bytes instead of 4 vertices × 60+ bytes = 240+ bytes.
|
||||||
|
|
||||||
The tessellated path retains the existing direct vertex buffer layout (20 bytes/vertex, no storage
|
The tessellated path retains the existing direct vertex buffer layout (20 bytes/vertex, no storage
|
||||||
buffer access). The vertex shader branch on `mode` (push constant) is warp-uniform — every invocation
|
buffer access). The vertex shader branch on `mode` (push constant) is warp-uniform — every invocation
|
||||||
in a draw call has the same mode — so it is effectively free on all modern GPUs.
|
in a draw call has the same mode — so it is effectively free on all modern GPUs.
|
||||||
|
|
||||||
#### Shape folding
|
#### Shape kinds and SDF dispatch
|
||||||
|
|
||||||
The SDF path evaluates a single function — `sdRoundedBox` — for all primitives. There is no
|
The fragment shader dispatches on `Shape_Kind` (low byte of `Core_2D_Primitive.flags`) to evaluate
|
||||||
`Shape_Kind` enum or per-primitive kind dispatch in the fragment shader. Shapes that are algebraically
|
one of four signed distance functions. The `Shape_Kind` enum, per-kind `*_Params` structs, and
|
||||||
special cases of a rounded rectangle are emitted as RRect primitives by the CPU-side drawing procs:
|
CPU-side drawing procs all live in `core_2d.odin`. The drawing procs build the appropriate
|
||||||
|
`Core_2D_Primitive` and set the kind automatically:
|
||||||
|
|
||||||
| User-facing shape | RRect mapping | Notes |
|
Each user-facing shape proc accepts a `Brush` union (color, linear gradient, radial gradient,
|
||||||
| ---------------------------- | -------------------------------------------- | ---------------------------------------- |
|
or textured fill) as its fill source, plus optional outline parameters. The procs map to SDF
|
||||||
| Rectangle (sharp or rounded) | Direct | Per-corner radii from `radii` param |
|
kinds as follows:
|
||||||
| Circle | `half_size = (r, r)`, `radii = (r, r, r, r)` | Uniform radii = half-size |
|
|
||||||
| Line segment / capsule | Rotated RRect, `radii = half_thickness` | Stadium shape (fully-rounded minor axis) |
|
|
||||||
| Full ring / annulus | Stroked circle at mid-radius | `stroke_px = outer - inner` |
|
|
||||||
|
|
||||||
Shapes without a closed-form RRect reduction are drawn via the tessellated path:
|
| User-facing proc | Shape_Kind | SDF function | Notes |
|
||||||
|
| -------------------- | ---------- | ------------------ | ---------------------------------------------------------- |
|
||||||
|
| `rectangle` | `RRect` | `sdRoundedBox` | Per-corner radii from `radii` param |
|
||||||
|
| `circle` | `RRect` | `sdRoundedBox` | Uniform radii = half-size (circle is a degenerate RRect) |
|
||||||
|
| `line`, `line_strip` | `RRect` | `sdRoundedBox` | Rotated capsule — stadium shape (radii = half-thickness) |
|
||||||
|
| `ellipse` | `Ellipse` | `sdEllipseApprox` | Approximate ellipse SDF (fast, suitable for UI) |
|
||||||
|
| `polygon` | `NGon` | `sdRegularPolygon` | Regular N-sided polygon inscribed in a circle |
|
||||||
|
| `ring` (full) | `Ring_Arc` | Annular radial SDF | `max(inner - r, r - outer)` with no angular clipping |
|
||||||
|
| `ring` (partial arc) | `Ring_Arc` | Annular radial SDF | Pre-computed edge normals for angular wedge mask |
|
||||||
|
| `ring` (pie slice) | `Ring_Arc` | Annular radial SDF | `inner_radius = 0`, angular clipping via `start/end_angle` |
|
||||||
|
|
||||||
| Shape | Tessellated proc | Method |
|
The `Shape_Flags` bit set controls per-primitive rendering mode (outline, gradient, texture, rotation,
|
||||||
| ------------------------- | ---------------------------------- | -------------------------- |
|
arc geometry). See the `Shape_Flag` enum in `core_2d.odin` for the authoritative flag
|
||||||
| Ellipse | `tes_ellipse`, `tes_ellipse_lines` | Triangle fan approximation |
|
definitions and bit assignments.
|
||||||
| Regular polygon (N-gon) | `tes_polygon`, `tes_polygon_lines` | Triangle fan from center |
|
|
||||||
| Circle sector (pie slice) | `tes_sector` | Triangle fan arc |
|
|
||||||
|
|
||||||
The `Shape_Flags` bit set controls rendering mode per primitive:
|
|
||||||
|
|
||||||
| Flag | Bit | Effect |
|
|
||||||
| ----------------- | --- | -------------------------------------------------------------------- |
|
|
||||||
| `Stroke` | 0 | Outline instead of fill (`d = abs(d) - stroke_width/2`) |
|
|
||||||
| `Textured` | 1 | Sample texture using `uv.uv_rect` (mutually exclusive with Gradient) |
|
|
||||||
| `Gradient` | 2 | Bilinear 4-corner interpolation from `uv.corner_colors` |
|
|
||||||
| `Gradient_Radial` | 3 | Radial 2-color falloff (inner/outer) from `uv.corner_colors[0..1]` |
|
|
||||||
|
|
||||||
**What stays tessellated:**
|
**What stays tessellated:**
|
||||||
|
|
||||||
- Text (SDL_ttf atlas, pending future MSDF evaluation)
|
- Text (SDL_ttf atlas, pending future MSDF evaluation)
|
||||||
- Ellipses (`tes_ellipse`, `tes_ellipse_lines`)
|
- `tess.pixel` (single-pixel points)
|
||||||
- Regular polygons (`tes_polygon`, `tes_polygon_lines`)
|
- `tess.triangle`, `tess.triangle_aa`, `tess.triangle_lines` (single triangles)
|
||||||
- Circle sectors / pie slices (`tes_sector`)
|
- `tess.triangle_fan`, `tess.triangle_strip` (arbitrary user-provided geometry)
|
||||||
- `tes_triangle`, `tes_triangle_fan`, `tes_triangle_strip` (arbitrary user-provided geometry)
|
|
||||||
- Any raw vertex geometry submitted via `prepare_shape`
|
- Any raw vertex geometry submitted via `prepare_shape`
|
||||||
|
|
||||||
The design rule: if the shape reduces to `sdRoundedBox`, it goes SDF. If it requires a different SDF
|
The design rule: if the shape has a closed-form SDF, it goes through the SDF path with its own
|
||||||
function or is described by a vertex list, it stays tessellated.
|
`Shape_Kind`. If it is described by a vertex list or has no practical SDF, it stays tessellated.
|
||||||
|
|
||||||
### Effects pipeline
|
### Effects pipeline
|
||||||
|
|
||||||
@@ -526,44 +595,153 @@ Wallace's variant) and vger-rs.
|
|||||||
### Backdrop pipeline
|
### Backdrop pipeline
|
||||||
|
|
||||||
The backdrop pipeline handles effects that sample the current render target as input: frosted glass,
|
The backdrop pipeline handles effects that sample the current render target as input: frosted glass,
|
||||||
refraction, mirror surfaces. It is separated from the effects pipeline for a structural reason, not
|
refraction, mirror surfaces. It is separated from the main and effects pipelines for a structural
|
||||||
register pressure.
|
reason, not register pressure.
|
||||||
|
|
||||||
**Render-pass boundary.** Before any backdrop-sampling fragment can run, the current render target
|
**Render-pass boundary.** Before any backdrop-sampling fragment can run, the current render target
|
||||||
must be copied to a separate texture via `CopyGPUTextureToTexture`. This is a command-buffer-level
|
must be in a sampler-readable state. A draw call that samples the render target it is also writing
|
||||||
operation that cannot happen mid-render-pass. The copy naturally creates a pipeline boundary that no
|
to is a hard GPU constraint; the only way to satisfy it is to end the current render pass and start
|
||||||
amount of shader optimization can eliminate — it is a fundamental requirement of sampling a surface
|
a new one. That render-pass boundary is what a “bracket” is.
|
||||||
while also writing to it.
|
|
||||||
|
|
||||||
**Multi-pass implementation.** Backdrop effects are implemented as separable multi-pass sequences
|
**Multi-pass implementation.** Backdrop effects are implemented as separable multi-pass sequences
|
||||||
(downsample → horizontal blur → vertical blur → composite), following the standard approach used by
|
(downsample → horizontal blur → vertical blur → composite), following the standard approach used
|
||||||
iOS `UIVisualEffectView`, Android `RenderEffect`, and Flutter's `BackdropFilter`. Each individual
|
by iOS `UIVisualEffectView`, Android `RenderEffect`, and Flutter's `BackdropFilter`. Each individual
|
||||||
pass has a low-to-medium register footprint (~15–40 registers), well within the main pipeline's
|
sub-pass is budgeted at **≤24 registers** (same as the main pipeline — full Valhall occupancy). The
|
||||||
occupancy range. The multi-pass approach avoids the monolithic 70+ register shader that a single-pass
|
multi-pass approach avoids the monolithic 70+ register shader that a single-pass Gaussian blur would
|
||||||
Gaussian blur would require, making backdrop effects viable on low-end mobile GPUs (including
|
require, keeping each sub-pass well under the 32-register cliff.
|
||||||
Mali-G31 and VideoCore VI) where per-thread register limits are tight.
|
|
||||||
|
|
||||||
**Bracketed execution.** All backdrop draws in a frame share a single bracketed region of the command
|
**Render-target choice.** When any layer in the frame contains a backdrop draw, the entire
|
||||||
buffer: end the current render pass, copy the render target, execute all backdrop sub-passes, then
|
frame renders into `source_texture` (a full-resolution single-sample texture owned by the
|
||||||
resume normal drawing. The entry/exit cost (texture copy + render-pass break) is paid once per frame
|
backdrop pipeline) instead of directly into the swapchain. At the end of the frame,
|
||||||
regardless of how many backdrop effects are visible. When no backdrop effects are present, the bracket
|
`source_texture` is copied to the swapchain via a single `CopyGPUTextureToTexture` call.
|
||||||
is never entered and the texture copy never happens — zero cost.
|
This means each bracket has no mid-frame texture copy: by the time a bracket runs,
|
||||||
|
`source_texture` already contains the contents written by everything that preceded it on the
|
||||||
|
timeline and is the natural sampler input. When no layer in the frame has a backdrop draw,
|
||||||
|
the existing fast path runs: the frame renders directly to the swapchain and the backdrop
|
||||||
|
pipeline's working textures are never touched. Zero cost for backdrop-free frames.
|
||||||
|
|
||||||
**Why not split the backdrop sub-passes into separate pipelines?** The individual passes range from
|
**Why not split the backdrop sub-passes into separate pipelines?** Each sub-pass is budgeted at ≤24
|
||||||
~15 to ~40 registers, which does cross Mali's 32-register cliff. However, the register-pressure argument
|
registers, well under Valhall's 32-register cliff, so there is no occupancy motivation for splitting.
|
||||||
that justifies the main/effects split does not apply here. The main/effects split protects the
|
The sub-passes also have no common-vs-uncommon distinction — if backdrop effects are active, every
|
||||||
_common path_ (90%+ of frame fragments) from the uncommon path's register cost. Inside the backdrop
|
sub-pass runs; if not, none run. The backdrop pipeline either executes as a complete unit or not at
|
||||||
pipeline there is no common-vs-uncommon distinction — if backdrop effects are active, every sub-pass
|
all. Additionally, backdrop effects cover a small fraction of the frame's total fragments (~5% at
|
||||||
runs; if not, none run. The backdrop pipeline either executes as a complete unit or not at all.
|
typical UI scales), so even if a sub-pass did cross a cliff, the occupancy variation within the
|
||||||
Additionally, backdrop effects cover a small fraction of the frame's total fragments (~5% at typical
|
bracket would have negligible impact on frame time.
|
||||||
UI scales), so the occupancy variation within the bracket has negligible impact on frame time.
|
|
||||||
|
#### Bracket scheduling
|
||||||
|
|
||||||
|
Backdrop draws are scheduled via **explicit scopes**: every call to `backdrop_blur` must be wrapped
|
||||||
|
in a `begin_backdrop` / `end_backdrop` pair (or the RAII-style `backdrop_scope` wrapper). Each
|
||||||
|
scope produces exactly one bracket at render time. A layer may contain any number of scopes; draws
|
||||||
|
between scopes render at their submission position relative to the brackets, so the user controls
|
||||||
|
exactly which backdrops share a bracket.
|
||||||
|
|
||||||
|
At render time, `draw_layer` walks the layer's sub-batch list once, alternating between two run
|
||||||
|
kinds:
|
||||||
|
|
||||||
|
- **Non-backdrop runs** are rendered to `source_texture` in one render pass via
|
||||||
|
`render_layer_sub_batch_range`. Clear-vs-load is tracked frame-globally via `GLOB.cleared`.
|
||||||
|
- **Backdrop runs** are dispatched to `run_backdrop_bracket` with their index range. Each run is
|
||||||
|
one bracket; the bracket opens and closes its own render passes for downsample, H-blur, V-blur,
|
||||||
|
and composite stages.
|
||||||
|
|
||||||
|
Within a bracket, the scheduler groups contiguous same-sigma sub-batches and runs four sub-passes
|
||||||
|
per group: downsample (`source_texture` → `downsample_texture`), H-blur (`downsample_texture` →
|
||||||
|
`h_blur_texture`), V-blur (`h_blur_texture` → `downsample_texture`, ping-pong reuse), and
|
||||||
|
composite (`downsample_texture` → `source_texture` with SDF mask and tint applied). Each group
|
||||||
|
picks its own downsample factor (1, 2, or 4) based on sigma; see the comment block at the top of
|
||||||
|
`backdrop.odin` for the factor-selection table.
|
||||||
|
|
||||||
|
Sub-batch coalescing in `append_or_extend_sub_batch` merges contiguous same-sigma backdrops
|
||||||
|
sharing one scissor into a single instanced composite draw. Same-sigma backdrops separated by a
|
||||||
|
`ScissorStart` boundary stay in one sigma group (one set of blur passes) but issue separate
|
||||||
|
composite draws; the composite pass calls `SetGPUScissor` between draws when the active scissor
|
||||||
|
changes.
|
||||||
|
|
||||||
|
Working textures are sized at full swapchain resolution; larger downsample factors fill a sub-rect
|
||||||
|
via viewport-limited rendering.
|
||||||
|
|
||||||
|
#### Scope contract
|
||||||
|
|
||||||
|
Scope state is global: `GLOB.open_backdrop_layer` tracks the currently-open scope (or `nil`) for
|
||||||
|
the whole renderer. The five misuse cases panic via `log.panic` / `log.panicf`:
|
||||||
|
|
||||||
|
1. `backdrop_blur` called outside an open scope.
|
||||||
|
2. A non-backdrop draw call issued on a layer with an open scope. Asserted at the top of
|
||||||
|
`append_or_extend_sub_batch`.
|
||||||
|
3. `new_layer` called while a scope is open.
|
||||||
|
4. `end()` called while a scope is open.
|
||||||
|
5. `begin_backdrop` while one is already open, or `end_backdrop` on the wrong layer.
|
||||||
|
|
||||||
|
Worked example with two scopes on the same layer:
|
||||||
|
|
||||||
|
```
|
||||||
|
base := draw.begin(...)
|
||||||
|
draw.rectangle(base, bg, GRAY)
|
||||||
|
draw.rectangle(base, card_blue, BLUE)
|
||||||
|
|
||||||
|
{
|
||||||
|
draw.backdrop_scope(base)
|
||||||
|
draw.backdrop_blur(base, panelA, sigma=12) // bracket 1: sees bg + blue card
|
||||||
|
}
|
||||||
|
|
||||||
|
draw.rectangle(base, card_red, RED) // renders ON TOP of panelA's composite
|
||||||
|
|
||||||
|
{
|
||||||
|
draw.backdrop_scope(base)
|
||||||
|
draw.backdrop_blur(base, panelB, sigma=12) // bracket 2: sees bg + blue card + panelA + card_red
|
||||||
|
}
|
||||||
|
|
||||||
|
draw.text(base, "label", ...) // renders ON TOP of panelB's composite
|
||||||
|
```
|
||||||
|
|
||||||
|
Each bracket adds four render passes (downsample + H-blur + V-blur + composite) plus tile-cache
|
||||||
|
flushes on tilers like Mali Valhall, so users who don't need interleaving should group backdrops
|
||||||
|
into a single scope to amortize:
|
||||||
|
|
||||||
|
```
|
||||||
|
{
|
||||||
|
draw.backdrop_scope(base)
|
||||||
|
draw.backdrop_blur(base, panelA, sigma=12) // shares one bracket with panelB;
|
||||||
|
draw.backdrop_blur(base, panelB, sigma=12) // same sigma also coalesces into one
|
||||||
|
} // instanced composite draw call
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Clay integration: `Backdrop_Marker`
|
||||||
|
|
||||||
|
Clay has no notion of backdrops. The integration uses Clay's only extension point — the opaque
|
||||||
|
`customData: rawptr` on `clay.CustomElementConfig` — to carry a magic-number-tagged struct that
|
||||||
|
`prepare_clay_batch` recognizes:
|
||||||
|
|
||||||
|
```
|
||||||
|
Backdrop_Marker :: struct {
|
||||||
|
magic: u32, // BACKDROP_MARKER_MAGIC (0x42445054, 'BDPT')
|
||||||
|
sigma: f32,
|
||||||
|
tint: Color,
|
||||||
|
radii: Rectangle_Radii,
|
||||||
|
feather_px: f32,
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
The user populates a `Backdrop_Marker` (with stable lifetime through the `prepare_clay_batch`
|
||||||
|
call) and points the corresponding `clay.CustomElementConfig.customData` at it.
|
||||||
|
`prepare_clay_batch` walks Clay's command stream once, calling `is_clay_backdrop` per command
|
||||||
|
(a u32 magic check on `customData`'s first 4 bytes). On a hit it opens a backdrop scope (or
|
||||||
|
extends an open one) and dispatches via `backdrop_blur`. Non-backdrop commands issued during an
|
||||||
|
open scope go to a deferred index buffer for replay after the scope closes; this preserves Clay's
|
||||||
|
painter's-algorithm ordering across backdrops without violating the scope contract.
|
||||||
|
|
||||||
|
The magic-number sentinel keeps the marker type self-describing in core dumps and decouples the
|
||||||
|
integration from Clay-side changes. Zero-init memory has `magic = 0`, so a marker with a forgotten
|
||||||
|
magic field gets routed through the regular `custom_draw` path and surfaces as "my custom draw
|
||||||
|
never fired" rather than as a silent backdrop schedule.
|
||||||
|
|
||||||
### Vertex layout
|
### Vertex layout
|
||||||
|
|
||||||
The vertex struct is unchanged from the current 20-byte layout:
|
The vertex struct is unchanged from the current 20-byte layout:
|
||||||
|
|
||||||
```
|
```
|
||||||
Vertex :: struct {
|
Vertex_2D :: struct {
|
||||||
position: [2]f32, // 0: screen-space position
|
position: [2]f32, // 0: screen-space position
|
||||||
uv: [2]f32, // 8: atlas UV (text) or unused (shapes)
|
uv: [2]f32, // 8: atlas UV (text) or unused (shapes)
|
||||||
color: Color, // 16: u8x4, GPU-normalized to float
|
color: Color, // 16: u8x4, GPU-normalized to float
|
||||||
@@ -575,25 +753,30 @@ draws, `position` carries actual world-space geometry. For SDF draws, `position`
|
|||||||
corners (0,0 to 1,1) and the vertex shader computes world-space position from the storage-buffer
|
corners (0,0 to 1,1) and the vertex shader computes world-space position from the storage-buffer
|
||||||
primitive's bounds.
|
primitive's bounds.
|
||||||
|
|
||||||
The `Primitive` struct for SDF shapes lives in the storage buffer, not in vertex attributes:
|
The `Core_2D_Primitive` struct for SDF shapes lives in the storage buffer, not in vertex attributes:
|
||||||
|
|
||||||
```
|
```
|
||||||
Primitive :: struct {
|
Core_2D_Primitive :: struct {
|
||||||
bounds: [4]f32, // 0: min_x, min_y, max_x, max_y
|
bounds: [4]f32, // 0: min_x, min_y, max_x, max_y
|
||||||
color: Color, // 16: u8x4, unpacked in shader via unpackUnorm4x8
|
color: Color, // 16: u8x4, unpacked in shader via unpackUnorm4x8
|
||||||
flags: u32, // 20: low byte = Shape_Kind, bits 8+ = Shape_Flags
|
flags: u32, // 20: low byte = Shape_Kind, bits 8+ = Shape_Flags
|
||||||
rotation_sc: u32, // 24: packed f16 pair (sin, cos). Requires .Rotated flag.
|
rotation_sc: u32, // 24: packed f16 pair (sin, cos). Requires .Rotated flag.
|
||||||
_pad: f32, // 28: reserved for future use
|
_pad: f32, // 28: reserved for future use
|
||||||
params: Shape_Params, // 32: per-kind params union (half_feather, radii, etc.) (32 bytes)
|
params: Shape_Params, // 32: per-kind params union (half_feather, radii, etc.) (32 bytes)
|
||||||
uv: Uv_Or_Effects, // 64: texture UV rect or gradient/outline parameters (16 bytes)
|
uv_rect: [4]f32, // 64: texture UV coordinates. Read when .Textured.
|
||||||
|
effects: Gradient_Outline, // 80: gradient and/or outline parameters (16 bytes).
|
||||||
}
|
}
|
||||||
// Total: 80 bytes (std430 aligned)
|
// Total: 96 bytes (std430 aligned)
|
||||||
```
|
```
|
||||||
|
|
||||||
`RRect_Params` holds the rounded-rectangle parameters directly — there is no `Shape_Params` union.
|
`Shape_Params` is a `#raw_union` over `RRect_Params`, `NGon_Params`, `Ellipse_Params`, and
|
||||||
`Uv_Or_Gradient` is a `#raw_union` that aliases `[4]f32` (texture UV rect) with `[4]Color` (gradient
|
`Ring_Arc_Params` (plus a `raw: [8]f32` view), defined in `core_2d.odin`. Each SDF kind
|
||||||
corner colors, clockwise from top-left: TL, TR, BR, BL). The `flags` field encodes both the
|
writes its own params variant; the fragment shader reads the appropriate fields based on `Shape_Kind`.
|
||||||
tessellated/SDF mode marker (low byte) and shape flags (bits 8+) via `pack_flags`.
|
`Gradient_Outline` is a 16-byte struct containing `gradient_color: Color`, `outline_color: Color`,
|
||||||
|
`gradient_dir_sc: u32` (packed f16 cos/sin pair), and `outline_packed: u32` (packed f16 outline
|
||||||
|
width). It is independent of `uv_rect`, so a primitive can carry texture and outline parameters at
|
||||||
|
the same time. The `flags` field encodes the `Shape_Kind` in the low byte and `Shape_Flags` in bits
|
||||||
|
8+ via `pack_kind_flags`.
|
||||||
|
|
||||||
### Draw submission order
|
### Draw submission order
|
||||||
|
|
||||||
@@ -617,17 +800,16 @@ pair into bitmap atlases and emits indexed triangle data via `GetGPUTextDrawData
|
|||||||
**unchanged** by the SDF migration — text continues to flow through the main pipeline's tessellated
|
**unchanged** by the SDF migration — text continues to flow through the main pipeline's tessellated
|
||||||
mode with `mode = 0`, sampling the SDL_ttf atlas texture.
|
mode with `mode = 0`, sampling the SDL_ttf atlas texture.
|
||||||
|
|
||||||
A future phase may evaluate MSDF (multi-channel signed distance field) text rendering, which would
|
MSDF (multi-channel signed distance field) text rendering may be evaluated later, which would
|
||||||
allow resolution-independent glyph rendering from a single small atlas per font. This would involve:
|
allow resolution-independent glyph rendering from a single small atlas per font. This would involve:
|
||||||
|
|
||||||
- Offline atlas generation via Chlumský's msdf-atlas-gen tool.
|
- Offline atlas generation via Chlumský's msdf-atlas-gen tool.
|
||||||
- Runtime glyph metrics via `vendor:stb/truetype` (already in the Odin distribution).
|
- Runtime glyph metrics via `vendor:stb/truetype` (already in the Odin distribution).
|
||||||
- A new MSDF glyph mode in the fragment shader, which would require reintroducing a mode/kind
|
- A new MSDF glyph `Shape_Kind` in the fragment shader (additive — the kind dispatch infrastructure
|
||||||
distinction (the current shader evaluates only `sdRoundedBox` with no kind dispatch).
|
already exists for the four current SDF kinds).
|
||||||
- Potential removal of the SDL_ttf dependency.
|
- Potential removal of the SDL_ttf dependency.
|
||||||
|
|
||||||
This is explicitly deferred. The SDF shape migration is independent of and does not block text
|
This is explicitly deferred.
|
||||||
changes.
|
|
||||||
|
|
||||||
**References:**
|
**References:**
|
||||||
|
|
||||||
@@ -641,8 +823,8 @@ changes.
|
|||||||
### Textures
|
### Textures
|
||||||
|
|
||||||
Textures plug into the existing main pipeline — no additional GPU pipeline, no shader rewrite. The
|
Textures plug into the existing main pipeline — no additional GPU pipeline, no shader rewrite. The
|
||||||
work is a resource layer (registration, upload, sampling, lifecycle) plus two textured-draw procs
|
work is a resource layer (registration, upload, sampling, lifecycle) plus a `Texture_Fill` Brush
|
||||||
that route into the existing tessellated and SDF paths respectively.
|
variant that routes the existing shape procs through the SDF path with the `.Textured` flag set.
|
||||||
|
|
||||||
#### Why draw owns registered textures
|
#### Why draw owns registered textures
|
||||||
|
|
||||||
@@ -692,31 +874,30 @@ with the same texture but different samplers produce separate draw calls, which
|
|||||||
|
|
||||||
#### Textured draw procs
|
#### Textured draw procs
|
||||||
|
|
||||||
Textured rectangles route through the existing SDF path via `sdf_rectangle_texture` and
|
Textures share the same shape procs as colors and gradients. Each shape proc takes a `Brush`
|
||||||
`sdf_rectangle_texture_corners`, mirroring `sdf_rectangle` and `sdf_rectangle_corners` exactly —
|
union as its fill source; passing a `Texture_Fill` value (carrying `Texture_Id`, `tint`,
|
||||||
same parameters, same naming — with the color parameter replaced by a texture ID plus an optional
|
`uv_rect`, and `Sampler_Preset`) routes the draw through the SDF path with the `.Textured`
|
||||||
tint.
|
flag set. There is no dedicated `rectangle_texture` / `circle_texture` proc — the same
|
||||||
|
`rectangle`, `circle`, `ellipse`, `polygon`, `ring`, `line`, and `line_strip` procs handle
|
||||||
|
all fill sources.
|
||||||
|
|
||||||
An earlier iteration of this design considered a separate tessellated proc for "simple" fullscreen
|
A separate tessellated proc for "simple" fullscreen quads was considered on the theory that
|
||||||
quads, on the theory that the tessellated path's lower register count (~16 regs vs ~18 for the SDF
|
the tessellated path's lower register count would improve occupancy at large fragment counts.
|
||||||
textured branch) would improve occupancy at large fragment counts. Applying the register-pressure
|
Both paths are well within the ≤24-register main pipeline budget — both run at full
|
||||||
analysis from the pipeline-strategy section above shows this is wrong: both 16 and 18 registers are
|
occupancy on every target architecture (Valhall and above). The remaining ALU difference
|
||||||
well below the register cliff (~43 regs on consumer Ampere/Ada, ~32 on Volta/A100), so both run at
|
(~15 extra instructions for the SDF evaluation) amounts to ~20μs at 4K — below noise.
|
||||||
100% occupancy. The remaining ALU difference (~15 extra instructions for the SDF evaluation) amounts
|
Meanwhile, splitting into a separate pipeline would add ~1–5μs per pipeline bind on the CPU
|
||||||
to ~20μs at 4K — below noise. Meanwhile, splitting into a separate pipeline would add ~1–5μs per
|
side per scissor, matching or exceeding the GPU-side savings. Within the main pipeline,
|
||||||
pipeline bind on the CPU side per scissor, matching or exceeding the GPU-side savings. Within the
|
unified remains strictly better.
|
||||||
main pipeline, unified remains strictly better.
|
|
||||||
|
|
||||||
The naming convention uses `sdf_` and `tes_` prefixes to indicate the rendering path, with suffixes
|
SDF drawing procs live in the `draw` package with unprefixed names (`rectangle`, `circle`,
|
||||||
for modifiers: `sdf_rectangle_texture` and `sdf_rectangle_texture_corners` sit alongside
|
`ellipse`, `polygon`, `ring`, `line`, `line_strip`). Gradients, textures, and outlines are
|
||||||
`sdf_rectangle` (solid or gradient overload). Proc groups like `sdf_rectangle` dispatch to
|
selected via the `Brush` union and optional outline parameters rather than separate overloads.
|
||||||
`sdf_rectangle_solid` or `sdf_rectangle_gradient` based on argument count. Future per-shape texture
|
|
||||||
variants (`sdf_circle_texture`) are additive.
|
|
||||||
|
|
||||||
#### What SDF anti-aliasing does and does not do for textured draws
|
#### What SDF anti-aliasing does and does not do for textured draws
|
||||||
|
|
||||||
The SDF path anti-aliases the **shape's outer silhouette** — rounded-corner edges, rotated edges,
|
The SDF path anti-aliases the **shape's outer silhouette** — rounded-corner edges, rotated edges,
|
||||||
stroke outlines. It does not anti-alias or sharpen the texture content. Inside the shape, fragments
|
outline edges. It does not anti-alias or sharpen the texture content. Inside the shape, fragments
|
||||||
sample through the chosen `Sampler_Preset`, and image quality is whatever the sampler produces from
|
sample through the chosen `Sampler_Preset`, and image quality is whatever the sampler produces from
|
||||||
the source texels. A low-resolution texture displayed at a large size shows bilinear blur regardless
|
the source texels. A low-resolution texture displayed at a large size shows bilinear blur regardless
|
||||||
of which draw proc is used. This matches the current text-rendering model, where glyph sharpness
|
of which draw proc is used. This matches the current text-rendering model, where glyph sharpness
|
||||||
@@ -725,8 +906,8 @@ depends on how closely the display size matches the SDL_ttf atlas's rasterized s
|
|||||||
#### Fit modes are a computation layer, not a renderer concept
|
#### Fit modes are a computation layer, not a renderer concept
|
||||||
|
|
||||||
Standard image-fit behaviors (stretch, fill/cover, fit/contain, tile, center) are expressed as UV
|
Standard image-fit behaviors (stretch, fill/cover, fit/contain, tile, center) are expressed as UV
|
||||||
sub-region computations on top of the `uv_rect` parameter that both textured-draw procs accept. The
|
sub-region computations on top of the `uv_rect` field of `Texture_Fill`. The renderer has no
|
||||||
renderer has no knowledge of fit modes — it samples whatever UV region it is given.
|
knowledge of fit modes — it samples whatever UV region it is given.
|
||||||
|
|
||||||
A `fit_params` helper computes the appropriate `uv_rect`, sampler preset, and (for letterbox/fit
|
A `fit_params` helper computes the appropriate `uv_rect`, sampler preset, and (for letterbox/fit
|
||||||
mode) shrunken inner rect from a `Fit_Mode` enum, the target rect, and the texture's pixel size.
|
mode) shrunken inner rect from a `Fit_Mode` enum, the target rect, and the texture's pixel size.
|
||||||
@@ -750,13 +931,13 @@ textures onto a free list that is processed in `r_end_frame`, not at the call si
|
|||||||
|
|
||||||
Clay's `RenderCommandType.Image` is handled by dereferencing `imageData: rawptr` as a pointer to a
|
Clay's `RenderCommandType.Image` is handled by dereferencing `imageData: rawptr` as a pointer to a
|
||||||
`Clay_Image_Data` struct containing a `Texture_Id`, `Fit_Mode`, and tint color. Routing mirrors the
|
`Clay_Image_Data` struct containing a `Texture_Id`, `Fit_Mode`, and tint color. Routing mirrors the
|
||||||
existing rectangle handling: zero `cornerRadius` dispatches to `sdf_rectangle_texture` (SDF, sharp
|
existing rectangle handling: `fit_params` computes UVs from the fit mode, then `rectangle` is
|
||||||
corners), nonzero dispatches to `sdf_rectangle_texture_corners` (SDF, per-corner radii). A
|
called with a `Texture_Fill` brush and the appropriate radii (zero for sharp corners, per-corner
|
||||||
`fit_params` call computes UVs from the fit mode before dispatch.
|
values from Clay's `cornerRadius` otherwise).
|
||||||
|
|
||||||
#### Deferred features
|
#### Deferred features
|
||||||
|
|
||||||
The following are plumbed in the descriptor but not implemented in phase 1:
|
The following are plumbed in `Texture_Desc` but not yet implemented:
|
||||||
|
|
||||||
- **Mipmaps**: `Texture_Desc.mip_levels` field exists; generation via SDL3 deferred.
|
- **Mipmaps**: `Texture_Desc.mip_levels` field exists; generation via SDL3 deferred.
|
||||||
- **Compressed formats**: `Texture_Desc.format` accepts BC/ASTC; upload path deferred.
|
- **Compressed formats**: `Texture_Desc.format` accepts BC/ASTC; upload path deferred.
|
||||||
@@ -764,7 +945,6 @@ The following are plumbed in the descriptor but not implemented in phase 1:
|
|||||||
- **3D textures, arrays, cube maps**: `Texture_Desc.type` and `depth_or_layers` fields exist.
|
- **3D textures, arrays, cube maps**: `Texture_Desc.type` and `depth_or_layers` fields exist.
|
||||||
- **Additional samplers**: anisotropic, trilinear, clamp-to-border — additive enum values.
|
- **Additional samplers**: anisotropic, trilinear, clamp-to-border — additive enum values.
|
||||||
- **Atlas packing**: internal optimization for sub-batch coalescing; invisible to callers.
|
- **Atlas packing**: internal optimization for sub-batch coalescing; invisible to callers.
|
||||||
- **Per-shape texture variants**: `sdf_circle_texture`, `tes_ellipse_texture`, `tes_polygon_texture` — potential future additions, reserved by naming convention.
|
|
||||||
|
|
||||||
**References:**
|
**References:**
|
||||||
|
|
||||||
|
|||||||
+1170
File diff suppressed because it is too large
Load Diff
+1590
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,756 @@
|
|||||||
|
// CYBERSTEEL DESIGN SYSTEM — Odin theme constants
|
||||||
|
//
|
||||||
|
// Retrofuturist. Technical. Direct. Gruvbox-derived palette
|
||||||
|
// with Art Deco type system. Every visual token from the
|
||||||
|
// Cybersteel design system, transferred 1:1 to Odin constants.
|
||||||
|
//
|
||||||
|
// Conventions:
|
||||||
|
// - Colors are [4]u8 RGBA. Alpha 255 = fully opaque.
|
||||||
|
// Translucent tints carry their alpha in the 4th channel.
|
||||||
|
// - Times are time.Duration via core:time.
|
||||||
|
// - Pixel sizes, weights, line-heights, letter-spacings, and
|
||||||
|
// ratio-like values are plain (untyped) numeric literals so
|
||||||
|
// callers can use them with whatever numeric type they need.
|
||||||
|
// - Letter-spacing values are expressed in EMs (multiply by
|
||||||
|
// the resolved font size to get pixels).
|
||||||
|
// - Line-heights are unitless multipliers of the font size.
|
||||||
|
|
||||||
|
package cybersteel
|
||||||
|
|
||||||
|
import "core:time"
|
||||||
|
|
||||||
|
import draw ".."
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// BASE BACKGROUNDS — warm dark, Gruvbox-derived
|
||||||
|
// Never pure black. The warmth is intentional: aged metal,
|
||||||
|
// amber phosphor, old paper. Order is: deepest chrome first
|
||||||
|
// (shell), then page, then progressively lighter surfaces.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
// Topbar, sidebar, nav chrome, modal backdrops. Deepest base.
|
||||||
|
BG_SHELL :: draw.Color{0x1d, 0x20, 0x21, 0xff}
|
||||||
|
|
||||||
|
// Default page canvas / main content area. One step up from shell.
|
||||||
|
BG_PAGE :: draw.Color{0x31, 0x31, 0x31, 0xff}
|
||||||
|
|
||||||
|
// Cards, panels, drawers, input fields, code blocks, table rows.
|
||||||
|
// Slightly lighter than the page so raised surfaces read clearly
|
||||||
|
// without shadows.
|
||||||
|
BG_SURFACE :: draw.Color{0x3c, 0x38, 0x36, 0xff}
|
||||||
|
|
||||||
|
// Selected rows, active nav items, hover states. One step lighter
|
||||||
|
// than BG_SURFACE.
|
||||||
|
BG_ACTIVE :: draw.Color{0x50, 0x49, 0x45, 0xff}
|
||||||
|
|
||||||
|
// Disabled buttons / inputs background. Pairs with FG_MUTED text
|
||||||
|
// only — the contrast is intentionally low.
|
||||||
|
BG_DISABLED :: draw.Color{0x66, 0x5c, 0x54, 0xff}
|
||||||
|
|
||||||
|
// Borders, dividers, rules, input outlines. Never use as a text
|
||||||
|
// surface — it has no fg-pair guarantee.
|
||||||
|
BG_BORDER :: draw.Color{0x7c, 0x6f, 0x64, 0xff}
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// BASE FOREGROUNDS — warm cream / ivory, never pure white
|
||||||
|
// Five-step ramp from brightest (heading) to most muted.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
// Hero text, page headings, display titles. Brightest fg.
|
||||||
|
FG_HEADING :: draw.Color{0xfb, 0xf1, 0xc7, 0xff}
|
||||||
|
|
||||||
|
// Primary body text, default readable content.
|
||||||
|
FG_BODY :: draw.Color{0xf2, 0xe2, 0xba, 0xff}
|
||||||
|
|
||||||
|
// Labels, secondary descriptions, table data.
|
||||||
|
FG_SECONDARY :: draw.Color{0xe0, 0xd0, 0xa8, 0xff}
|
||||||
|
|
||||||
|
// Captions, metadata, timestamps, placeholders.
|
||||||
|
FG_CAPTION :: draw.Color{0xce, 0xbd, 0x9e, 0xff}
|
||||||
|
|
||||||
|
// Disabled text, token labels, subtle UI annotations.
|
||||||
|
FG_MUTED :: draw.Color{0xb8, 0xa9, 0x8e, 0xff}
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// ACCENT — GOLD (signature color, Art Deco)
|
||||||
|
// The defining accent of the system. Use sparingly: borders,
|
||||||
|
// highlights, focus rings, primary interactive states.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
// Primary interactive, focus rings, headline interactive accent.
|
||||||
|
GOLD_BRIGHT :: draw.Color{0xfa, 0xbd, 0x2f, 0xff}
|
||||||
|
|
||||||
|
// Borders, decorative rules, default Art Deco ornament color.
|
||||||
|
GOLD_DIM :: draw.Color{0xd7, 0x99, 0x21, 0xff}
|
||||||
|
|
||||||
|
// Hover states, pressed accents, dimmer gold contexts.
|
||||||
|
GOLD_MUTED :: draw.Color{0xb5, 0x76, 0x14, 0xff}
|
||||||
|
|
||||||
|
// Pure CRT amber. Reserved for terminal-style glow / phosphor
|
||||||
|
// references — distinct from gold ramp.
|
||||||
|
AMBER :: draw.Color{0xff, 0xb0, 0x00, 0xff}
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// ACCENT — RED (danger, errors, critical alerts)
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
RED_BRIGHT :: draw.Color{0xfb, 0x49, 0x34, 0xff}
|
||||||
|
RED_DIM :: draw.Color{0xcc, 0x24, 0x1d, 0xff}
|
||||||
|
RED_MUTED :: draw.Color{0x9d, 0x00, 0x06, 0xff}
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// ACCENT — GREEN (success, safe, complete)
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
GREEN_BRIGHT :: draw.Color{0xb8, 0xbb, 0x26, 0xff}
|
||||||
|
GREEN_DIM :: draw.Color{0x98, 0x97, 0x1a, 0xff}
|
||||||
|
GREEN_MUTED :: draw.Color{0x79, 0x74, 0x0e, 0xff}
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// ACCENT — BLUE / TEAL (info, links, cool technical elements)
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
BLUE_BRIGHT :: draw.Color{0x83, 0xa5, 0x98, 0xff}
|
||||||
|
BLUE_DIM :: draw.Color{0x45, 0x85, 0x88, 0xff}
|
||||||
|
BLUE_MUTED :: draw.Color{0x07, 0x66, 0x78, 0xff}
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// ACCENT — ORANGE (warnings, in-progress, hot paths)
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
ORANGE_BRIGHT :: draw.Color{0xfe, 0x80, 0x19, 0xff}
|
||||||
|
ORANGE_DIM :: draw.Color{0xd6, 0x5d, 0x0e, 0xff}
|
||||||
|
ORANGE_MUTED :: draw.Color{0xaf, 0x3a, 0x03, 0xff}
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// ACCENT — AQUA (cool secondary accent, fresh/active states)
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
AQUA_BRIGHT :: draw.Color{0x8e, 0xc0, 0x7c, 0xff}
|
||||||
|
AQUA_DIM :: draw.Color{0x68, 0x9d, 0x6a, 0xff}
|
||||||
|
AQUA_MUTED :: draw.Color{0x42, 0x7b, 0x58, 0xff}
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// ACCENT — PURPLE (rare, for categorical / data-vis variety)
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
PURPLE_BRIGHT :: draw.Color{0xd3, 0x86, 0x9b, 0xff}
|
||||||
|
PURPLE_DIM :: draw.Color{0xb1, 0x62, 0x86, 0xff}
|
||||||
|
PURPLE_MUTED :: draw.Color{0x8f, 0x3f, 0x71, 0xff}
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// SEMANTIC COLOR ROLES
|
||||||
|
// Aliases to accent ramps, named by intent. Prefer these in
|
||||||
|
// product code so meaning travels with the value.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
// Primary brand interactive — buttons, key links, focus ring.
|
||||||
|
COLOR_PRIMARY :: GOLD_BRIGHT
|
||||||
|
COLOR_PRIMARY_DIM :: GOLD_DIM
|
||||||
|
|
||||||
|
// Destructive / error / critical states.
|
||||||
|
COLOR_DANGER :: RED_BRIGHT
|
||||||
|
COLOR_DANGER_DIM :: RED_DIM
|
||||||
|
|
||||||
|
// Successful operation / safe state / completion.
|
||||||
|
COLOR_SUCCESS :: GREEN_BRIGHT
|
||||||
|
COLOR_SUCCESS_DIM :: GREEN_DIM
|
||||||
|
|
||||||
|
// Caution / in-progress / non-fatal anomaly.
|
||||||
|
COLOR_WARNING :: ORANGE_BRIGHT
|
||||||
|
COLOR_WARNING_DIM :: ORANGE_DIM
|
||||||
|
|
||||||
|
// Informational / neutral status / passive notice.
|
||||||
|
COLOR_INFO :: BLUE_BRIGHT
|
||||||
|
COLOR_INFO_DIM :: BLUE_DIM
|
||||||
|
|
||||||
|
// Hyperlinks at rest and on hover (links flip to gold on hover).
|
||||||
|
COLOR_LINK :: BLUE_BRIGHT
|
||||||
|
COLOR_LINK_HOVER :: GOLD_BRIGHT
|
||||||
|
|
||||||
|
// Keyboard / programmatic focus ring color.
|
||||||
|
COLOR_FOCUS :: GOLD_BRIGHT
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// SURFACE ROLES
|
||||||
|
// Semantic aliases for the bg ramp by usage role.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
SURFACE_PAGE :: BG_PAGE // root canvas
|
||||||
|
SURFACE_RAISED :: BG_SURFACE // cards, panels, inputs
|
||||||
|
SURFACE_OVERLAY :: BG_SHELL // modals, popovers, deep chrome
|
||||||
|
SURFACE_HOVER :: BG_ACTIVE // hovered raised surfaces
|
||||||
|
SURFACE_ACTIVE :: BG_SURFACE // pressed/active raised surfaces
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// BORDER ROLES
|
||||||
|
// Cybersteel borders are 1px solid, always crisp, always visible.
|
||||||
|
// Color carries the meaning; weight rarely changes.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
BORDER :: BG_BORDER // structural borders, default
|
||||||
|
BORDER_SUBTLE :: BG_DISABLED // very faint separators
|
||||||
|
BORDER_ACCENT :: GOLD_DIM // decorative / active edge
|
||||||
|
BORDER_FOCUS :: GOLD_BRIGHT // focus rings
|
||||||
|
BORDER_DANGER :: RED_DIM // destructive states
|
||||||
|
BORDER_SUCCESS :: GREEN_DIM // success states
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// TRANSLUCENT ACCENT TINTS
|
||||||
|
// Used for hover fills behind ghost buttons and for warm
|
||||||
|
// gradient overlays. Alpha encodes the tint strength.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
// 20% gold tint behind a hovered secondary button.
|
||||||
|
TINT_GOLD_HOVER :: draw.Color{0xd7, 0x99, 0x21, 0x33} // ~20% alpha
|
||||||
|
|
||||||
|
// 20% red tint behind a hovered danger ghost button.
|
||||||
|
TINT_DANGER_HOVER :: draw.Color{0xcc, 0x24, 0x1d, 0x33}
|
||||||
|
|
||||||
|
// 20% green tint behind a hovered success ghost button.
|
||||||
|
TINT_SUCCESS_HOVER :: draw.Color{0x98, 0x97, 0x1a, 0x33}
|
||||||
|
|
||||||
|
// 8% gold tint — top of the diagonal "gold fade" feature
|
||||||
|
// section overlay.
|
||||||
|
TINT_GOLD_FADE :: draw.Color{0xfa, 0xbd, 0x2f, 0x14} // ~8% alpha
|
||||||
|
|
||||||
|
// 6% amber tint — top of the vertical "amber fade" overlay.
|
||||||
|
TINT_AMBER_FADE :: draw.Color{0xff, 0xb0, 0x00, 0x0f} // ~6% alpha
|
||||||
|
|
||||||
|
// 4% gold tint — corner of card gradient.
|
||||||
|
TINT_GOLD_CARD :: draw.Color{0xfa, 0xbd, 0x2f, 0x0a} // ~4% alpha
|
||||||
|
|
||||||
|
// 3% black tint — scanline overlay stripe color.
|
||||||
|
TINT_SCANLINE :: draw.Color{0x00, 0x00, 0x00, 0x08} // ~3% alpha
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// SHADOWS
|
||||||
|
// Cybersteel is FLAT — no drop shadows. Elevation is expressed
|
||||||
|
// through bg + border only. The single permitted shadow use is
|
||||||
|
// a 1px gold ring as a focus / active indicator. Constants are
|
||||||
|
// kept here so callers don't reach for ad-hoc shadow values.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
// 1px inset gold ring — only permitted shadow, used as focus
|
||||||
|
// or selected-state outline. Width is 1px; color follows.
|
||||||
|
SHADOW_GOLD_RING_WIDTH :: 1
|
||||||
|
SHADOW_GOLD_RING_COLOR :: GOLD_DIM
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// SPACING SCALE (8px base grid)
|
||||||
|
// All spacing values are multiples of 4px, with the main scale
|
||||||
|
// in multiples of 8px. Names describe the scope of the gap, not
|
||||||
|
// the raw size — pick by intent, not by pixel count.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
// Badge/tag inner padding, icon-label gap, border offsets, micro nudges.
|
||||||
|
SPACE_CHIP :: 4
|
||||||
|
|
||||||
|
// Inline element gaps, chip/pill padding, icon inset, tight row spacing.
|
||||||
|
SPACE_ELEMENT :: 8
|
||||||
|
|
||||||
|
// Button vertical padding, input inset, list row gap, label-to-field gap.
|
||||||
|
SPACE_COMPONENT :: 12
|
||||||
|
|
||||||
|
// Card inset, input horizontal padding, form field gap, default gap.
|
||||||
|
SPACE_GROUP :: 16
|
||||||
|
|
||||||
|
// Grouped nav items, related form section spacing, compact panel inset.
|
||||||
|
SPACE_CLUSTER :: 20
|
||||||
|
|
||||||
|
// Sidebar / panel inset, modal body padding, drawer inset, section
|
||||||
|
// subheader gap.
|
||||||
|
SPACE_PANEL :: 24
|
||||||
|
|
||||||
|
// Between distinct content blocks, card grid gutter, toolbar height.
|
||||||
|
SPACE_BLOCK :: 32
|
||||||
|
|
||||||
|
// Major content group spacing, dialog padding, page sub-section gap.
|
||||||
|
SPACE_CONTENT :: 40
|
||||||
|
|
||||||
|
// Page section breaks, feature group dividers, hero subheading gap.
|
||||||
|
SPACE_SECTION :: 48
|
||||||
|
|
||||||
|
// Hero vertical padding, layout area spacing, large feature gaps.
|
||||||
|
SPACE_REGION :: 64
|
||||||
|
|
||||||
|
// Page-scale layout spacing, full-width section vertical rhythm.
|
||||||
|
SPACE_ZONE :: 80
|
||||||
|
|
||||||
|
// Page margins, full-bleed hero top padding, maximum layout gutter.
|
||||||
|
SPACE_CANVAS :: 96
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// CORNER RADIUS
|
||||||
|
// Cybersteel does not round its corners like a toy. 0–4px is the
|
||||||
|
// preferred range; larger radii exist only for chips/pills.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
RADIUS_NONE :: 0 // sharp corners — preferred default for chrome
|
||||||
|
RADIUS_SM :: 4 // micro-rounding for inline code, small badges
|
||||||
|
RADIUS_MD :: 6 // default for cards, buttons, inputs
|
||||||
|
RADIUS_LG :: 10 // rare — used only for prominent containers
|
||||||
|
RADIUS_PILL :: 999 // fully-rounded chips, status pills, tags
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// BORDER WIDTH
|
||||||
|
// 1px solid is the standard. Heavier weights are only used for
|
||||||
|
// the Art Deco hairline accent on pre/code blocks.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
// Standard border weight everywhere — always crisp, always visible.
|
||||||
|
BORDER_WIDTH_DEFAULT :: 1
|
||||||
|
|
||||||
|
// Accent edge on <pre> blocks (left side, gold) and similar
|
||||||
|
// emphasized rule treatments.
|
||||||
|
BORDER_WIDTH_ACCENT :: 2
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// MOTION — TRANSITION DURATIONS
|
||||||
|
// Fast and purposeful. No bounce, no spring, no elastic. UI
|
||||||
|
// state changes in well under a quarter-second. Animations
|
||||||
|
// must explain causality; nothing is decorative.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
// Entering active/pressed state. Snap-down feel — must feel
|
||||||
|
// instant under the finger.
|
||||||
|
TRANSITION_PRESS :: 55 * time.Millisecond
|
||||||
|
|
||||||
|
// Releasing from a pressed state, and slower hover-out cases.
|
||||||
|
TRANSITION_UI :: 180 * time.Millisecond
|
||||||
|
|
||||||
|
// Hover enter / exit color shift on buttons, cards, links.
|
||||||
|
TRANSITION_HOVER :: 150 * time.Millisecond
|
||||||
|
|
||||||
|
// Overlay / modal / popover fade-in. Slightly longer to
|
||||||
|
// signal "a layer changed", not "a control changed".
|
||||||
|
TRANSITION_MODAL :: 200 * time.Millisecond
|
||||||
|
|
||||||
|
// Cursor / immediate-feedback transitions (caret moves,
|
||||||
|
// terminal output ticks).
|
||||||
|
TRANSITION_CURSOR :: 80 * time.Millisecond
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// MOTION — COMPONENT-LEVEL TIMINGS
|
||||||
|
// Specific named durations for known interactions. Prefer these
|
||||||
|
// over picking a raw transition for a given component.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
// Button press fade — primary/secondary/danger/success share this.
|
||||||
|
BUTTON_PRESS_FADE_DUR :: 55 * time.Millisecond
|
||||||
|
|
||||||
|
// Button release / hover-out fade.
|
||||||
|
BUTTON_RELEASE_FADE_DUR :: 180 * time.Millisecond
|
||||||
|
|
||||||
|
// Card hover (border + bg crossfade).
|
||||||
|
CARD_HOVER_FADE_DUR :: 150 * time.Millisecond
|
||||||
|
|
||||||
|
// Card press (border + bg snap to active).
|
||||||
|
CARD_PRESS_FADE_DUR :: 55 * time.Millisecond
|
||||||
|
|
||||||
|
// Modal / overlay enter.
|
||||||
|
MODAL_ENTER_DUR :: 200 * time.Millisecond
|
||||||
|
|
||||||
|
// Modal / overlay exit (mirror of enter for symmetry).
|
||||||
|
MODAL_EXIT_DUR :: 200 * time.Millisecond
|
||||||
|
|
||||||
|
// Link color crossfade on hover.
|
||||||
|
LINK_HOVER_FADE_DUR :: 180 * time.Millisecond
|
||||||
|
|
||||||
|
// Terminal scanline flicker tick — single frame of the loop.
|
||||||
|
SCANLINE_FLICKER_TICK :: 80 * time.Millisecond
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// TYPOGRAPHY — FONT FAMILY NAMES
|
||||||
|
// Sans: IBM Plex Sans
|
||||||
|
// Mono: Lilex — IBM Plex Mono with programming ligatures.
|
||||||
|
// Drop-in Plex Mono replacement; same skeleton, same
|
||||||
|
// proportions, plus =>, !=, >=, <=, etc. ligatures.
|
||||||
|
// Plex Sans covers display, body, and condensed roles by
|
||||||
|
// default. Lilex is for code, terminal output, data values,
|
||||||
|
// and full mono-mode surfaces.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
// Plain family names
|
||||||
|
FONT_FAMILY_SANS :: "IBM Plex Sans"
|
||||||
|
FONT_FAMILY_MONO :: "Lilex"
|
||||||
|
|
||||||
|
// IBM Plex Sans raw font data
|
||||||
|
SANS_THIN_RAW :: #load("fonts/IBMPlexSans-Thin.ttf") // IBM Plex Sans
|
||||||
|
SANS_THIN_ITALIC_RAW :: #load("fonts/IBMPlexSans-ThinItalic.ttf") // IBM Plex Sans
|
||||||
|
SANS_EXTRALIGHT_RAW :: #load("fonts/IBMPlexSans-ExtraLight.ttf") // IBM Plex Sans
|
||||||
|
SANS_EXTRALIGHT_ITALIC_RAW :: #load("fonts/IBMPlexSans-ExtraLightItalic.ttf") // IBM Plex Sans
|
||||||
|
SANS_LIGHT_RAW :: #load("fonts/IBMPlexSans-Light.ttf") // IBM Plex Sans
|
||||||
|
SANS_LIGHT_ITALIC_RAW :: #load("fonts/IBMPlexSans-LightItalic.ttf") // IBM Plex Sans
|
||||||
|
SANS_REGULAR_RAW :: #load("fonts/IBMPlexSans-Regular.ttf") // IBM Plex Sans
|
||||||
|
SANS_ITALIC_RAW :: #load("fonts/IBMPlexSans-Italic.ttf") // IBM Plex Sans
|
||||||
|
SANS_MEDIUM_RAW :: #load("fonts/IBMPlexSans-Medium.ttf") // IBM Plex Sans
|
||||||
|
SANS_MEDIUM_ITALIC_RAW :: #load("fonts/IBMPlexSans-MediumItalic.ttf") // IBM Plex Sans
|
||||||
|
SANS_SEMIBOLD_RAW :: #load("fonts/IBMPlexSans-SemiBold.ttf") // IBM Plex Sans
|
||||||
|
SANS_SEMIBOLD_ITALIC_RAW :: #load("fonts/IBMPlexSans-SemiBoldItalic.ttf") // IBM Plex Sans
|
||||||
|
SANS_BOLD_RAW :: #load("fonts/IBMPlexSans-Bold.ttf") // IBM Plex Sans
|
||||||
|
SANS_BOLD_ITALIC_RAW :: #load("fonts/IBMPlexSans-BoldItalic.ttf") // IBM Plex Sans
|
||||||
|
|
||||||
|
// Lilex raw font data
|
||||||
|
MONO_THIN_RAW :: #load("fonts/Lilex-Thin.ttf") // Lilex
|
||||||
|
MONO_THIN_ITALIC_RAW :: #load("fonts/Lilex-ThinItalic.ttf") // Lilex
|
||||||
|
MONO_EXTRALIGHT_RAW :: #load("fonts/Lilex-ExtraLight.ttf") // Lilex
|
||||||
|
MONO_EXTRALIGHT_ITALIC_RAW :: #load("fonts/Lilex-ExtraLightItalic.ttf") // Lilex
|
||||||
|
MONO_LIGHT_RAW :: #load("fonts/Lilex-Light.ttf") // Lilex
|
||||||
|
MONO_LIGHT_ITALIC_RAW :: #load("fonts/Lilex-LightItalic.ttf") // Lilex
|
||||||
|
MONO_REGULAR_RAW :: #load("fonts/Lilex-Regular.ttf") // Lilex
|
||||||
|
MONO_ITALIC_RAW :: #load("fonts/Lilex-Italic.ttf") // Lilex
|
||||||
|
MONO_MEDIUM_RAW :: #load("fonts/Lilex-Medium.ttf") // Lilex
|
||||||
|
MONO_MEDIUM_ITALIC_RAW :: #load("fonts/Lilex-MediumItalic.ttf") // Lilex
|
||||||
|
MONO_SEMIBOLD_RAW :: #load("fonts/Lilex-SemiBold.ttf") // Lilex
|
||||||
|
MONO_SEMIBOLD_ITALIC_RAW :: #load("fonts/Lilex-SemiBoldItalic.ttf") // Lilex
|
||||||
|
MONO_BOLD_RAW :: #load("fonts/Lilex-Bold.ttf") // Lilex
|
||||||
|
MONO_BOLD_ITALIC_RAW :: #load("fonts/Lilex-BoldItalic.ttf") // Lilex
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// TYPOGRAPHY — TYPE SCALE (1.25 modular ratio, base 16px)
|
||||||
|
// Minimum body size on web is 14px; print is 12pt.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
TEXT_XS :: 11 // status badges, fine print
|
||||||
|
TEXT_SM :: 13 // secondary labels, captions
|
||||||
|
TEXT_BASE :: 15 // default body text
|
||||||
|
TEXT_MD :: 16 // slightly prominent body
|
||||||
|
TEXT_LG :: 18 // subheadings, emphasized labels
|
||||||
|
TEXT_XL :: 22 // H3 level
|
||||||
|
TEXT_2XL :: 28 // H2 level
|
||||||
|
TEXT_3XL :: 36 // H1 level
|
||||||
|
TEXT_4XL :: 48 // display / hero
|
||||||
|
TEXT_5XL :: 64 // hero display
|
||||||
|
TEXT_6XL :: 96 // max scale; masthead only
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// TYPOGRAPHY — FONT WEIGHTS
|
||||||
|
// Constrained to the STATIC weights that BOTH faces actually
|
||||||
|
// ship from Google Fonts — IBM Plex Sans and Lilex share the
|
||||||
|
// same seven static instances:
|
||||||
|
// 100 Thin · 200 ExtraLight · 300 Light · 400 Regular ·
|
||||||
|
// 500 Medium · 600 SemiBold · 700 Bold
|
||||||
|
// There is no 800 ExtraBold and no 900 Black for either face.
|
||||||
|
// Do not request a weight outside this set — Google's API
|
||||||
|
// will fail or substitute, and the design will drift.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
WEIGHT_THIN :: 100
|
||||||
|
WEIGHT_EXTRALIGHT :: 200
|
||||||
|
WEIGHT_LIGHT :: 300
|
||||||
|
WEIGHT_REGULAR :: 400
|
||||||
|
WEIGHT_MEDIUM :: 500
|
||||||
|
WEIGHT_SEMIBOLD :: 600
|
||||||
|
WEIGHT_BOLD :: 700
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// TYPOGRAPHY — LINE HEIGHTS (unitless multipliers)
|
||||||
|
// Multiply by font size to derive a leading in pixels.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
LEADING_TIGHT :: 1.15 // display headings
|
||||||
|
LEADING_SNUG :: 1.30 // subheadings
|
||||||
|
LEADING_NORMAL :: 1.50 // default body prose
|
||||||
|
LEADING_LOOSE :: 1.70 // long-form reading, sparse density
|
||||||
|
LEADING_MONO :: 1.40 // code / terminal output
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// TYPOGRAPHY — LETTER SPACING (in EM units)
|
||||||
|
// Multiply by the resolved font size to get pixel spacing.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
TRACKING_TIGHT :: -0.02 // large headings, tightened display
|
||||||
|
TRACKING_NORMAL :: 0.00 // body default
|
||||||
|
TRACKING_WIDE :: 0.05 // H1/H2 ALL CAPS, button labels
|
||||||
|
TRACKING_WIDER :: 0.10 // H5 caps, section headers
|
||||||
|
TRACKING_WIDEST :: 0.20 // .label / .label-mono — ALL CAPS chip text
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// HEADING ROLES — paired size + tracking + casing intent
|
||||||
|
// Casing is documentation only; these are the numbers a
|
||||||
|
// renderer actually consumes.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
// H1 — page title, masthead. Title Case, ALL CAPS at display.
|
||||||
|
H1_SIZE :: TEXT_3XL
|
||||||
|
H1_WEIGHT :: WEIGHT_BOLD
|
||||||
|
H1_TRACKING :: TRACKING_WIDE
|
||||||
|
H1_LEADING :: LEADING_TIGHT
|
||||||
|
|
||||||
|
// H2 — major section. ALL CAPS.
|
||||||
|
H2_SIZE :: TEXT_2XL
|
||||||
|
H2_WEIGHT :: WEIGHT_BOLD
|
||||||
|
H2_TRACKING :: TRACKING_WIDE
|
||||||
|
H2_LEADING :: LEADING_TIGHT
|
||||||
|
|
||||||
|
// H3 — subsection. Sentence case, condensed semibold.
|
||||||
|
H3_SIZE :: TEXT_XL
|
||||||
|
H3_WEIGHT :: WEIGHT_SEMIBOLD
|
||||||
|
H3_TRACKING :: TRACKING_NORMAL
|
||||||
|
H3_LEADING :: LEADING_TIGHT
|
||||||
|
|
||||||
|
// H4 — minor subsection.
|
||||||
|
H4_SIZE :: TEXT_LG
|
||||||
|
H4_WEIGHT :: WEIGHT_SEMIBOLD
|
||||||
|
H4_TRACKING :: TRACKING_NORMAL
|
||||||
|
H4_LEADING :: LEADING_SNUG
|
||||||
|
|
||||||
|
// H5 — small caps section header (uses FG_SECONDARY).
|
||||||
|
H5_SIZE :: TEXT_BASE
|
||||||
|
H5_WEIGHT :: WEIGHT_SEMIBOLD
|
||||||
|
H5_TRACKING :: TRACKING_WIDER
|
||||||
|
H5_LEADING :: LEADING_SNUG
|
||||||
|
|
||||||
|
// H6 — mono caps eyebrow / overline (uses FG_CAPTION).
|
||||||
|
H6_SIZE :: TEXT_SM
|
||||||
|
H6_WEIGHT :: WEIGHT_REGULAR
|
||||||
|
H6_TRACKING :: TRACKING_WIDEST
|
||||||
|
H6_LEADING :: LEADING_SNUG
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// LABEL ROLES — small caps annotation chips
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
// .label — sans condensed, ALL CAPS, FG_CAPTION.
|
||||||
|
LABEL_SIZE :: TEXT_XS
|
||||||
|
LABEL_WEIGHT :: WEIGHT_SEMIBOLD
|
||||||
|
LABEL_TRACKING :: TRACKING_WIDEST
|
||||||
|
|
||||||
|
// .label-mono — mono ALL CAPS, FG_MUTED.
|
||||||
|
LABEL_MONO_SIZE :: TEXT_XS
|
||||||
|
LABEL_MONO_WEIGHT :: WEIGHT_REGULAR
|
||||||
|
LABEL_MONO_TRACKING :: TRACKING_WIDEST
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// FOCUS RING
|
||||||
|
// 1px solid gold outline at 2px offset. Crisp, never blurry.
|
||||||
|
// No glow, no box-shadow halo.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
FOCUS_RING_WIDTH :: 1
|
||||||
|
FOCUS_RING_OFFSET :: 2
|
||||||
|
FOCUS_RING_COLOR :: BORDER_FOCUS // GOLD_BRIGHT
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// COMPONENT — BUTTONS
|
||||||
|
// Cybersteel buttons are uppercase, semibold→bold, with wide
|
||||||
|
// tracking. Default size is "md"; sm/lg shift padding + size.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
// Default (md) padding: vertical / horizontal
|
||||||
|
BUTTON_PAD_Y :: 8
|
||||||
|
BUTTON_PAD_X :: 18
|
||||||
|
BUTTON_FONT_SIZE :: 12
|
||||||
|
BUTTON_FONT_WEIGHT :: WEIGHT_BOLD
|
||||||
|
BUTTON_TRACKING :: 0.07 // EM — ALL CAPS button label
|
||||||
|
BUTTON_RADIUS :: RADIUS_MD
|
||||||
|
BUTTON_BORDER :: BORDER_WIDTH_DEFAULT
|
||||||
|
|
||||||
|
// Small button
|
||||||
|
BUTTON_SM_PAD_Y :: 5
|
||||||
|
BUTTON_SM_PAD_X :: 12
|
||||||
|
BUTTON_SM_FONT_SIZE :: 10
|
||||||
|
|
||||||
|
// Large button
|
||||||
|
BUTTON_LG_PAD_Y :: 11
|
||||||
|
BUTTON_LG_PAD_X :: 24
|
||||||
|
BUTTON_LG_FONT_SIZE :: 14
|
||||||
|
|
||||||
|
// Primary — solid gold fill, dark text. Hover brightens, press
|
||||||
|
// flips to fg-heading (cream) fill.
|
||||||
|
BUTTON_PRIMARY_BG :: GOLD_DIM
|
||||||
|
BUTTON_PRIMARY_FG :: BG_SHELL
|
||||||
|
BUTTON_PRIMARY_BORDER :: GOLD_DIM
|
||||||
|
BUTTON_PRIMARY_BG_HOVER :: GOLD_BRIGHT
|
||||||
|
BUTTON_PRIMARY_BORDER_HOVER :: GOLD_BRIGHT
|
||||||
|
BUTTON_PRIMARY_BG_PRESS :: FG_HEADING
|
||||||
|
BUTTON_PRIMARY_FG_PRESS :: BG_SHELL
|
||||||
|
BUTTON_PRIMARY_BORDER_PRESS :: FG_HEADING
|
||||||
|
|
||||||
|
// Secondary — transparent bg, structural border, hover gains
|
||||||
|
// gold tint + gold-dim border, press fills with gold-bright.
|
||||||
|
BUTTON_SECONDARY_BG :: [4]u8{0, 0, 0, 0} // transparent
|
||||||
|
BUTTON_SECONDARY_FG :: FG_SECONDARY
|
||||||
|
BUTTON_SECONDARY_BORDER :: BG_BORDER
|
||||||
|
BUTTON_SECONDARY_BG_HOVER :: TINT_GOLD_HOVER
|
||||||
|
BUTTON_SECONDARY_BORDER_HOVER :: GOLD_DIM
|
||||||
|
BUTTON_SECONDARY_FG_HOVER :: FG_BODY
|
||||||
|
BUTTON_SECONDARY_BG_PRESS :: GOLD_BRIGHT
|
||||||
|
BUTTON_SECONDARY_FG_PRESS :: [4]u8{0xff, 0xff, 0xff, 0xff}
|
||||||
|
BUTTON_SECONDARY_BORDER_PRESS :: GOLD_BRIGHT
|
||||||
|
|
||||||
|
// Ghost — fully transparent, no border. Hover lifts to BG_ACTIVE.
|
||||||
|
BUTTON_GHOST_BG :: [4]u8{0, 0, 0, 0}
|
||||||
|
BUTTON_GHOST_FG :: FG_CAPTION
|
||||||
|
BUTTON_GHOST_BORDER :: [4]u8{0, 0, 0, 0}
|
||||||
|
BUTTON_GHOST_BG_HOVER :: BG_ACTIVE
|
||||||
|
BUTTON_GHOST_FG_HOVER :: FG_BODY
|
||||||
|
BUTTON_GHOST_BG_PRESS :: GOLD_DIM
|
||||||
|
BUTTON_GHOST_FG_PRESS :: [4]u8{0xff, 0xff, 0xff, 0xff}
|
||||||
|
|
||||||
|
// Danger — destructive ghost button.
|
||||||
|
BUTTON_DANGER_BG :: [4]u8{0, 0, 0, 0}
|
||||||
|
BUTTON_DANGER_FG :: RED_BRIGHT
|
||||||
|
BUTTON_DANGER_BORDER :: RED_DIM
|
||||||
|
BUTTON_DANGER_BG_HOVER :: TINT_DANGER_HOVER
|
||||||
|
BUTTON_DANGER_BORDER_HOVER :: RED_BRIGHT
|
||||||
|
BUTTON_DANGER_FG_HOVER :: FG_BODY
|
||||||
|
BUTTON_DANGER_BG_PRESS :: RED_BRIGHT
|
||||||
|
BUTTON_DANGER_FG_PRESS :: [4]u8{0xff, 0xff, 0xff, 0xff}
|
||||||
|
BUTTON_DANGER_BORDER_PRESS :: RED_BRIGHT
|
||||||
|
|
||||||
|
// Success — confirming ghost button.
|
||||||
|
BUTTON_SUCCESS_BG :: [4]u8{0, 0, 0, 0}
|
||||||
|
BUTTON_SUCCESS_FG :: GREEN_BRIGHT
|
||||||
|
BUTTON_SUCCESS_BORDER :: GREEN_DIM
|
||||||
|
BUTTON_SUCCESS_BG_HOVER :: TINT_SUCCESS_HOVER
|
||||||
|
BUTTON_SUCCESS_BORDER_HOVER :: GREEN_BRIGHT
|
||||||
|
BUTTON_SUCCESS_FG_HOVER :: FG_BODY
|
||||||
|
BUTTON_SUCCESS_BG_PRESS :: GREEN_BRIGHT
|
||||||
|
BUTTON_SUCCESS_FG_PRESS :: [4]u8{0xff, 0xff, 0xff, 0xff}
|
||||||
|
BUTTON_SUCCESS_BORDER_PRESS :: GREEN_BRIGHT
|
||||||
|
|
||||||
|
// Disabled — flat low-contrast surface, opacity-dimmed.
|
||||||
|
BUTTON_DISABLED_BG :: BG_ACTIVE
|
||||||
|
BUTTON_DISABLED_FG :: FG_MUTED
|
||||||
|
BUTTON_DISABLED_BORDER :: BG_BORDER
|
||||||
|
BUTTON_DISABLED_OPACITY :: 0.5
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// COMPONENT — CARDS
|
||||||
|
// Flat, structural, mechanical. Background sits one step above
|
||||||
|
// page; border is structural by default and shifts to gold-dim
|
||||||
|
// on hover/press. Corner radius is the default 6px (RADIUS_MD).
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
CARD_BG :: BG_SURFACE
|
||||||
|
CARD_BORDER :: BG_BORDER
|
||||||
|
CARD_BORDER_HOVER :: GOLD_DIM
|
||||||
|
CARD_BG_PRESS :: BG_ACTIVE
|
||||||
|
CARD_BORDER_PRESS :: GOLD_DIM
|
||||||
|
CARD_RADIUS :: RADIUS_MD
|
||||||
|
CARD_BORDER_WIDTH :: BORDER_WIDTH_DEFAULT
|
||||||
|
CARD_PADDING :: SPACE_GROUP // 16px default inset
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// COMPONENT — INPUTS
|
||||||
|
// Inputs sit on BG_SURFACE with structural borders. Focus
|
||||||
|
// promotes the border to gold-bright; the focus ring follows.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
INPUT_BG :: BG_SURFACE
|
||||||
|
INPUT_FG :: FG_BODY
|
||||||
|
INPUT_PLACEHOLDER :: FG_CAPTION
|
||||||
|
INPUT_BORDER :: BG_BORDER
|
||||||
|
INPUT_BORDER_HOVER :: GOLD_DIM
|
||||||
|
INPUT_BORDER_FOCUS :: GOLD_BRIGHT
|
||||||
|
INPUT_BORDER_DANGER :: RED_DIM
|
||||||
|
INPUT_RADIUS :: RADIUS_MD
|
||||||
|
INPUT_PAD_Y :: SPACE_COMPONENT // 12
|
||||||
|
INPUT_PAD_X :: SPACE_GROUP // 16
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// COMPONENT — BADGES / STATUS PILLS
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
BADGE_FONT_SIZE :: TEXT_XS
|
||||||
|
BADGE_WEIGHT :: WEIGHT_SEMIBOLD
|
||||||
|
BADGE_TRACKING :: TRACKING_WIDEST
|
||||||
|
BADGE_PAD_Y :: SPACE_CHIP // 4
|
||||||
|
BADGE_PAD_X :: SPACE_ELEMENT // 8
|
||||||
|
BADGE_RADIUS :: RADIUS_SM
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// COMPONENT — DECO RULE
|
||||||
|
// Hairline Art Deco horizontal rule: 1px gold-dim top + 1px
|
||||||
|
// structural drop, with panel-sized vertical margins.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
DECO_RULE_TOP_WIDTH :: 1
|
||||||
|
DECO_RULE_TOP_COLOR :: GOLD_DIM
|
||||||
|
DECO_RULE_DROP_WIDTH :: 1
|
||||||
|
DECO_RULE_DROP_COLOR :: BG_BORDER
|
||||||
|
DECO_RULE_MARGIN_Y :: SPACE_PANEL // 24
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// LAYOUT — FIXED CHROME WIDTHS
|
||||||
|
// Sidebar widths are fixed; content lives in 8 or 12 column
|
||||||
|
// grids. No responsive collapsing for chrome — Cybersteel UIs
|
||||||
|
// run on real workstations.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
SIDEBAR_WIDTH_NARROW :: 240
|
||||||
|
SIDEBAR_WIDTH_WIDE :: 280
|
||||||
|
|
||||||
|
GRID_COLUMNS_NARROW :: 8
|
||||||
|
GRID_COLUMNS_WIDE :: 12
|
||||||
|
|
||||||
|
// Toolbar height matches SPACE_BLOCK so vertical rhythm aligns.
|
||||||
|
TOOLBAR_HEIGHT :: SPACE_BLOCK // 32
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// CODE BLOCKS — <pre>
|
||||||
|
// Mono, BG_SHELL surface with a 1px structural border and a
|
||||||
|
// 2px gold-dim accent on the left edge.
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
CODE_INLINE_BG :: BG_SURFACE
|
||||||
|
CODE_INLINE_FG :: GOLD_BRIGHT
|
||||||
|
CODE_INLINE_BORDER :: BG_BORDER
|
||||||
|
CODE_INLINE_PAD_Y :: 2
|
||||||
|
CODE_INLINE_PAD_X :: 6
|
||||||
|
CODE_INLINE_RADIUS :: RADIUS_SM
|
||||||
|
|
||||||
|
PRE_BG :: BG_SHELL
|
||||||
|
PRE_FG :: FG_BODY
|
||||||
|
PRE_BORDER :: BG_BORDER
|
||||||
|
PRE_BORDER_LEFT_COLOR :: GOLD_DIM
|
||||||
|
PRE_BORDER_LEFT_WIDTH :: BORDER_WIDTH_ACCENT // 2
|
||||||
|
PRE_PAD_Y :: SPACE_GROUP // 16
|
||||||
|
PRE_PAD_X :: SPACE_PANEL // 24
|
||||||
|
|
||||||
|
|
||||||
|
// ============================================================
|
||||||
|
// SCANLINE OVERLAY (opt-in, terminal surfaces only)
|
||||||
|
// Repeating-stripe pattern at very low opacity. Stripe is 2px
|
||||||
|
// transparent + 2px black-at-3% (TINT_SCANLINE).
|
||||||
|
// ============================================================
|
||||||
|
|
||||||
|
SCANLINE_STRIPE_PX :: 2
|
||||||
|
SCANLINE_GAP_PX :: 2
|
||||||
|
SCANLINE_COLOR :: TINT_SCANLINE
|
||||||
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+604
-400
File diff suppressed because it is too large
Load Diff
@@ -20,7 +20,7 @@ texture_size :: #force_inline proc(qrcode_buf: []u8) -> int {
|
|||||||
//
|
//
|
||||||
// Returns ok=false when:
|
// Returns ok=false when:
|
||||||
// - qrcode_buf is invalid (qrcode.get_size returns 0).
|
// - qrcode_buf is invalid (qrcode.get_size returns 0).
|
||||||
// - texture_buf is smaller than to_texture_size(qrcode_buf).
|
// - texture_buf is smaller than texture_size(qrcode_buf).
|
||||||
@(require_results)
|
@(require_results)
|
||||||
to_texture :: proc(
|
to_texture :: proc(
|
||||||
qrcode_buf: []u8,
|
qrcode_buf: []u8,
|
||||||
|
|||||||
@@ -0,0 +1,409 @@
|
|||||||
|
package examples
|
||||||
|
|
||||||
|
import "core:fmt"
|
||||||
|
import "core:math"
|
||||||
|
import "core:os"
|
||||||
|
import sdl "vendor:sdl3"
|
||||||
|
|
||||||
|
import "../../draw"
|
||||||
|
import cyber "../cybersteel"
|
||||||
|
|
||||||
|
// Backdrop example.
|
||||||
|
//
|
||||||
|
// Exercises the bracket scheduler end-to-end. The demo is structured as three zones in one
|
||||||
|
// window so we can stress-test the cases that matter:
|
||||||
|
//
|
||||||
|
// Zone 1 (top, base layer): animated colorful background + two side-by-side frosted panels
|
||||||
|
// with DIFFERENT sigmas and DIFFERENT tints. Tests sigma grouping
|
||||||
|
// and per-primitive tint.
|
||||||
|
//
|
||||||
|
// Zone 2 (bottom-left, second layer): a small frosted panel in a NEW layer; its bracket sees
|
||||||
|
// Zone 1's full content (base layer's bracket output is
|
||||||
|
// carried forward via source_texture). Tests multi-layer
|
||||||
|
// backdrop sampling.
|
||||||
|
//
|
||||||
|
// Zone 3 (bottom-right, base layer): edge cases. A sigma=0 "mirror" panel (no blur), two
|
||||||
|
// same-sigma panels stacked (tests sub-batch coalescing
|
||||||
|
// via append_or_extend_sub_batch), and text drawn ON TOP
|
||||||
|
// of a backdrop (tests Pass B post-bracket rendering).
|
||||||
|
//
|
||||||
|
// Animation: an orbiting gradient stripe plus a few orbiting circles in Zone 1. Motion is the
|
||||||
|
// only way to visually confirm the blur is Gaussian; a static panel can't tell you whether the
|
||||||
|
// kernel coefficients are right.
|
||||||
|
gaussian_blur :: proc() {
|
||||||
|
if !sdl.Init({.VIDEO}) do os.exit(1)
|
||||||
|
window := sdl.CreateWindow("Backdrop blur", 800, 600, {.HIGH_PIXEL_DENSITY})
|
||||||
|
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
|
||||||
|
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
|
||||||
|
if !draw.init(gpu, window) do os.exit(1)
|
||||||
|
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
|
||||||
|
|
||||||
|
WINDOW_W :: f32(800)
|
||||||
|
WINDOW_H :: f32(600)
|
||||||
|
FONT_SIZE :: u16(14)
|
||||||
|
|
||||||
|
t: f32 = 0
|
||||||
|
|
||||||
|
for {
|
||||||
|
defer free_all(context.temp_allocator)
|
||||||
|
ev: sdl.Event
|
||||||
|
for sdl.PollEvent(&ev) {
|
||||||
|
if ev.type == .QUIT do return
|
||||||
|
}
|
||||||
|
t += 1
|
||||||
|
|
||||||
|
base_layer := draw.begin({width = WINDOW_W, height = WINDOW_H})
|
||||||
|
|
||||||
|
//----- Background fill ----------------------------------
|
||||||
|
draw.rectangle(base_layer, {0, 0, WINDOW_W, WINDOW_H}, draw.Color{20, 20, 28, 255})
|
||||||
|
|
||||||
|
//----- Zone 1: animated background for the top frosted panels ----------------------------------
|
||||||
|
|
||||||
|
// A wide rotating gradient stripe sweeps left-to-right across Zone 1. The angle changes
|
||||||
|
// over time so the gradient itself shifts visibly.
|
||||||
|
stripe_angle := t * 0.4
|
||||||
|
draw.rectangle(
|
||||||
|
base_layer,
|
||||||
|
{20, 20, WINDOW_W - 40, 240},
|
||||||
|
draw.Linear_Gradient {
|
||||||
|
start_color = {255, 80, 60, 255},
|
||||||
|
end_color = {60, 120, 255, 255},
|
||||||
|
angle = stripe_angle,
|
||||||
|
},
|
||||||
|
)
|
||||||
|
|
||||||
|
// Five orbiting circles inside Zone 1's strip. The blur should smooth their hard edges
|
||||||
|
// and the gradient behind them into a continuous wash.
|
||||||
|
for i in 0 ..< 5 {
|
||||||
|
phase := f32(i) * 1.2 + t * 0.04
|
||||||
|
cx := 100 + f32(i) * 140 + math.cos(phase) * 30
|
||||||
|
cy := 140 + math.sin(phase) * 50
|
||||||
|
circle_color := draw.Color {
|
||||||
|
u8(clamp(120 + math.cos(phase) * 100, 0, 255)),
|
||||||
|
u8(clamp(180 + math.sin(phase * 1.3) * 60, 0, 255)),
|
||||||
|
u8(clamp(220 - math.sin(phase) * 80, 0, 255)),
|
||||||
|
255,
|
||||||
|
}
|
||||||
|
draw.circle(base_layer, {cx, cy}, 22, circle_color)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Bright accent rectangles to give the blur some sharp edges to munch on.
|
||||||
|
draw.rectangle(base_layer, {200, 60, 60, 12}, draw.Color{255, 255, 200, 255})
|
||||||
|
draw.rectangle(base_layer, {500, 200, 80, 16}, draw.Color{200, 255, 200, 255})
|
||||||
|
|
||||||
|
//----- Zone 1 frosted panels: different sigmas, different tints --------------------------------
|
||||||
|
|
||||||
|
// Panel A: heavy blur, cool blue-grey tint. sigma=14 in logical px.
|
||||||
|
// Both panels share rounded corners.
|
||||||
|
panel_radii := draw.Rectangle_Radii{16, 16, 16, 16}
|
||||||
|
|
||||||
|
// Both zone1 panels share one scope. Different sigmas still trigger separate blur
|
||||||
|
// passes (cost scales with unique sigmas, not with backdrop count); the scope just
|
||||||
|
// declares "these draws form one bracket." `backdrop_scope` is the RAII-style API:
|
||||||
|
// `end_backdrop` fires automatically when the block exits.
|
||||||
|
{
|
||||||
|
draw.backdrop_scope(base_layer)
|
||||||
|
draw.backdrop_blur(
|
||||||
|
base_layer,
|
||||||
|
{60, 80, 320, 140},
|
||||||
|
gaussian_sigma = 30,
|
||||||
|
tint = draw.Color{170, 200, 240, 200}, // cool blue, strong mix
|
||||||
|
radii = panel_radii,
|
||||||
|
)
|
||||||
|
|
||||||
|
// Panel B: lighter blur, warm amber tint. sigma=6.
|
||||||
|
draw.backdrop_blur(
|
||||||
|
base_layer,
|
||||||
|
{420, 80, 320, 140},
|
||||||
|
gaussian_sigma = 6,
|
||||||
|
tint = draw.Color{255, 220, 160, 200}, // warm amber, strong mix
|
||||||
|
radii = panel_radii,
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Text labels for the two panels. Drawn AFTER `end_backdrop` (which fires at the
|
||||||
|
// scope-block exit above), so they composite on top of both panels.
|
||||||
|
draw.text(
|
||||||
|
base_layer,
|
||||||
|
"sigma = 20, cool tint",
|
||||||
|
{72, 90},
|
||||||
|
PLEX_SANS_REGULAR,
|
||||||
|
FONT_SIZE,
|
||||||
|
color = draw.Color{30, 35, 50, 255},
|
||||||
|
)
|
||||||
|
draw.text(
|
||||||
|
base_layer,
|
||||||
|
"sigma = 6, warm tint",
|
||||||
|
{432, 90},
|
||||||
|
PLEX_SANS_REGULAR,
|
||||||
|
FONT_SIZE,
|
||||||
|
color = draw.Color{60, 40, 20, 255},
|
||||||
|
)
|
||||||
|
|
||||||
|
// Post-bracket verification: a white stripe drawn AFTER `end_backdrop` in the same
|
||||||
|
// layer. Should render ON TOP of both panels because the backdrop scope (and its
|
||||||
|
// composite output) is now closed; any non-backdrop draw on this layer composites
|
||||||
|
// with LOAD on top of whatever the bracket left in source_texture.
|
||||||
|
draw.rectangle(base_layer, {WINDOW_W * 0.5 - 4, 70, 8, 160}, draw.Color{255, 255, 255, 230})
|
||||||
|
|
||||||
|
//----- Zone 2: second layer with its own backdrop --------------------------------
|
||||||
|
// Zone 2's panel is in a NEW layer. Its bracket samples source_texture as it stands
|
||||||
|
// after the base layer fully finished (including the base layer's bracket V-composite
|
||||||
|
// output). So this panel sees Zone 1's frosted panels through its own blur.
|
||||||
|
|
||||||
|
zone2 := draw.new_layer(base_layer, {0, 280, WINDOW_W * 0.55, WINDOW_H - 280})
|
||||||
|
|
||||||
|
// Pass A content for zone2: a translucent darker overlay to make the panel pop.
|
||||||
|
draw.rectangle(zone2, {20, 300, WINDOW_W * 0.55 - 40, WINDOW_H - 320}, draw.Color{0, 0, 0, 80})
|
||||||
|
|
||||||
|
// Animated diagonal stripe in Zone 2 so the blur in this layer's panel has motion to
|
||||||
|
// smooth, not just the static base-layer content.
|
||||||
|
stripe_y := 320 + (math.sin(t * 0.05) * 0.5 + 0.5) * 200
|
||||||
|
draw.rectangle(zone2, {30, stripe_y, WINDOW_W * 0.55 - 60, 18}, draw.Color{255, 100, 200, 200})
|
||||||
|
|
||||||
|
// Zone 2's frosted panel. Single-panel scope; `backdrop_scope` keeps the begin/end
|
||||||
|
// pair tied to the block.
|
||||||
|
{
|
||||||
|
draw.backdrop_scope(zone2)
|
||||||
|
draw.backdrop_blur(
|
||||||
|
zone2,
|
||||||
|
{60, 360, WINDOW_W * 0.55 - 120, 160},
|
||||||
|
gaussian_sigma = 10,
|
||||||
|
tint = draw.WHITE, // pure blur (white tint with any alpha is a no-op)
|
||||||
|
radii = draw.Rectangle_Radii{24, 24, 24, 24},
|
||||||
|
)
|
||||||
|
}
|
||||||
|
draw.text(
|
||||||
|
zone2,
|
||||||
|
"Layer 2 backdrop",
|
||||||
|
{72, 372},
|
||||||
|
PLEX_SANS_REGULAR,
|
||||||
|
FONT_SIZE,
|
||||||
|
color = draw.Color{30, 30, 30, 255},
|
||||||
|
)
|
||||||
|
draw.text(
|
||||||
|
zone2,
|
||||||
|
"sigma = 10",
|
||||||
|
{72, 392},
|
||||||
|
PLEX_SANS_REGULAR,
|
||||||
|
FONT_SIZE,
|
||||||
|
color = draw.Color{60, 60, 60, 255},
|
||||||
|
)
|
||||||
|
|
||||||
|
//----- Zone 3: edge cases (back in base layer would also work, but we use zone2 to keep --------
|
||||||
|
// the demo's two-layer structure simple). Zone 3 lives in a third layer so it gets
|
||||||
|
// a fresh source snapshot too.
|
||||||
|
zone3 := draw.new_layer(zone2, {WINDOW_W * 0.55, 280, WINDOW_W * 0.45, WINDOW_H - 280})
|
||||||
|
|
||||||
|
// Animated background patch for Zone 3 so its mirror panel has something to reflect.
|
||||||
|
for i in 0 ..< 4 {
|
||||||
|
phase := f32(i) * 1.5 + t * 0.06
|
||||||
|
y := 310 + f32(i) * 60 + math.sin(phase) * 8
|
||||||
|
draw.rectangle(
|
||||||
|
zone3,
|
||||||
|
{WINDOW_W * 0.55 + 20, y, WINDOW_W * 0.45 - 40, 14},
|
||||||
|
draw.Color {
|
||||||
|
u8(clamp(200 + math.cos(phase) * 50, 0, 255)),
|
||||||
|
u8(clamp(150 + math.sin(phase) * 80, 0, 255)),
|
||||||
|
u8(clamp(220 - math.cos(phase * 1.7) * 60, 0, 255)),
|
||||||
|
255,
|
||||||
|
},
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
// All three Zone 3 backdrops share one scope. The sigma=0 mirror, then the two
|
||||||
|
// contiguous sigma=8 panels. The sigma=8 pair stays contiguous in the sub-batch list,
|
||||||
|
// so `append_or_extend_sub_batch` still coalesces them into a single instanced
|
||||||
|
// composite draw — scope boundaries don't affect coalescing, only kind/sigma identity.
|
||||||
|
{
|
||||||
|
draw.backdrop_scope(zone3)
|
||||||
|
|
||||||
|
// Edge case 1: sigma = 0 "mirror" — sharp framebuffer sample, no blur. Should reproduce
|
||||||
|
// the underlying pixels exactly through the SDF mask. Tinted slightly so it's visible.
|
||||||
|
draw.backdrop_blur(
|
||||||
|
zone3,
|
||||||
|
{WINDOW_W * 0.55 + 30, 310, 150, 70},
|
||||||
|
gaussian_sigma = 0,
|
||||||
|
tint = draw.WHITE, // pure mirror (no blur, no tint)
|
||||||
|
radii = draw.Rectangle_Radii{12, 12, 12, 12},
|
||||||
|
)
|
||||||
|
|
||||||
|
// Edge case 2: two same-sigma panels submitted contiguously. The sub-batch coalescer
|
||||||
|
// should merge these into a single instanced V-composite draw. Visually, both should
|
||||||
|
// look identical (modulo position) — same blur radius, same tint.
|
||||||
|
draw.backdrop_blur(
|
||||||
|
zone3,
|
||||||
|
{WINDOW_W * 0.55 + 30, 400, 150, 70},
|
||||||
|
gaussian_sigma = 8,
|
||||||
|
tint = draw.Color{160, 255, 160, 200}, // green tint, strong mix
|
||||||
|
radii = draw.Rectangle_Radii{12, 12, 12, 12},
|
||||||
|
)
|
||||||
|
draw.backdrop_blur(
|
||||||
|
zone3,
|
||||||
|
{WINDOW_W * 0.55 + 200, 400, 150, 70},
|
||||||
|
gaussian_sigma = 8,
|
||||||
|
tint = draw.Color{160, 255, 160, 200}, // identical: tests sub-batch coalescing
|
||||||
|
radii = draw.Rectangle_Radii{12, 12, 12, 12},
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Edge case 3: text drawn AFTER `end_backdrop` in the same layer. Composites on top of
|
||||||
|
// the bracket's V-composite output and should appear sharply over the green panels.
|
||||||
|
draw.text(
|
||||||
|
zone3,
|
||||||
|
"sigma=0 (mirror)",
|
||||||
|
{WINDOW_W * 0.55 + 38, 318},
|
||||||
|
PLEX_SANS_REGULAR,
|
||||||
|
FONT_SIZE,
|
||||||
|
color = draw.Color{20, 20, 20, 255},
|
||||||
|
)
|
||||||
|
draw.text(
|
||||||
|
zone3,
|
||||||
|
"sigma=8 (coalesced pair)",
|
||||||
|
{WINDOW_W * 0.55 + 38, 408},
|
||||||
|
PLEX_SANS_REGULAR,
|
||||||
|
FONT_SIZE,
|
||||||
|
color = draw.Color{20, 40, 20, 255},
|
||||||
|
)
|
||||||
|
draw.text(
|
||||||
|
zone3,
|
||||||
|
"Post-scope text overlay",
|
||||||
|
{WINDOW_W * 0.55 + 38, 480},
|
||||||
|
PLEX_SANS_REGULAR,
|
||||||
|
FONT_SIZE,
|
||||||
|
color = draw.WHITE,
|
||||||
|
)
|
||||||
|
|
||||||
|
draw.end(gpu, window, draw.Color{15, 15, 22, 255})
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Backdrop diagnostic example.
|
||||||
|
//
|
||||||
|
// Minimal isolation harness for debugging the blur. ONE panel, ONE sigma, NO animation. The
|
||||||
|
// fixed background gives the eye a stable reference: the blur should smooth a *known* set of
|
||||||
|
// hard edges, and any artifacts (crisp circles, ghost mirrors, no apparent change with sigma)
|
||||||
|
// stand out clearly.
|
||||||
|
//
|
||||||
|
// Controls:
|
||||||
|
// UP / DOWN arrow : adjust sigma by ±1
|
||||||
|
// LEFT / RIGHT arrow : adjust sigma by ±5
|
||||||
|
// SPACE : reset to sigma=10
|
||||||
|
// T : toggle the test rectangle on top of the panel
|
||||||
|
//
|
||||||
|
// Sigma is printed to the title bar so you can correlate visual behavior with the numeric
|
||||||
|
// value as you adjust it.
|
||||||
|
gaussian_blur_debug :: proc() {
|
||||||
|
if !sdl.Init({.VIDEO}) do os.exit(1)
|
||||||
|
window := sdl.CreateWindow("Backdrop debug", 800, 600, {.HIGH_PIXEL_DENSITY})
|
||||||
|
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
|
||||||
|
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
|
||||||
|
if !draw.init(gpu, window) do os.exit(1)
|
||||||
|
defer draw.destroy(gpu)
|
||||||
|
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
|
||||||
|
|
||||||
|
WINDOW_W :: f32(800)
|
||||||
|
WINDOW_H :: f32(600)
|
||||||
|
FONT_SIZE :: u16(14)
|
||||||
|
|
||||||
|
sigma: f32 = 10
|
||||||
|
show_test_rect := true
|
||||||
|
|
||||||
|
for {
|
||||||
|
defer free_all(context.temp_allocator)
|
||||||
|
ev: sdl.Event
|
||||||
|
for sdl.PollEvent(&ev) {
|
||||||
|
if ev.type == .QUIT do return
|
||||||
|
if ev.type == .KEY_DOWN {
|
||||||
|
#partial switch ev.key.scancode {
|
||||||
|
case .UP: sigma += 1
|
||||||
|
case .DOWN: sigma = max(sigma - 1, 0)
|
||||||
|
case .RIGHT: sigma += 5
|
||||||
|
case .LEFT: sigma = max(sigma - 5, 0)
|
||||||
|
case .SPACE: sigma = 10
|
||||||
|
case .T: show_test_rect = !show_test_rect
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update title with current sigma so we can correlate visuals to numbers.
|
||||||
|
title := fmt.ctprintf("Backdrop debug | sigma = %.1f", sigma)
|
||||||
|
sdl.SetWindowTitle(window, title)
|
||||||
|
|
||||||
|
base_layer := draw.begin({width = WINDOW_W, height = WINDOW_H})
|
||||||
|
|
||||||
|
// Background: deliberately high-contrast static content. The eye can verify whether
|
||||||
|
// hard edges (the black grid lines, the crisp circles, the fine vertical bars) get
|
||||||
|
// smoothed by the panel. NOTHING animates here — every difference between frames is
|
||||||
|
// caused by user input (sigma change), not by the demo itself.
|
||||||
|
draw.rectangle(base_layer, {0, 0, WINDOW_W, WINDOW_H}, draw.Color{255, 255, 255, 255})
|
||||||
|
|
||||||
|
// Black grid: 8x6 cells with thin lines. Each grid cell is 100x100 logical px.
|
||||||
|
for x: f32 = 0; x <= WINDOW_W; x += 100 {
|
||||||
|
draw.rectangle(base_layer, {x - 1, 0, 2, WINDOW_H}, draw.BLACK)
|
||||||
|
}
|
||||||
|
for y: f32 = 0; y <= WINDOW_H; y += 100 {
|
||||||
|
draw.rectangle(base_layer, {0, y - 1, WINDOW_W, 2}, draw.BLACK)
|
||||||
|
}
|
||||||
|
|
||||||
|
// A row of small bright circles across the middle. Their crisp edges are the most
|
||||||
|
// sensitive blur indicator.
|
||||||
|
for i in 0 ..< 8 {
|
||||||
|
cx := f32(i) * 100 + 50
|
||||||
|
color := draw.Color{u8((i * 32) & 0xff), u8((i * 64) & 0xff), u8(255 - (i * 32) & 0xff), 255}
|
||||||
|
draw.circle(base_layer, {cx, 350}, 25, color)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Vertical fine-detail stripes on the left edge. At any meaningful sigma these should
|
||||||
|
// merge into a flat color through the panel.
|
||||||
|
for i in 0 ..< 20 {
|
||||||
|
x := 30 + f32(i) * 6
|
||||||
|
color := draw.RED if i % 2 == 0 else draw.BLUE
|
||||||
|
draw.rectangle(base_layer, {x, 200, 4, 200}, color)
|
||||||
|
}
|
||||||
|
|
||||||
|
// THE PANEL UNDER TEST. Square, centered, large enough to cover multiple grid cells and
|
||||||
|
// the circle row. Square shape makes any horizontal-vs-vertical asymmetry purely
|
||||||
|
// renderer-driven (geometry can't introduce it).
|
||||||
|
//
|
||||||
|
// Uses the explicit begin/end form (instead of `backdrop_scope`) to exercise the
|
||||||
|
// alternative API surface in the diagnostic harness.
|
||||||
|
panel := draw.Rectangle{250, 150, 300, 300}
|
||||||
|
draw.begin_backdrop(base_layer)
|
||||||
|
draw.backdrop_blur(
|
||||||
|
base_layer,
|
||||||
|
panel,
|
||||||
|
gaussian_sigma = sigma,
|
||||||
|
tint = draw.WHITE,
|
||||||
|
radii = draw.Rectangle_Radii{20, 20, 20, 20},
|
||||||
|
)
|
||||||
|
draw.end_backdrop(base_layer)
|
||||||
|
|
||||||
|
// Post-scope test: a bright rectangle drawn AFTER `end_backdrop` in the same layer.
|
||||||
|
// Should always render on top of the panel. If the panel ever shows a "ghost" of this
|
||||||
|
// rect inside its blur, the V-composite is sampling the wrong texture state.
|
||||||
|
if show_test_rect {
|
||||||
|
draw.rectangle(base_layer, {380, 280, 40, 40}, draw.Color{0, 200, 0, 255})
|
||||||
|
}
|
||||||
|
|
||||||
|
// Sigma label at the bottom in giant text so you can read it from across the room.
|
||||||
|
draw.text(
|
||||||
|
base_layer,
|
||||||
|
fmt.tprintf("sigma = %.1f", sigma),
|
||||||
|
{20, WINDOW_H - 40},
|
||||||
|
PLEX_SANS_REGULAR,
|
||||||
|
28,
|
||||||
|
color = draw.BLACK,
|
||||||
|
)
|
||||||
|
draw.text(
|
||||||
|
base_layer,
|
||||||
|
"UP/DOWN ±1 LEFT/RIGHT ±5 SPACE reset T toggle test rect",
|
||||||
|
{20, WINDOW_H - 70},
|
||||||
|
PLEX_SANS_REGULAR,
|
||||||
|
FONT_SIZE,
|
||||||
|
color = draw.Color{60, 60, 60, 255},
|
||||||
|
)
|
||||||
|
|
||||||
|
draw.end(gpu, window, draw.Color{255, 255, 255, 255})
|
||||||
|
}
|
||||||
|
}
|
||||||
+33
-10
@@ -5,9 +5,32 @@ import "core:log"
|
|||||||
import "core:mem"
|
import "core:mem"
|
||||||
import "core:os"
|
import "core:os"
|
||||||
|
|
||||||
|
EX_HELLOPE_SHAPES :: "hellope-shapes"
|
||||||
|
EX_HELLOPE_TEXT :: "hellope-text"
|
||||||
|
EX_HELLOPE_CLAY :: "hellope-clay"
|
||||||
|
EX_HELLOPE_CUSTOM :: "hellope-custom"
|
||||||
|
EX_TEXTURES :: "textures"
|
||||||
|
EX_GAUSSIAN_BLUR :: "gaussian-blur"
|
||||||
|
EX_GAUSSIAN_BLUR_DEBUG :: "gaussian-blur-debug"
|
||||||
|
|
||||||
|
AVAILABLE_EXAMPLES_MSG ::
|
||||||
|
"Available examples: " +
|
||||||
|
EX_HELLOPE_SHAPES +
|
||||||
|
", " +
|
||||||
|
EX_HELLOPE_TEXT +
|
||||||
|
", " +
|
||||||
|
EX_HELLOPE_CLAY +
|
||||||
|
", " +
|
||||||
|
EX_HELLOPE_CUSTOM +
|
||||||
|
", " +
|
||||||
|
EX_TEXTURES +
|
||||||
|
", " +
|
||||||
|
EX_GAUSSIAN_BLUR +
|
||||||
|
", " +
|
||||||
|
EX_GAUSSIAN_BLUR_DEBUG
|
||||||
|
|
||||||
main :: proc() {
|
main :: proc() {
|
||||||
//----- General setup ----------------------------------
|
//----- General setup ----------------------------------
|
||||||
{
|
|
||||||
// Temp
|
// Temp
|
||||||
track_temp: mem.Tracking_Allocator
|
track_temp: mem.Tracking_Allocator
|
||||||
mem.tracking_allocator_init(&track_temp, context.temp_allocator)
|
mem.tracking_allocator_init(&track_temp, context.temp_allocator)
|
||||||
@@ -43,27 +66,27 @@ main :: proc() {
|
|||||||
}
|
}
|
||||||
mem.tracking_allocator_destroy(&track)
|
mem.tracking_allocator_destroy(&track)
|
||||||
}
|
}
|
||||||
// Logger
|
|
||||||
context.logger = log.create_console_logger()
|
context.logger = log.create_console_logger()
|
||||||
defer log.destroy_console_logger(context.logger)
|
defer log.destroy_console_logger(context.logger)
|
||||||
}
|
|
||||||
|
|
||||||
args := os.args
|
args := os.args
|
||||||
if len(args) < 2 {
|
if len(args) < 2 {
|
||||||
fmt.eprintln("Usage: examples <example_name>")
|
fmt.eprintln("Usage: examples <example_name>")
|
||||||
fmt.eprintln("Available examples: hellope-shapes, hellope-text, hellope-clay, hellope-custom, textures")
|
fmt.eprintln(AVAILABLE_EXAMPLES_MSG)
|
||||||
os.exit(1)
|
os.exit(1)
|
||||||
}
|
}
|
||||||
|
|
||||||
switch args[1] {
|
switch args[1] {
|
||||||
case "hellope-clay": hellope_clay()
|
case EX_HELLOPE_CLAY: hellope_clay()
|
||||||
case "hellope-custom": hellope_custom()
|
case EX_HELLOPE_CUSTOM: hellope_custom()
|
||||||
case "hellope-shapes": hellope_shapes()
|
case EX_HELLOPE_SHAPES: hellope_shapes()
|
||||||
case "hellope-text": hellope_text()
|
case EX_HELLOPE_TEXT: hellope_text()
|
||||||
case "textures": textures()
|
case EX_TEXTURES: textures()
|
||||||
|
case EX_GAUSSIAN_BLUR: gaussian_blur()
|
||||||
|
case EX_GAUSSIAN_BLUR_DEBUG: gaussian_blur_debug()
|
||||||
case:
|
case:
|
||||||
fmt.eprintf("Unknown example: %v\n", args[1])
|
fmt.eprintf("Unknown example: %v\n", args[1])
|
||||||
fmt.eprintln("Available examples: hellope-shapes, hellope-text, hellope-clay, hellope-custom, textures")
|
fmt.eprintln(AVAILABLE_EXAMPLES_MSG)
|
||||||
os.exit(1)
|
os.exit(1)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
+26
-33
@@ -1,14 +1,15 @@
|
|||||||
package examples
|
package examples
|
||||||
|
|
||||||
import "../../draw"
|
|
||||||
import "../../draw/tess"
|
|
||||||
import "../../vendor/clay"
|
|
||||||
import "core:math"
|
import "core:math"
|
||||||
import "core:os"
|
import "core:os"
|
||||||
import sdl "vendor:sdl3"
|
import sdl "vendor:sdl3"
|
||||||
|
|
||||||
JETBRAINS_MONO_REGULAR_RAW :: #load("fonts/JetBrainsMono-Regular.ttf")
|
import "../../draw"
|
||||||
JETBRAINS_MONO_REGULAR: draw.Font_Id = max(draw.Font_Id) // Max so we crash if registration is forgotten
|
import "../../draw/tess"
|
||||||
|
import "../../vendor/clay"
|
||||||
|
import cyber "../cybersteel"
|
||||||
|
|
||||||
|
PLEX_SANS_REGULAR: draw.Font_Id = max(draw.Font_Id) // Max so we crash if registration is forgotten
|
||||||
|
|
||||||
hellope_shapes :: proc() {
|
hellope_shapes :: proc() {
|
||||||
if !sdl.Init({.VIDEO}) do os.exit(1)
|
if !sdl.Init({.VIDEO}) do os.exit(1)
|
||||||
@@ -47,8 +48,7 @@ hellope_shapes :: proc() {
|
|||||||
draw.rectangle(
|
draw.rectangle(
|
||||||
base_layer,
|
base_layer,
|
||||||
{20, 160, 460, 60},
|
{20, 160, 460, 60},
|
||||||
{255, 0, 0, 255},
|
draw.Linear_Gradient{start_color = {255, 0, 0, 255}, end_color = {0, 0, 255, 255}, angle = 0},
|
||||||
gradient = draw.Linear_Gradient{end_color = {0, 0, 255, 255}, angle = 0},
|
|
||||||
)
|
)
|
||||||
|
|
||||||
// ----- Rotation demos -----
|
// ----- Rotation demos -----
|
||||||
@@ -78,18 +78,18 @@ hellope_shapes :: proc() {
|
|||||||
)
|
)
|
||||||
|
|
||||||
// Ellipse rotating around its center (tilted ellipse)
|
// Ellipse rotating around its center (tilted ellipse)
|
||||||
draw.ellipse(base_layer, {410, 340}, 50, 30, {255, 200, 50, 255}, rotation = spin_angle)
|
draw.ellipse(base_layer, {410, 340}, 50, 30, draw.Color{255, 200, 50, 255}, rotation = spin_angle)
|
||||||
|
|
||||||
// Circle orbiting a point (moon orbiting planet)
|
// Circle orbiting a point (moon orbiting planet)
|
||||||
// Convention B: center = pivot point (planet), origin = offset from moon center to pivot.
|
// Convention B: center = pivot point (planet), origin = offset from moon center to pivot.
|
||||||
// Moon's visual center at rotation=0: planet_pos - origin = (100, 450) - (0, 40) = (100, 410).
|
// Moon's visual center at rotation=0: planet_pos - origin = (100, 450) - (0, 40) = (100, 410).
|
||||||
planet_pos := draw.Vec2{100, 450}
|
planet_pos := draw.Vec2{100, 450}
|
||||||
draw.circle(base_layer, planet_pos, 8, {200, 200, 200, 255}) // planet (stationary)
|
draw.circle(base_layer, planet_pos, 8, draw.Color{200, 200, 200, 255}) // planet (stationary)
|
||||||
draw.circle(
|
draw.circle(
|
||||||
base_layer,
|
base_layer,
|
||||||
planet_pos,
|
planet_pos,
|
||||||
5,
|
5,
|
||||||
{100, 150, 255, 255},
|
draw.Color{100, 150, 255, 255},
|
||||||
origin = draw.Vec2{0, 40},
|
origin = draw.Vec2{0, 40},
|
||||||
rotation = spin_angle,
|
rotation = spin_angle,
|
||||||
) // moon orbiting
|
) // moon orbiting
|
||||||
@@ -100,7 +100,7 @@ hellope_shapes :: proc() {
|
|||||||
draw.Vec2{250, 450},
|
draw.Vec2{250, 450},
|
||||||
0,
|
0,
|
||||||
30,
|
30,
|
||||||
{100, 100, 220, 255},
|
draw.Color{100, 100, 220, 255},
|
||||||
start_angle = 0,
|
start_angle = 0,
|
||||||
end_angle = 270,
|
end_angle = 270,
|
||||||
rotation = spin_angle,
|
rotation = spin_angle,
|
||||||
@@ -126,7 +126,7 @@ hellope_shapes :: proc() {
|
|||||||
{460, 450},
|
{460, 450},
|
||||||
6,
|
6,
|
||||||
30,
|
30,
|
||||||
{180, 100, 220, 255},
|
draw.Color{180, 100, 220, 255},
|
||||||
outline_color = draw.WHITE,
|
outline_color = draw.WHITE,
|
||||||
outline_width = 2,
|
outline_width = 2,
|
||||||
rotation = spin_angle,
|
rotation = spin_angle,
|
||||||
@@ -147,7 +147,7 @@ hellope_text :: proc() {
|
|||||||
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
|
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
|
||||||
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
|
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
|
||||||
if !draw.init(gpu, window) do os.exit(1)
|
if !draw.init(gpu, window) do os.exit(1)
|
||||||
JETBRAINS_MONO_REGULAR = draw.register_font(JETBRAINS_MONO_REGULAR_RAW)
|
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
|
||||||
|
|
||||||
FONT_SIZE :: u16(24)
|
FONT_SIZE :: u16(24)
|
||||||
spin_angle: f32 = 0
|
spin_angle: f32 = 0
|
||||||
@@ -168,10 +168,10 @@ hellope_text :: proc() {
|
|||||||
base_layer,
|
base_layer,
|
||||||
"Hellope!",
|
"Hellope!",
|
||||||
{300, 80},
|
{300, 80},
|
||||||
JETBRAINS_MONO_REGULAR,
|
PLEX_SANS_REGULAR,
|
||||||
FONT_SIZE,
|
FONT_SIZE,
|
||||||
color = draw.WHITE,
|
color = draw.WHITE,
|
||||||
origin = draw.center_of("Hellope!", JETBRAINS_MONO_REGULAR, FONT_SIZE),
|
origin = draw.center_of("Hellope!", PLEX_SANS_REGULAR, FONT_SIZE),
|
||||||
id = HELLOPE_ID,
|
id = HELLOPE_ID,
|
||||||
)
|
)
|
||||||
|
|
||||||
@@ -180,35 +180,28 @@ hellope_text :: proc() {
|
|||||||
base_layer,
|
base_layer,
|
||||||
"Hellope World!",
|
"Hellope World!",
|
||||||
{300, 250},
|
{300, 250},
|
||||||
JETBRAINS_MONO_REGULAR,
|
PLEX_SANS_REGULAR,
|
||||||
FONT_SIZE,
|
FONT_SIZE,
|
||||||
color = {255, 200, 50, 255},
|
color = {255, 200, 50, 255},
|
||||||
origin = draw.center_of("Hellope World!", JETBRAINS_MONO_REGULAR, FONT_SIZE),
|
origin = draw.center_of("Hellope World!", PLEX_SANS_REGULAR, FONT_SIZE),
|
||||||
rotation = spin_angle,
|
rotation = spin_angle,
|
||||||
id = ROTATING_SENTENCE_ID,
|
id = ROTATING_SENTENCE_ID,
|
||||||
)
|
)
|
||||||
|
|
||||||
// Uncached text (no id) — created and destroyed each frame, simplest usage
|
// Uncached text (no id) — created and destroyed each frame, simplest usage
|
||||||
draw.text(
|
draw.text(base_layer, "Top-left anchored", {20, 450}, PLEX_SANS_REGULAR, FONT_SIZE, color = draw.WHITE)
|
||||||
base_layer,
|
|
||||||
"Top-left anchored",
|
|
||||||
{20, 450},
|
|
||||||
JETBRAINS_MONO_REGULAR,
|
|
||||||
FONT_SIZE,
|
|
||||||
color = draw.WHITE,
|
|
||||||
)
|
|
||||||
|
|
||||||
// Measure text for manual layout
|
// Measure text for manual layout
|
||||||
size := draw.measure_text("Measured!", JETBRAINS_MONO_REGULAR, FONT_SIZE)
|
size := draw.measure_text("Measured!", PLEX_SANS_REGULAR, FONT_SIZE)
|
||||||
draw.rectangle(base_layer, {300 - size.x / 2, 380, size.x, size.y}, draw.Color{60, 60, 60, 200})
|
draw.rectangle(base_layer, {300 - size.x / 2, 380, size.x, size.y}, draw.Color{60, 60, 60, 200})
|
||||||
draw.text(
|
draw.text(
|
||||||
base_layer,
|
base_layer,
|
||||||
"Measured!",
|
"Measured!",
|
||||||
{300, 380},
|
{300, 380},
|
||||||
JETBRAINS_MONO_REGULAR,
|
PLEX_SANS_REGULAR,
|
||||||
FONT_SIZE,
|
FONT_SIZE,
|
||||||
color = draw.WHITE,
|
color = draw.WHITE,
|
||||||
origin = draw.top_of("Measured!", JETBRAINS_MONO_REGULAR, FONT_SIZE),
|
origin = draw.top_of("Measured!", PLEX_SANS_REGULAR, FONT_SIZE),
|
||||||
id = MEASURED_ID,
|
id = MEASURED_ID,
|
||||||
)
|
)
|
||||||
|
|
||||||
@@ -217,7 +210,7 @@ hellope_text :: proc() {
|
|||||||
base_layer,
|
base_layer,
|
||||||
"Corner spin",
|
"Corner spin",
|
||||||
{150, 530},
|
{150, 530},
|
||||||
JETBRAINS_MONO_REGULAR,
|
PLEX_SANS_REGULAR,
|
||||||
FONT_SIZE,
|
FONT_SIZE,
|
||||||
color = {100, 200, 255, 255},
|
color = {100, 200, 255, 255},
|
||||||
rotation = spin_angle,
|
rotation = spin_angle,
|
||||||
@@ -234,10 +227,10 @@ hellope_clay :: proc() {
|
|||||||
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
|
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
|
||||||
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
|
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
|
||||||
if !draw.init(gpu, window) do os.exit(1)
|
if !draw.init(gpu, window) do os.exit(1)
|
||||||
JETBRAINS_MONO_REGULAR = draw.register_font(JETBRAINS_MONO_REGULAR_RAW)
|
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
|
||||||
|
|
||||||
text_config := clay.TextElementConfig {
|
text_config := clay.TextElementConfig {
|
||||||
fontId = JETBRAINS_MONO_REGULAR,
|
fontId = PLEX_SANS_REGULAR,
|
||||||
fontSize = 36,
|
fontSize = 36,
|
||||||
textColor = {255, 255, 255, 255},
|
textColor = {255, 255, 255, 255},
|
||||||
}
|
}
|
||||||
@@ -278,10 +271,10 @@ hellope_custom :: proc() {
|
|||||||
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
|
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
|
||||||
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
|
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
|
||||||
if !draw.init(gpu, window) do os.exit(1)
|
if !draw.init(gpu, window) do os.exit(1)
|
||||||
JETBRAINS_MONO_REGULAR = draw.register_font(JETBRAINS_MONO_REGULAR_RAW)
|
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
|
||||||
|
|
||||||
text_config := clay.TextElementConfig {
|
text_config := clay.TextElementConfig {
|
||||||
fontId = JETBRAINS_MONO_REGULAR,
|
fontId = PLEX_SANS_REGULAR,
|
||||||
fontSize = 24,
|
fontSize = 24,
|
||||||
textColor = {255, 255, 255, 255},
|
textColor = {255, 255, 255, 255},
|
||||||
}
|
}
|
||||||
|
|||||||
+173
-35
@@ -1,17 +1,19 @@
|
|||||||
package examples
|
package examples
|
||||||
|
|
||||||
import "../../draw"
|
|
||||||
import "../../draw/draw_qr"
|
|
||||||
import "core:os"
|
import "core:os"
|
||||||
import sdl "vendor:sdl3"
|
import sdl "vendor:sdl3"
|
||||||
|
|
||||||
|
import "../../draw"
|
||||||
|
import "../../draw/draw_qr"
|
||||||
|
import cyber "../cybersteel"
|
||||||
|
|
||||||
textures :: proc() {
|
textures :: proc() {
|
||||||
if !sdl.Init({.VIDEO}) do os.exit(1)
|
if !sdl.Init({.VIDEO}) do os.exit(1)
|
||||||
window := sdl.CreateWindow("Textures", 800, 600, {.HIGH_PIXEL_DENSITY})
|
window := sdl.CreateWindow("Textures", 800, 750, {.HIGH_PIXEL_DENSITY})
|
||||||
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
|
gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
|
||||||
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
|
if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
|
||||||
if !draw.init(gpu, window) do os.exit(1)
|
if !draw.init(gpu, window) do os.exit(1)
|
||||||
JETBRAINS_MONO_REGULAR = draw.register_font(JETBRAINS_MONO_REGULAR_RAW)
|
PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
|
||||||
|
|
||||||
FONT_SIZE :: u16(14)
|
FONT_SIZE :: u16(14)
|
||||||
LABEL_OFFSET :: f32(8) // gap between item and its label
|
LABEL_OFFSET :: f32(8) // gap between item and its label
|
||||||
@@ -86,10 +88,10 @@ textures :: proc() {
|
|||||||
}
|
}
|
||||||
spin_angle += 1
|
spin_angle += 1
|
||||||
|
|
||||||
base_layer := draw.begin({width = 800, height = 600})
|
base_layer := draw.begin({width = 800, height = 750})
|
||||||
|
|
||||||
// Background
|
// Background
|
||||||
draw.rectangle(base_layer, {0, 0, 800, 600}, draw.Color{30, 30, 30, 255})
|
draw.rectangle(base_layer, {0, 0, 800, 750}, draw.Color{30, 30, 30, 255})
|
||||||
|
|
||||||
//----- Row 1: Sampler presets (y=30) ----------------------------------
|
//----- Row 1: Sampler presets (y=30) ----------------------------------
|
||||||
|
|
||||||
@@ -101,50 +103,61 @@ textures :: proc() {
|
|||||||
COL4 :: f32(480)
|
COL4 :: f32(480)
|
||||||
|
|
||||||
// Nearest (sharp pixel edges)
|
// Nearest (sharp pixel edges)
|
||||||
draw.rectangle_texture(
|
draw.rectangle(
|
||||||
base_layer,
|
base_layer,
|
||||||
{COL1, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
|
{COL1, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
|
||||||
checker_texture,
|
draw.Texture_Fill {
|
||||||
|
id = checker_texture,
|
||||||
|
tint = draw.WHITE,
|
||||||
|
uv_rect = {0, 0, 1, 1},
|
||||||
sampler = .Nearest_Clamp,
|
sampler = .Nearest_Clamp,
|
||||||
|
},
|
||||||
)
|
)
|
||||||
draw.text(
|
draw.text(
|
||||||
base_layer,
|
base_layer,
|
||||||
"Nearest",
|
"Nearest",
|
||||||
{COL1, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
|
{COL1, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
|
||||||
JETBRAINS_MONO_REGULAR,
|
PLEX_SANS_REGULAR,
|
||||||
FONT_SIZE,
|
FONT_SIZE,
|
||||||
color = draw.WHITE,
|
color = draw.WHITE,
|
||||||
)
|
)
|
||||||
|
|
||||||
// Linear (bilinear blur)
|
// Linear (bilinear blur)
|
||||||
draw.rectangle_texture(
|
draw.rectangle(
|
||||||
base_layer,
|
base_layer,
|
||||||
{COL2, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
|
{COL2, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
|
||||||
checker_texture,
|
draw.Texture_Fill {
|
||||||
|
id = checker_texture,
|
||||||
|
tint = draw.WHITE,
|
||||||
|
uv_rect = {0, 0, 1, 1},
|
||||||
sampler = .Linear_Clamp,
|
sampler = .Linear_Clamp,
|
||||||
|
},
|
||||||
)
|
)
|
||||||
draw.text(
|
draw.text(
|
||||||
base_layer,
|
base_layer,
|
||||||
"Linear",
|
"Linear",
|
||||||
{COL2, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
|
{COL2, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
|
||||||
JETBRAINS_MONO_REGULAR,
|
PLEX_SANS_REGULAR,
|
||||||
FONT_SIZE,
|
FONT_SIZE,
|
||||||
color = draw.WHITE,
|
color = draw.WHITE,
|
||||||
)
|
)
|
||||||
|
|
||||||
// Tiled (4x repeat)
|
// Tiled (4x repeat)
|
||||||
draw.rectangle_texture(
|
draw.rectangle(
|
||||||
base_layer,
|
base_layer,
|
||||||
{COL3, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
|
{COL3, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
|
||||||
checker_texture,
|
draw.Texture_Fill {
|
||||||
sampler = .Nearest_Repeat,
|
id = checker_texture,
|
||||||
|
tint = draw.WHITE,
|
||||||
uv_rect = {0, 0, 4, 4},
|
uv_rect = {0, 0, 4, 4},
|
||||||
|
sampler = .Nearest_Repeat,
|
||||||
|
},
|
||||||
)
|
)
|
||||||
draw.text(
|
draw.text(
|
||||||
base_layer,
|
base_layer,
|
||||||
"Tiled 4x",
|
"Tiled 4x",
|
||||||
{COL3, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
|
{COL3, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
|
||||||
JETBRAINS_MONO_REGULAR,
|
PLEX_SANS_REGULAR,
|
||||||
FONT_SIZE,
|
FONT_SIZE,
|
||||||
color = draw.WHITE,
|
color = draw.WHITE,
|
||||||
)
|
)
|
||||||
@@ -155,45 +168,52 @@ textures :: proc() {
|
|||||||
|
|
||||||
// QR code (RGBA texture with baked colors, nearest sampling)
|
// QR code (RGBA texture with baked colors, nearest sampling)
|
||||||
draw.rectangle(base_layer, {COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, draw.Color{255, 255, 255, 255}) // white bg
|
draw.rectangle(base_layer, {COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, draw.Color{255, 255, 255, 255}) // white bg
|
||||||
draw.rectangle_texture(
|
draw.rectangle(
|
||||||
base_layer,
|
base_layer,
|
||||||
{COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
|
{COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
|
||||||
qr_texture,
|
draw.Texture_Fill{id = qr_texture, tint = draw.WHITE, uv_rect = {0, 0, 1, 1}, sampler = .Nearest_Clamp},
|
||||||
sampler = .Nearest_Clamp,
|
|
||||||
)
|
)
|
||||||
draw.text(
|
draw.text(
|
||||||
base_layer,
|
base_layer,
|
||||||
"QR Code",
|
"QR Code",
|
||||||
{COL1, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
|
{COL1, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
|
||||||
JETBRAINS_MONO_REGULAR,
|
PLEX_SANS_REGULAR,
|
||||||
FONT_SIZE,
|
FONT_SIZE,
|
||||||
color = draw.WHITE,
|
color = draw.WHITE,
|
||||||
)
|
)
|
||||||
|
|
||||||
// Rounded corners
|
// Rounded corners
|
||||||
draw.rectangle_texture(
|
draw.rectangle(
|
||||||
base_layer,
|
base_layer,
|
||||||
{COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
|
{COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
|
||||||
checker_texture,
|
draw.Texture_Fill {
|
||||||
|
id = checker_texture,
|
||||||
|
tint = draw.WHITE,
|
||||||
|
uv_rect = {0, 0, 1, 1},
|
||||||
sampler = .Nearest_Clamp,
|
sampler = .Nearest_Clamp,
|
||||||
|
},
|
||||||
radii = draw.uniform_radii({COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, 0.3),
|
radii = draw.uniform_radii({COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, 0.3),
|
||||||
)
|
)
|
||||||
draw.text(
|
draw.text(
|
||||||
base_layer,
|
base_layer,
|
||||||
"Rounded",
|
"Rounded",
|
||||||
{COL2, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
|
{COL2, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
|
||||||
JETBRAINS_MONO_REGULAR,
|
PLEX_SANS_REGULAR,
|
||||||
FONT_SIZE,
|
FONT_SIZE,
|
||||||
color = draw.WHITE,
|
color = draw.WHITE,
|
||||||
)
|
)
|
||||||
|
|
||||||
// Rotating
|
// Rotating
|
||||||
rot_rect := draw.Rectangle{COL3, ROW2_Y, ITEM_SIZE, ITEM_SIZE}
|
rot_rect := draw.Rectangle{COL3, ROW2_Y, ITEM_SIZE, ITEM_SIZE}
|
||||||
draw.rectangle_texture(
|
draw.rectangle(
|
||||||
base_layer,
|
base_layer,
|
||||||
rot_rect,
|
rot_rect,
|
||||||
checker_texture,
|
draw.Texture_Fill {
|
||||||
|
id = checker_texture,
|
||||||
|
tint = draw.WHITE,
|
||||||
|
uv_rect = {0, 0, 1, 1},
|
||||||
sampler = .Nearest_Clamp,
|
sampler = .Nearest_Clamp,
|
||||||
|
},
|
||||||
origin = draw.center_of(rot_rect),
|
origin = draw.center_of(rot_rect),
|
||||||
rotation = spin_angle,
|
rotation = spin_angle,
|
||||||
)
|
)
|
||||||
@@ -201,7 +221,7 @@ textures :: proc() {
|
|||||||
base_layer,
|
base_layer,
|
||||||
"Rotating",
|
"Rotating",
|
||||||
{COL3, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
|
{COL3, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
|
||||||
JETBRAINS_MONO_REGULAR,
|
PLEX_SANS_REGULAR,
|
||||||
FONT_SIZE,
|
FONT_SIZE,
|
||||||
color = draw.WHITE,
|
color = draw.WHITE,
|
||||||
)
|
)
|
||||||
@@ -214,12 +234,16 @@ textures :: proc() {
|
|||||||
// Stretch
|
// Stretch
|
||||||
uv_s, sampler_s, inner_s := draw.fit_params(.Stretch, {COL1, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
|
uv_s, sampler_s, inner_s := draw.fit_params(.Stretch, {COL1, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
|
||||||
draw.rectangle(base_layer, {COL1, ROW3_Y, FIT_SIZE, FIT_SIZE}, draw.Color{60, 60, 60, 255}) // bg
|
draw.rectangle(base_layer, {COL1, ROW3_Y, FIT_SIZE, FIT_SIZE}, draw.Color{60, 60, 60, 255}) // bg
|
||||||
draw.rectangle_texture(base_layer, inner_s, stripe_texture, uv_rect = uv_s, sampler = sampler_s)
|
draw.rectangle(
|
||||||
|
base_layer,
|
||||||
|
inner_s,
|
||||||
|
draw.Texture_Fill{id = stripe_texture, tint = draw.WHITE, uv_rect = uv_s, sampler = sampler_s},
|
||||||
|
)
|
||||||
draw.text(
|
draw.text(
|
||||||
base_layer,
|
base_layer,
|
||||||
"Stretch",
|
"Stretch",
|
||||||
{COL1, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
|
{COL1, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
|
||||||
JETBRAINS_MONO_REGULAR,
|
PLEX_SANS_REGULAR,
|
||||||
FONT_SIZE,
|
FONT_SIZE,
|
||||||
color = draw.WHITE,
|
color = draw.WHITE,
|
||||||
)
|
)
|
||||||
@@ -227,12 +251,16 @@ textures :: proc() {
|
|||||||
// Fill (center-crop)
|
// Fill (center-crop)
|
||||||
uv_f, sampler_f, inner_f := draw.fit_params(.Fill, {COL2, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
|
uv_f, sampler_f, inner_f := draw.fit_params(.Fill, {COL2, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
|
||||||
draw.rectangle(base_layer, {COL2, ROW3_Y, FIT_SIZE, FIT_SIZE}, draw.Color{60, 60, 60, 255})
|
draw.rectangle(base_layer, {COL2, ROW3_Y, FIT_SIZE, FIT_SIZE}, draw.Color{60, 60, 60, 255})
|
||||||
draw.rectangle_texture(base_layer, inner_f, stripe_texture, uv_rect = uv_f, sampler = sampler_f)
|
draw.rectangle(
|
||||||
|
base_layer,
|
||||||
|
inner_f,
|
||||||
|
draw.Texture_Fill{id = stripe_texture, tint = draw.WHITE, uv_rect = uv_f, sampler = sampler_f},
|
||||||
|
)
|
||||||
draw.text(
|
draw.text(
|
||||||
base_layer,
|
base_layer,
|
||||||
"Fill",
|
"Fill",
|
||||||
{COL2, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
|
{COL2, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
|
||||||
JETBRAINS_MONO_REGULAR,
|
PLEX_SANS_REGULAR,
|
||||||
FONT_SIZE,
|
FONT_SIZE,
|
||||||
color = draw.WHITE,
|
color = draw.WHITE,
|
||||||
)
|
)
|
||||||
@@ -240,29 +268,139 @@ textures :: proc() {
|
|||||||
// Fit (letterbox)
|
// Fit (letterbox)
|
||||||
uv_ft, sampler_ft, inner_ft := draw.fit_params(.Fit, {COL3, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
|
uv_ft, sampler_ft, inner_ft := draw.fit_params(.Fit, {COL3, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
|
||||||
draw.rectangle(base_layer, {COL3, ROW3_Y, FIT_SIZE, FIT_SIZE}, draw.Color{60, 60, 60, 255}) // visible margin bg
|
draw.rectangle(base_layer, {COL3, ROW3_Y, FIT_SIZE, FIT_SIZE}, draw.Color{60, 60, 60, 255}) // visible margin bg
|
||||||
draw.rectangle_texture(base_layer, inner_ft, stripe_texture, uv_rect = uv_ft, sampler = sampler_ft)
|
draw.rectangle(
|
||||||
|
base_layer,
|
||||||
|
inner_ft,
|
||||||
|
draw.Texture_Fill{id = stripe_texture, tint = draw.WHITE, uv_rect = uv_ft, sampler = sampler_ft},
|
||||||
|
)
|
||||||
draw.text(
|
draw.text(
|
||||||
base_layer,
|
base_layer,
|
||||||
"Fit",
|
"Fit",
|
||||||
{COL3, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
|
{COL3, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
|
||||||
JETBRAINS_MONO_REGULAR,
|
PLEX_SANS_REGULAR,
|
||||||
FONT_SIZE,
|
FONT_SIZE,
|
||||||
color = draw.WHITE,
|
color = draw.WHITE,
|
||||||
)
|
)
|
||||||
|
|
||||||
// Per-corner radii
|
// Per-corner radii
|
||||||
draw.rectangle_texture(
|
draw.rectangle(
|
||||||
base_layer,
|
base_layer,
|
||||||
{COL4, ROW3_Y, FIT_SIZE, FIT_SIZE},
|
{COL4, ROW3_Y, FIT_SIZE, FIT_SIZE},
|
||||||
checker_texture,
|
draw.Texture_Fill {
|
||||||
|
id = checker_texture,
|
||||||
|
tint = draw.WHITE,
|
||||||
|
uv_rect = {0, 0, 1, 1},
|
||||||
sampler = .Nearest_Clamp,
|
sampler = .Nearest_Clamp,
|
||||||
|
},
|
||||||
radii = {20, 0, 20, 0},
|
radii = {20, 0, 20, 0},
|
||||||
)
|
)
|
||||||
draw.text(
|
draw.text(
|
||||||
base_layer,
|
base_layer,
|
||||||
"Per-corner",
|
"Per-corner",
|
||||||
{COL4, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
|
{COL4, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
|
||||||
JETBRAINS_MONO_REGULAR,
|
PLEX_SANS_REGULAR,
|
||||||
|
FONT_SIZE,
|
||||||
|
color = draw.WHITE,
|
||||||
|
)
|
||||||
|
|
||||||
|
//----- Row 4: Textured shapes (y=520) ----------------------------------
|
||||||
|
|
||||||
|
ROW4_Y :: f32(520)
|
||||||
|
SHAPE_SIZE :: f32(80)
|
||||||
|
SHAPE_GAP :: f32(30)
|
||||||
|
SHAPE_COL1 :: f32(30)
|
||||||
|
SHAPE_COL2 :: SHAPE_COL1 + SHAPE_SIZE + SHAPE_GAP
|
||||||
|
SHAPE_COL3 :: SHAPE_COL2 + SHAPE_SIZE + SHAPE_GAP
|
||||||
|
SHAPE_COL4 :: SHAPE_COL3 + SHAPE_SIZE + SHAPE_GAP
|
||||||
|
SHAPE_COL5 :: SHAPE_COL4 + SHAPE_SIZE + SHAPE_GAP
|
||||||
|
|
||||||
|
checker_fill := draw.Texture_Fill {
|
||||||
|
id = checker_texture,
|
||||||
|
tint = draw.WHITE,
|
||||||
|
uv_rect = {0, 0, 1, 1},
|
||||||
|
sampler = .Nearest_Clamp,
|
||||||
|
}
|
||||||
|
|
||||||
|
// Textured circle
|
||||||
|
draw.circle(
|
||||||
|
base_layer,
|
||||||
|
{SHAPE_COL1 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
|
||||||
|
SHAPE_SIZE / 2,
|
||||||
|
checker_fill,
|
||||||
|
)
|
||||||
|
draw.text(
|
||||||
|
base_layer,
|
||||||
|
"Circle",
|
||||||
|
{SHAPE_COL1, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
|
||||||
|
PLEX_SANS_REGULAR,
|
||||||
|
FONT_SIZE,
|
||||||
|
color = draw.WHITE,
|
||||||
|
)
|
||||||
|
|
||||||
|
// Textured ellipse
|
||||||
|
draw.ellipse(
|
||||||
|
base_layer,
|
||||||
|
{SHAPE_COL2 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
|
||||||
|
SHAPE_SIZE / 2,
|
||||||
|
SHAPE_SIZE / 3,
|
||||||
|
checker_fill,
|
||||||
|
)
|
||||||
|
draw.text(
|
||||||
|
base_layer,
|
||||||
|
"Ellipse",
|
||||||
|
{SHAPE_COL2, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
|
||||||
|
PLEX_SANS_REGULAR,
|
||||||
|
FONT_SIZE,
|
||||||
|
color = draw.WHITE,
|
||||||
|
)
|
||||||
|
|
||||||
|
// Textured polygon (hexagon)
|
||||||
|
draw.polygon(
|
||||||
|
base_layer,
|
||||||
|
{SHAPE_COL3 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
|
||||||
|
6,
|
||||||
|
SHAPE_SIZE / 2,
|
||||||
|
checker_fill,
|
||||||
|
)
|
||||||
|
draw.text(
|
||||||
|
base_layer,
|
||||||
|
"Polygon",
|
||||||
|
{SHAPE_COL3, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
|
||||||
|
PLEX_SANS_REGULAR,
|
||||||
|
FONT_SIZE,
|
||||||
|
color = draw.WHITE,
|
||||||
|
)
|
||||||
|
|
||||||
|
// Textured ring
|
||||||
|
draw.ring(
|
||||||
|
base_layer,
|
||||||
|
{SHAPE_COL4 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
|
||||||
|
SHAPE_SIZE / 4,
|
||||||
|
SHAPE_SIZE / 2,
|
||||||
|
checker_fill,
|
||||||
|
)
|
||||||
|
draw.text(
|
||||||
|
base_layer,
|
||||||
|
"Ring",
|
||||||
|
{SHAPE_COL4, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
|
||||||
|
PLEX_SANS_REGULAR,
|
||||||
|
FONT_SIZE,
|
||||||
|
color = draw.WHITE,
|
||||||
|
)
|
||||||
|
|
||||||
|
// Textured line (capsule)
|
||||||
|
draw.line(
|
||||||
|
base_layer,
|
||||||
|
{SHAPE_COL5, ROW4_Y + SHAPE_SIZE / 2},
|
||||||
|
{SHAPE_COL5 + SHAPE_SIZE, ROW4_Y + SHAPE_SIZE / 2},
|
||||||
|
checker_fill,
|
||||||
|
thickness = 20,
|
||||||
|
)
|
||||||
|
draw.text(
|
||||||
|
base_layer,
|
||||||
|
"Line",
|
||||||
|
{SHAPE_COL5, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
|
||||||
|
PLEX_SANS_REGULAR,
|
||||||
FONT_SIZE,
|
FONT_SIZE,
|
||||||
color = draw.WHITE,
|
color = draw.WHITE,
|
||||||
)
|
)
|
||||||
|
|||||||
@@ -1,722 +0,0 @@
|
|||||||
package draw
|
|
||||||
|
|
||||||
import "core:c"
|
|
||||||
import "core:log"
|
|
||||||
import "core:mem"
|
|
||||||
import sdl "vendor:sdl3"
|
|
||||||
|
|
||||||
// Vertex layout for tessellated and text geometry.
|
|
||||||
// IMPORTANT: `color` must be premultiplied alpha (RGB channels pre-scaled by alpha).
|
|
||||||
// The tessellated fragment shader passes vertex color through directly — it does NOT
|
|
||||||
// premultiply. The blend state is ONE, ONE_MINUS_SRC_ALPHA (premultiplied-over).
|
|
||||||
// Use `premultiply_color` when constructing vertices manually for `prepare_shape`.
|
|
||||||
Vertex :: struct {
|
|
||||||
position: Vec2,
|
|
||||||
uv: [2]f32,
|
|
||||||
color: Color,
|
|
||||||
}
|
|
||||||
|
|
||||||
TextBatch :: struct {
|
|
||||||
atlas_texture: ^sdl.GPUTexture,
|
|
||||||
vertex_start: u32,
|
|
||||||
vertex_count: u32,
|
|
||||||
index_start: u32,
|
|
||||||
index_count: u32,
|
|
||||||
}
|
|
||||||
|
|
||||||
// ----------------------------------------------------------------------------------------------------------------
|
|
||||||
// ----- SDF primitive types -----------
|
|
||||||
// ----------------------------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// The SDF path evaluates one of four signed distance functions per primitive, dispatched
|
|
||||||
// by Shape_Kind encoded in the low byte of Primitive.flags:
|
|
||||||
//
|
|
||||||
// RRect — rounded rectangle with per-corner radii (sdRoundedBox). Also covers circles
|
|
||||||
// (uniform radii = half-size), capsule-style line segments (rotated, max rounding),
|
|
||||||
// and other RRect-reducible shapes.
|
|
||||||
// NGon — regular polygon with N sides and optional rounding.
|
|
||||||
// Ellipse — approximate ellipse (non-exact SDF, suitable for UI but not for shape merging).
|
|
||||||
// Ring_Arc — annular ring with optional angular clipping. Covers full rings, partial arcs,
|
|
||||||
// pie slices (inner_radius = 0), and loading spinners.
|
|
||||||
Shape_Kind :: enum u8 {
|
|
||||||
Solid = 0, // tessellated path (mode marker; not a real SDF kind)
|
|
||||||
RRect = 1,
|
|
||||||
NGon = 2,
|
|
||||||
Ellipse = 3,
|
|
||||||
Ring_Arc = 4,
|
|
||||||
}
|
|
||||||
|
|
||||||
Shape_Flag :: enum u8 {
|
|
||||||
Textured, // bit 0: sample texture using uv.uv_rect (mutually exclusive with Gradient)
|
|
||||||
Gradient, // bit 1: 2-color gradient using uv.effects.gradient_color as end/outer color
|
|
||||||
Gradient_Radial, // bit 2: if set with Gradient, radial from center; else linear at angle
|
|
||||||
Outline, // bit 3: outer outline band using uv.effects.outline_color; CPU expands bounds by outline_width
|
|
||||||
Rotated, // bit 4: shape has non-zero rotation; rotation_sc contains packed sin/cos
|
|
||||||
Arc_Narrow, // bit 5: ring arc span ≤ π — intersect half-planes. Neither Arc bit = full ring.
|
|
||||||
Arc_Wide, // bit 6: ring arc span > π — union half-planes. Neither Arc bit = full ring.
|
|
||||||
}
|
|
||||||
|
|
||||||
Shape_Flags :: bit_set[Shape_Flag;u8]
|
|
||||||
|
|
||||||
RRect_Params :: struct {
|
|
||||||
half_size: [2]f32,
|
|
||||||
radii: [4]f32,
|
|
||||||
half_feather: f32, // feather_px * 0.5; shader uses smoothstep(-h, h, d)
|
|
||||||
_: f32,
|
|
||||||
}
|
|
||||||
|
|
||||||
NGon_Params :: struct {
|
|
||||||
radius: f32,
|
|
||||||
sides: f32,
|
|
||||||
half_feather: f32, // feather_px * 0.5; shader uses smoothstep(-h, h, d)
|
|
||||||
_: [5]f32,
|
|
||||||
}
|
|
||||||
|
|
||||||
Ellipse_Params :: struct {
|
|
||||||
radii: [2]f32,
|
|
||||||
half_feather: f32, // feather_px * 0.5; shader uses smoothstep(-h, h, d)
|
|
||||||
_: [5]f32,
|
|
||||||
}
|
|
||||||
|
|
||||||
Ring_Arc_Params :: struct {
|
|
||||||
inner_radius: f32, // inner radius in physical pixels (0 for pie slice)
|
|
||||||
outer_radius: f32, // outer radius in physical pixels
|
|
||||||
normal_start: [2]f32, // pre-computed outward normal of start edge: (sin(start), -cos(start))
|
|
||||||
normal_end: [2]f32, // pre-computed outward normal of end edge: (-sin(end), cos(end))
|
|
||||||
half_feather: f32, // feather_px * 0.5; shader uses smoothstep(-h, h, d)
|
|
||||||
_: f32,
|
|
||||||
}
|
|
||||||
|
|
||||||
Shape_Params :: struct #raw_union {
|
|
||||||
rrect: RRect_Params,
|
|
||||||
ngon: NGon_Params,
|
|
||||||
ellipse: Ellipse_Params,
|
|
||||||
ring_arc: Ring_Arc_Params,
|
|
||||||
raw: [8]f32,
|
|
||||||
}
|
|
||||||
#assert(size_of(Shape_Params) == 32)
|
|
||||||
|
|
||||||
// GPU-side storage for 2-color gradient parameters and/or outline parameters.
|
|
||||||
// Packed into 16 bytes to alias with uv_rect in the Uv_Or_Effects raw union.
|
|
||||||
// The shader reads gradient_color and outline_color via unpackUnorm4x8.
|
|
||||||
// gradient_dir_sc stores the pre-computed gradient direction as (cos, sin) in f16 pair
|
|
||||||
// via unpackHalf2x16. outline_packed stores outline_width as f16 via unpackHalf2x16.
|
|
||||||
Gradient_Outline :: struct {
|
|
||||||
gradient_color: Color, // 0: end (linear) or outer (radial) gradient color
|
|
||||||
outline_color: Color, // 4: outline band color
|
|
||||||
gradient_dir_sc: u32, // 8: packed f16 pair: low = cos(angle), high = sin(angle) — pre-computed gradient direction
|
|
||||||
outline_packed: u32, // 12: packed f16 pair: low = outline_width (f16, physical pixels), high = reserved
|
|
||||||
}
|
|
||||||
|
|
||||||
#assert(size_of(Gradient_Outline) == 16)
|
|
||||||
|
|
||||||
// Uv_Or_Effects aliases the final 16 bytes of a Primitive. When .Textured is set,
|
|
||||||
// uv_rect holds texture-atlas coordinates. When .Gradient or .Outline is set,
|
|
||||||
// effects holds 2-color gradient parameters and/or outline parameters.
|
|
||||||
// Textured and Gradient are mutually exclusive; if both are set, Gradient takes precedence.
|
|
||||||
Uv_Or_Effects :: struct #raw_union {
|
|
||||||
uv_rect: [4]f32, // u_min, v_min, u_max, v_max (default {0,0,1,1})
|
|
||||||
effects: Gradient_Outline, // gradient + outline parameters
|
|
||||||
}
|
|
||||||
|
|
||||||
// GPU layout: 80 bytes, std430-compatible. The shader declares this as a storage buffer struct.
|
|
||||||
// The low byte of `flags` encodes the Shape_Kind (0 = tessellated, 1-4 = SDF kinds).
|
|
||||||
// Bits 8-15 encode Shape_Flags (Textured, Gradient, Gradient_Radial, Outline, Rotated, Arc_Narrow, Arc_Wide).
|
|
||||||
// rotation_sc stores pre-computed sin/cos of the rotation angle as a packed f16 pair,
|
|
||||||
// avoiding per-pixel trigonometry in the fragment shader. Only read when .Rotated is set.
|
|
||||||
Primitive :: struct {
|
|
||||||
bounds: [4]f32, // 0: min_x, min_y, max_x, max_y (world-space, pre-DPI)
|
|
||||||
color: Color, // 16: u8x4, fill color / gradient start color / texture tint
|
|
||||||
flags: u32, // 20: low byte = Shape_Kind, bits 8+ = Shape_Flags
|
|
||||||
rotation_sc: u32, // 24: packed f16 pair: low = sin(angle), high = cos(angle). Requires .Rotated flag.
|
|
||||||
_pad: f32, // 28: reserved for future use
|
|
||||||
params: Shape_Params, // 32: per-kind shape parameters (raw union, 32 bytes)
|
|
||||||
uv: Uv_Or_Effects, // 64: texture coords or gradient/outline parameters
|
|
||||||
}
|
|
||||||
|
|
||||||
#assert(size_of(Primitive) == 80)
|
|
||||||
|
|
||||||
// Pack shape kind and flags into the Primitive.flags field. The low byte encodes the Shape_Kind
|
|
||||||
// (which also serves as the SDF mode marker — kind > 0 means SDF path). The tessellated path
|
|
||||||
// leaves the field at 0 (Solid kind, set by vertex shader zero-initialization).
|
|
||||||
pack_kind_flags :: #force_inline proc(kind: Shape_Kind, flags: Shape_Flags) -> u32 {
|
|
||||||
return u32(kind) | (u32(transmute(u8)flags) << 8)
|
|
||||||
}
|
|
||||||
|
|
||||||
// Pack two f16 values into a single u32 for GPU consumption via unpackHalf2x16.
|
|
||||||
// Used to pack gradient_dir_sc (cos/sin) and outline_packed (width/reserved) in Gradient_Outline.
|
|
||||||
pack_f16_pair :: #force_inline proc(low, high: f16) -> u32 {
|
|
||||||
return u32(transmute(u16)low) | (u32(transmute(u16)high) << 16)
|
|
||||||
}
|
|
||||||
|
|
||||||
Pipeline_2D_Base :: struct {
|
|
||||||
sdl_pipeline: ^sdl.GPUGraphicsPipeline,
|
|
||||||
vertex_buffer: Buffer,
|
|
||||||
index_buffer: Buffer,
|
|
||||||
unit_quad_buffer: ^sdl.GPUBuffer,
|
|
||||||
primitive_buffer: Buffer,
|
|
||||||
white_texture: ^sdl.GPUTexture,
|
|
||||||
sampler: ^sdl.GPUSampler,
|
|
||||||
}
|
|
||||||
|
|
||||||
@(private)
|
|
||||||
create_pipeline_2d_base :: proc(
|
|
||||||
device: ^sdl.GPUDevice,
|
|
||||||
window: ^sdl.Window,
|
|
||||||
sample_count: sdl.GPUSampleCount,
|
|
||||||
) -> (
|
|
||||||
pipeline: Pipeline_2D_Base,
|
|
||||||
ok: bool,
|
|
||||||
) {
|
|
||||||
// On failure, clean up any partially-created resources
|
|
||||||
defer if !ok {
|
|
||||||
if pipeline.sampler != nil do sdl.ReleaseGPUSampler(device, pipeline.sampler)
|
|
||||||
if pipeline.white_texture != nil do sdl.ReleaseGPUTexture(device, pipeline.white_texture)
|
|
||||||
if pipeline.unit_quad_buffer != nil do sdl.ReleaseGPUBuffer(device, pipeline.unit_quad_buffer)
|
|
||||||
if pipeline.primitive_buffer.gpu != nil do destroy_buffer(device, &pipeline.primitive_buffer)
|
|
||||||
if pipeline.index_buffer.gpu != nil do destroy_buffer(device, &pipeline.index_buffer)
|
|
||||||
if pipeline.vertex_buffer.gpu != nil do destroy_buffer(device, &pipeline.vertex_buffer)
|
|
||||||
if pipeline.sdl_pipeline != nil do sdl.ReleaseGPUGraphicsPipeline(device, pipeline.sdl_pipeline)
|
|
||||||
}
|
|
||||||
|
|
||||||
active_shader_formats := sdl.GetGPUShaderFormats(device)
|
|
||||||
if PLATFORM_SHADER_FORMAT_FLAG not_in active_shader_formats {
|
|
||||||
log.errorf(
|
|
||||||
"draw: no embedded shader matches active GPU formats; this build supports %v but device reports %v",
|
|
||||||
PLATFORM_SHADER_FORMAT,
|
|
||||||
active_shader_formats,
|
|
||||||
)
|
|
||||||
return pipeline, false
|
|
||||||
}
|
|
||||||
|
|
||||||
log.debug("Loaded", len(BASE_VERT_2D_RAW), "vert bytes")
|
|
||||||
log.debug("Loaded", len(BASE_FRAG_2D_RAW), "frag bytes")
|
|
||||||
|
|
||||||
vert_info := sdl.GPUShaderCreateInfo {
|
|
||||||
code_size = len(BASE_VERT_2D_RAW),
|
|
||||||
code = raw_data(BASE_VERT_2D_RAW),
|
|
||||||
entrypoint = SHADER_ENTRY,
|
|
||||||
format = {PLATFORM_SHADER_FORMAT_FLAG},
|
|
||||||
stage = .VERTEX,
|
|
||||||
num_uniform_buffers = 1,
|
|
||||||
num_storage_buffers = 1,
|
|
||||||
}
|
|
||||||
|
|
||||||
frag_info := sdl.GPUShaderCreateInfo {
|
|
||||||
code_size = len(BASE_FRAG_2D_RAW),
|
|
||||||
code = raw_data(BASE_FRAG_2D_RAW),
|
|
||||||
entrypoint = SHADER_ENTRY,
|
|
||||||
format = {PLATFORM_SHADER_FORMAT_FLAG},
|
|
||||||
stage = .FRAGMENT,
|
|
||||||
num_samplers = 1,
|
|
||||||
}
|
|
||||||
|
|
||||||
vert_shader := sdl.CreateGPUShader(device, vert_info)
|
|
||||||
if vert_shader == nil {
|
|
||||||
log.errorf("Could not create draw vertex shader: %s", sdl.GetError())
|
|
||||||
return pipeline, false
|
|
||||||
}
|
|
||||||
|
|
||||||
frag_shader := sdl.CreateGPUShader(device, frag_info)
|
|
||||||
if frag_shader == nil {
|
|
||||||
sdl.ReleaseGPUShader(device, vert_shader)
|
|
||||||
log.errorf("Could not create draw fragment shader: %s", sdl.GetError())
|
|
||||||
return pipeline, false
|
|
||||||
}
|
|
||||||
|
|
||||||
vertex_attributes: [3]sdl.GPUVertexAttribute = {
|
|
||||||
// position (GLSL location 0)
|
|
||||||
sdl.GPUVertexAttribute{buffer_slot = 0, location = 0, format = .FLOAT2, offset = 0},
|
|
||||||
// uv (GLSL location 1)
|
|
||||||
sdl.GPUVertexAttribute{buffer_slot = 0, location = 1, format = .FLOAT2, offset = size_of([2]f32)},
|
|
||||||
// color (GLSL location 2, u8x4 normalized to float by GPU)
|
|
||||||
sdl.GPUVertexAttribute{buffer_slot = 0, location = 2, format = .UBYTE4_NORM, offset = size_of([2]f32) * 2},
|
|
||||||
}
|
|
||||||
|
|
||||||
pipeline_info := sdl.GPUGraphicsPipelineCreateInfo {
|
|
||||||
vertex_shader = vert_shader,
|
|
||||||
fragment_shader = frag_shader,
|
|
||||||
primitive_type = .TRIANGLELIST,
|
|
||||||
multisample_state = sdl.GPUMultisampleState{sample_count = sample_count},
|
|
||||||
target_info = sdl.GPUGraphicsPipelineTargetInfo {
|
|
||||||
color_target_descriptions = &sdl.GPUColorTargetDescription {
|
|
||||||
format = sdl.GetGPUSwapchainTextureFormat(device, window),
|
|
||||||
// Premultiplied-alpha blending: src outputs RGB pre-multiplied by alpha,
|
|
||||||
// so src factor is ONE (not SRC_ALPHA). This eliminates the per-pixel
|
|
||||||
// divide in the outline path and is the standard blend mode used by
|
|
||||||
// Skia, Flutter, and GPUI.
|
|
||||||
blend_state = sdl.GPUColorTargetBlendState {
|
|
||||||
enable_blend = true,
|
|
||||||
enable_color_write_mask = true,
|
|
||||||
src_color_blendfactor = .ONE,
|
|
||||||
dst_color_blendfactor = .ONE_MINUS_SRC_ALPHA,
|
|
||||||
color_blend_op = .ADD,
|
|
||||||
src_alpha_blendfactor = .ONE,
|
|
||||||
dst_alpha_blendfactor = .ONE_MINUS_SRC_ALPHA,
|
|
||||||
alpha_blend_op = .ADD,
|
|
||||||
color_write_mask = sdl.GPUColorComponentFlags{.R, .G, .B, .A},
|
|
||||||
},
|
|
||||||
},
|
|
||||||
num_color_targets = 1,
|
|
||||||
},
|
|
||||||
vertex_input_state = sdl.GPUVertexInputState {
|
|
||||||
vertex_buffer_descriptions = &sdl.GPUVertexBufferDescription {
|
|
||||||
slot = 0,
|
|
||||||
input_rate = .VERTEX,
|
|
||||||
pitch = size_of(Vertex),
|
|
||||||
},
|
|
||||||
num_vertex_buffers = 1,
|
|
||||||
vertex_attributes = raw_data(vertex_attributes[:]),
|
|
||||||
num_vertex_attributes = 3,
|
|
||||||
},
|
|
||||||
}
|
|
||||||
|
|
||||||
pipeline.sdl_pipeline = sdl.CreateGPUGraphicsPipeline(device, pipeline_info)
|
|
||||||
// Shaders are no longer needed regardless of pipeline creation success
|
|
||||||
sdl.ReleaseGPUShader(device, vert_shader)
|
|
||||||
sdl.ReleaseGPUShader(device, frag_shader)
|
|
||||||
if pipeline.sdl_pipeline == nil {
|
|
||||||
log.errorf("Failed to create draw graphics pipeline: %s", sdl.GetError())
|
|
||||||
return pipeline, false
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create vertex buffer
|
|
||||||
vert_buf_ok: bool
|
|
||||||
pipeline.vertex_buffer, vert_buf_ok = create_buffer(
|
|
||||||
device,
|
|
||||||
size_of(Vertex) * BUFFER_INIT_SIZE,
|
|
||||||
sdl.GPUBufferUsageFlags{.VERTEX},
|
|
||||||
)
|
|
||||||
if !vert_buf_ok do return pipeline, false
|
|
||||||
|
|
||||||
// Create index buffer (used by text)
|
|
||||||
idx_buf_ok: bool
|
|
||||||
pipeline.index_buffer, idx_buf_ok = create_buffer(
|
|
||||||
device,
|
|
||||||
size_of(c.int) * BUFFER_INIT_SIZE,
|
|
||||||
sdl.GPUBufferUsageFlags{.INDEX},
|
|
||||||
)
|
|
||||||
if !idx_buf_ok do return pipeline, false
|
|
||||||
|
|
||||||
// Create primitive storage buffer (used by SDF instanced drawing)
|
|
||||||
prim_buf_ok: bool
|
|
||||||
pipeline.primitive_buffer, prim_buf_ok = create_buffer(
|
|
||||||
device,
|
|
||||||
size_of(Primitive) * BUFFER_INIT_SIZE,
|
|
||||||
sdl.GPUBufferUsageFlags{.GRAPHICS_STORAGE_READ},
|
|
||||||
)
|
|
||||||
if !prim_buf_ok do return pipeline, false
|
|
||||||
|
|
||||||
// Create static 6-vertex unit quad buffer (two triangles, TRIANGLELIST)
|
|
||||||
pipeline.unit_quad_buffer = sdl.CreateGPUBuffer(
|
|
||||||
device,
|
|
||||||
sdl.GPUBufferCreateInfo{usage = {.VERTEX}, size = 6 * size_of(Vertex)},
|
|
||||||
)
|
|
||||||
if pipeline.unit_quad_buffer == nil {
|
|
||||||
log.errorf("Failed to create unit quad buffer: %s", sdl.GetError())
|
|
||||||
return pipeline, false
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create 1x1 white pixel texture
|
|
||||||
pipeline.white_texture = sdl.CreateGPUTexture(
|
|
||||||
device,
|
|
||||||
sdl.GPUTextureCreateInfo {
|
|
||||||
type = .D2,
|
|
||||||
format = .R8G8B8A8_UNORM,
|
|
||||||
usage = {.SAMPLER},
|
|
||||||
width = 1,
|
|
||||||
height = 1,
|
|
||||||
layer_count_or_depth = 1,
|
|
||||||
num_levels = 1,
|
|
||||||
sample_count = ._1,
|
|
||||||
},
|
|
||||||
)
|
|
||||||
if pipeline.white_texture == nil {
|
|
||||||
log.errorf("Failed to create white pixel texture: %s", sdl.GetError())
|
|
||||||
return pipeline, false
|
|
||||||
}
|
|
||||||
|
|
||||||
// Upload white pixel and unit quad data in a single command buffer
|
|
||||||
white_pixel := Color{255, 255, 255, 255}
|
|
||||||
white_transfer_buf := sdl.CreateGPUTransferBuffer(
|
|
||||||
device,
|
|
||||||
sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = size_of(white_pixel)},
|
|
||||||
)
|
|
||||||
if white_transfer_buf == nil {
|
|
||||||
log.errorf("Failed to create white pixel transfer buffer: %s", sdl.GetError())
|
|
||||||
return pipeline, false
|
|
||||||
}
|
|
||||||
defer sdl.ReleaseGPUTransferBuffer(device, white_transfer_buf)
|
|
||||||
|
|
||||||
white_ptr := sdl.MapGPUTransferBuffer(device, white_transfer_buf, false)
|
|
||||||
if white_ptr == nil {
|
|
||||||
log.errorf("Failed to map white pixel transfer buffer: %s", sdl.GetError())
|
|
||||||
return pipeline, false
|
|
||||||
}
|
|
||||||
mem.copy(white_ptr, &white_pixel, size_of(white_pixel))
|
|
||||||
sdl.UnmapGPUTransferBuffer(device, white_transfer_buf)
|
|
||||||
|
|
||||||
quad_verts := [6]Vertex {
|
|
||||||
{position = {0, 0}},
|
|
||||||
{position = {1, 0}},
|
|
||||||
{position = {0, 1}},
|
|
||||||
{position = {0, 1}},
|
|
||||||
{position = {1, 0}},
|
|
||||||
{position = {1, 1}},
|
|
||||||
}
|
|
||||||
quad_transfer_buf := sdl.CreateGPUTransferBuffer(
|
|
||||||
device,
|
|
||||||
sdl.GPUTransferBufferCreateInfo{usage = .UPLOAD, size = size_of(quad_verts)},
|
|
||||||
)
|
|
||||||
if quad_transfer_buf == nil {
|
|
||||||
log.errorf("Failed to create unit quad transfer buffer: %s", sdl.GetError())
|
|
||||||
return pipeline, false
|
|
||||||
}
|
|
||||||
defer sdl.ReleaseGPUTransferBuffer(device, quad_transfer_buf)
|
|
||||||
|
|
||||||
quad_ptr := sdl.MapGPUTransferBuffer(device, quad_transfer_buf, false)
|
|
||||||
if quad_ptr == nil {
|
|
||||||
log.errorf("Failed to map unit quad transfer buffer: %s", sdl.GetError())
|
|
||||||
return pipeline, false
|
|
||||||
}
|
|
||||||
mem.copy(quad_ptr, &quad_verts, size_of(quad_verts))
|
|
||||||
sdl.UnmapGPUTransferBuffer(device, quad_transfer_buf)
|
|
||||||
|
|
||||||
upload_cmd_buffer := sdl.AcquireGPUCommandBuffer(device)
|
|
||||||
if upload_cmd_buffer == nil {
|
|
||||||
log.errorf("Failed to acquire command buffer for init upload: %s", sdl.GetError())
|
|
||||||
return pipeline, false
|
|
||||||
}
|
|
||||||
upload_pass := sdl.BeginGPUCopyPass(upload_cmd_buffer)
|
|
||||||
|
|
||||||
sdl.UploadToGPUTexture(
|
|
||||||
upload_pass,
|
|
||||||
sdl.GPUTextureTransferInfo{transfer_buffer = white_transfer_buf},
|
|
||||||
sdl.GPUTextureRegion{texture = pipeline.white_texture, w = 1, h = 1, d = 1},
|
|
||||||
false,
|
|
||||||
)
|
|
||||||
|
|
||||||
sdl.UploadToGPUBuffer(
|
|
||||||
upload_pass,
|
|
||||||
sdl.GPUTransferBufferLocation{transfer_buffer = quad_transfer_buf},
|
|
||||||
sdl.GPUBufferRegion{buffer = pipeline.unit_quad_buffer, offset = 0, size = size_of(quad_verts)},
|
|
||||||
false,
|
|
||||||
)
|
|
||||||
|
|
||||||
sdl.EndGPUCopyPass(upload_pass)
|
|
||||||
if !sdl.SubmitGPUCommandBuffer(upload_cmd_buffer) {
|
|
||||||
log.errorf("Failed to submit init upload command buffer: %s", sdl.GetError())
|
|
||||||
return pipeline, false
|
|
||||||
}
|
|
||||||
|
|
||||||
log.debug("White pixel texture and unit quad buffer created and uploaded")
|
|
||||||
|
|
||||||
// Create sampler (shared by shapes and text)
|
|
||||||
pipeline.sampler = sdl.CreateGPUSampler(
|
|
||||||
device,
|
|
||||||
sdl.GPUSamplerCreateInfo {
|
|
||||||
min_filter = .LINEAR,
|
|
||||||
mag_filter = .LINEAR,
|
|
||||||
mipmap_mode = .LINEAR,
|
|
||||||
address_mode_u = .CLAMP_TO_EDGE,
|
|
||||||
address_mode_v = .CLAMP_TO_EDGE,
|
|
||||||
address_mode_w = .CLAMP_TO_EDGE,
|
|
||||||
},
|
|
||||||
)
|
|
||||||
if pipeline.sampler == nil {
|
|
||||||
log.errorf("Could not create GPU sampler: %s", sdl.GetError())
|
|
||||||
return pipeline, false
|
|
||||||
}
|
|
||||||
|
|
||||||
log.debug("Done creating unified draw pipeline")
|
|
||||||
return pipeline, true
|
|
||||||
}
|
|
||||||
|
|
||||||
@(private)
|
|
||||||
upload :: proc(device: ^sdl.GPUDevice, pass: ^sdl.GPUCopyPass) {
|
|
||||||
// Upload vertices (shapes then text into one buffer)
|
|
||||||
shape_vert_count := u32(len(GLOB.tmp_shape_verts))
|
|
||||||
text_vert_count := u32(len(GLOB.tmp_text_verts))
|
|
||||||
total_vert_count := shape_vert_count + text_vert_count
|
|
||||||
|
|
||||||
if total_vert_count > 0 {
|
|
||||||
total_vert_size := total_vert_count * size_of(Vertex)
|
|
||||||
shape_vert_size := shape_vert_count * size_of(Vertex)
|
|
||||||
text_vert_size := text_vert_count * size_of(Vertex)
|
|
||||||
|
|
||||||
grow_buffer_if_needed(
|
|
||||||
device,
|
|
||||||
&GLOB.pipeline_2d_base.vertex_buffer,
|
|
||||||
total_vert_size,
|
|
||||||
sdl.GPUBufferUsageFlags{.VERTEX},
|
|
||||||
)
|
|
||||||
|
|
||||||
vert_array := sdl.MapGPUTransferBuffer(device, GLOB.pipeline_2d_base.vertex_buffer.transfer, false)
|
|
||||||
if vert_array == nil {
|
|
||||||
log.panicf("Failed to map vertex transfer buffer: %s", sdl.GetError())
|
|
||||||
}
|
|
||||||
if shape_vert_size > 0 {
|
|
||||||
mem.copy(vert_array, raw_data(GLOB.tmp_shape_verts), int(shape_vert_size))
|
|
||||||
}
|
|
||||||
if text_vert_size > 0 {
|
|
||||||
mem.copy(
|
|
||||||
rawptr(uintptr(vert_array) + uintptr(shape_vert_size)),
|
|
||||||
raw_data(GLOB.tmp_text_verts),
|
|
||||||
int(text_vert_size),
|
|
||||||
)
|
|
||||||
}
|
|
||||||
sdl.UnmapGPUTransferBuffer(device, GLOB.pipeline_2d_base.vertex_buffer.transfer)
|
|
||||||
|
|
||||||
sdl.UploadToGPUBuffer(
|
|
||||||
pass,
|
|
||||||
sdl.GPUTransferBufferLocation{transfer_buffer = GLOB.pipeline_2d_base.vertex_buffer.transfer},
|
|
||||||
sdl.GPUBufferRegion{buffer = GLOB.pipeline_2d_base.vertex_buffer.gpu, offset = 0, size = total_vert_size},
|
|
||||||
false,
|
|
||||||
)
|
|
||||||
}
|
|
||||||
|
|
||||||
// Upload text indices
|
|
||||||
index_count := u32(len(GLOB.tmp_text_indices))
|
|
||||||
if index_count > 0 {
|
|
||||||
index_size := index_count * size_of(c.int)
|
|
||||||
|
|
||||||
grow_buffer_if_needed(
|
|
||||||
device,
|
|
||||||
&GLOB.pipeline_2d_base.index_buffer,
|
|
||||||
index_size,
|
|
||||||
sdl.GPUBufferUsageFlags{.INDEX},
|
|
||||||
)
|
|
||||||
|
|
||||||
idx_array := sdl.MapGPUTransferBuffer(device, GLOB.pipeline_2d_base.index_buffer.transfer, false)
|
|
||||||
if idx_array == nil {
|
|
||||||
log.panicf("Failed to map index transfer buffer: %s", sdl.GetError())
|
|
||||||
}
|
|
||||||
mem.copy(idx_array, raw_data(GLOB.tmp_text_indices), int(index_size))
|
|
||||||
sdl.UnmapGPUTransferBuffer(device, GLOB.pipeline_2d_base.index_buffer.transfer)
|
|
||||||
|
|
||||||
sdl.UploadToGPUBuffer(
|
|
||||||
pass,
|
|
||||||
sdl.GPUTransferBufferLocation{transfer_buffer = GLOB.pipeline_2d_base.index_buffer.transfer},
|
|
||||||
sdl.GPUBufferRegion{buffer = GLOB.pipeline_2d_base.index_buffer.gpu, offset = 0, size = index_size},
|
|
||||||
false,
|
|
||||||
)
|
|
||||||
}
|
|
||||||
|
|
||||||
// Upload SDF primitives
|
|
||||||
prim_count := u32(len(GLOB.tmp_primitives))
|
|
||||||
if prim_count > 0 {
|
|
||||||
prim_size := prim_count * size_of(Primitive)
|
|
||||||
|
|
||||||
grow_buffer_if_needed(
|
|
||||||
device,
|
|
||||||
&GLOB.pipeline_2d_base.primitive_buffer,
|
|
||||||
prim_size,
|
|
||||||
sdl.GPUBufferUsageFlags{.GRAPHICS_STORAGE_READ},
|
|
||||||
)
|
|
||||||
|
|
||||||
prim_array := sdl.MapGPUTransferBuffer(device, GLOB.pipeline_2d_base.primitive_buffer.transfer, false)
|
|
||||||
if prim_array == nil {
|
|
||||||
log.panicf("Failed to map primitive transfer buffer: %s", sdl.GetError())
|
|
||||||
}
|
|
||||||
mem.copy(prim_array, raw_data(GLOB.tmp_primitives), int(prim_size))
|
|
||||||
sdl.UnmapGPUTransferBuffer(device, GLOB.pipeline_2d_base.primitive_buffer.transfer)
|
|
||||||
|
|
||||||
sdl.UploadToGPUBuffer(
|
|
||||||
pass,
|
|
||||||
sdl.GPUTransferBufferLocation{transfer_buffer = GLOB.pipeline_2d_base.primitive_buffer.transfer},
|
|
||||||
sdl.GPUBufferRegion{buffer = GLOB.pipeline_2d_base.primitive_buffer.gpu, offset = 0, size = prim_size},
|
|
||||||
false,
|
|
||||||
)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@(private)
|
|
||||||
draw_layer :: proc(
|
|
||||||
device: ^sdl.GPUDevice,
|
|
||||||
window: ^sdl.Window,
|
|
||||||
cmd_buffer: ^sdl.GPUCommandBuffer,
|
|
||||||
render_texture: ^sdl.GPUTexture,
|
|
||||||
swapchain_width: u32,
|
|
||||||
swapchain_height: u32,
|
|
||||||
clear_color: [4]f32,
|
|
||||||
layer: ^Layer,
|
|
||||||
) {
|
|
||||||
if layer.sub_batch_len == 0 {
|
|
||||||
if !GLOB.cleared {
|
|
||||||
pass := sdl.BeginGPURenderPass(
|
|
||||||
cmd_buffer,
|
|
||||||
&sdl.GPUColorTargetInfo {
|
|
||||||
texture = render_texture,
|
|
||||||
clear_color = sdl.FColor{clear_color[0], clear_color[1], clear_color[2], clear_color[3]},
|
|
||||||
load_op = .CLEAR,
|
|
||||||
store_op = .STORE,
|
|
||||||
},
|
|
||||||
1,
|
|
||||||
nil,
|
|
||||||
)
|
|
||||||
sdl.EndGPURenderPass(pass)
|
|
||||||
GLOB.cleared = true
|
|
||||||
}
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|
||||||
render_pass := sdl.BeginGPURenderPass(
|
|
||||||
cmd_buffer,
|
|
||||||
&sdl.GPUColorTargetInfo {
|
|
||||||
texture = render_texture,
|
|
||||||
clear_color = sdl.FColor{clear_color[0], clear_color[1], clear_color[2], clear_color[3]},
|
|
||||||
load_op = GLOB.cleared ? .LOAD : .CLEAR,
|
|
||||||
store_op = .STORE,
|
|
||||||
},
|
|
||||||
1,
|
|
||||||
nil,
|
|
||||||
)
|
|
||||||
GLOB.cleared = true
|
|
||||||
|
|
||||||
sdl.BindGPUGraphicsPipeline(render_pass, GLOB.pipeline_2d_base.sdl_pipeline)
|
|
||||||
|
|
||||||
// Bind storage buffer (read by vertex shader in SDF mode)
|
|
||||||
sdl.BindGPUVertexStorageBuffers(
|
|
||||||
render_pass,
|
|
||||||
0,
|
|
||||||
([^]^sdl.GPUBuffer)(&GLOB.pipeline_2d_base.primitive_buffer.gpu),
|
|
||||||
1,
|
|
||||||
)
|
|
||||||
|
|
||||||
// Always bind index buffer — harmless if no indexed draws are issued
|
|
||||||
sdl.BindGPUIndexBuffer(
|
|
||||||
render_pass,
|
|
||||||
sdl.GPUBufferBinding{buffer = GLOB.pipeline_2d_base.index_buffer.gpu, offset = 0},
|
|
||||||
._32BIT,
|
|
||||||
)
|
|
||||||
|
|
||||||
// Shorthand aliases for frequently-used pipeline resources
|
|
||||||
main_vert_buf := GLOB.pipeline_2d_base.vertex_buffer.gpu
|
|
||||||
unit_quad := GLOB.pipeline_2d_base.unit_quad_buffer
|
|
||||||
white_texture := GLOB.pipeline_2d_base.white_texture
|
|
||||||
sampler := GLOB.pipeline_2d_base.sampler
|
|
||||||
width := f32(swapchain_width)
|
|
||||||
height := f32(swapchain_height)
|
|
||||||
|
|
||||||
// Initial GPU state: tessellated mode, main vertex buffer, no atlas bound yet
|
|
||||||
push_globals(cmd_buffer, width, height, .Tessellated)
|
|
||||||
sdl.BindGPUVertexBuffers(render_pass, 0, &sdl.GPUBufferBinding{buffer = main_vert_buf, offset = 0}, 1)
|
|
||||||
|
|
||||||
current_mode: Draw_Mode = .Tessellated
|
|
||||||
current_vert_buf := main_vert_buf
|
|
||||||
current_atlas: ^sdl.GPUTexture
|
|
||||||
current_sampler := sampler
|
|
||||||
|
|
||||||
// Text vertices live after shape vertices in the GPU vertex buffer
|
|
||||||
text_vertex_gpu_base := u32(len(GLOB.tmp_shape_verts))
|
|
||||||
|
|
||||||
for &scissor in GLOB.scissors[layer.scissor_start:][:layer.scissor_len] {
|
|
||||||
sdl.SetGPUScissor(render_pass, scissor.bounds)
|
|
||||||
|
|
||||||
for &batch in GLOB.tmp_sub_batches[scissor.sub_batch_start:][:scissor.sub_batch_len] {
|
|
||||||
switch batch.kind {
|
|
||||||
case .Tessellated:
|
|
||||||
if current_mode != .Tessellated {
|
|
||||||
push_globals(cmd_buffer, width, height, .Tessellated)
|
|
||||||
current_mode = .Tessellated
|
|
||||||
}
|
|
||||||
if current_vert_buf != main_vert_buf {
|
|
||||||
sdl.BindGPUVertexBuffers(render_pass, 0, &sdl.GPUBufferBinding{buffer = main_vert_buf, offset = 0}, 1)
|
|
||||||
current_vert_buf = main_vert_buf
|
|
||||||
}
|
|
||||||
// Determine texture and sampler for this batch
|
|
||||||
batch_texture: ^sdl.GPUTexture = white_texture
|
|
||||||
batch_sampler: ^sdl.GPUSampler = sampler
|
|
||||||
if batch.texture_id != INVALID_TEXTURE {
|
|
||||||
if bound_texture := texture_gpu_handle(batch.texture_id); bound_texture != nil {
|
|
||||||
batch_texture = bound_texture
|
|
||||||
}
|
|
||||||
batch_sampler = get_sampler(batch.sampler)
|
|
||||||
}
|
|
||||||
if current_atlas != batch_texture || current_sampler != batch_sampler {
|
|
||||||
sdl.BindGPUFragmentSamplers(
|
|
||||||
render_pass,
|
|
||||||
0,
|
|
||||||
&sdl.GPUTextureSamplerBinding{texture = batch_texture, sampler = batch_sampler},
|
|
||||||
1,
|
|
||||||
)
|
|
||||||
current_atlas = batch_texture
|
|
||||||
current_sampler = batch_sampler
|
|
||||||
}
|
|
||||||
sdl.DrawGPUPrimitives(render_pass, batch.count, 1, batch.offset, 0)
|
|
||||||
|
|
||||||
case .Text:
|
|
||||||
if current_mode != .Tessellated {
|
|
||||||
push_globals(cmd_buffer, width, height, .Tessellated)
|
|
||||||
current_mode = .Tessellated
|
|
||||||
}
|
|
||||||
if current_vert_buf != main_vert_buf {
|
|
||||||
sdl.BindGPUVertexBuffers(render_pass, 0, &sdl.GPUBufferBinding{buffer = main_vert_buf, offset = 0}, 1)
|
|
||||||
current_vert_buf = main_vert_buf
|
|
||||||
}
|
|
||||||
text_batch := &GLOB.tmp_text_batches[batch.offset]
|
|
||||||
if current_atlas != text_batch.atlas_texture {
|
|
||||||
sdl.BindGPUFragmentSamplers(
|
|
||||||
render_pass,
|
|
||||||
0,
|
|
||||||
&sdl.GPUTextureSamplerBinding{texture = text_batch.atlas_texture, sampler = sampler},
|
|
||||||
1,
|
|
||||||
)
|
|
||||||
current_atlas = text_batch.atlas_texture
|
|
||||||
}
|
|
||||||
sdl.DrawGPUIndexedPrimitives(
|
|
||||||
render_pass,
|
|
||||||
text_batch.index_count,
|
|
||||||
1,
|
|
||||||
text_batch.index_start,
|
|
||||||
i32(text_vertex_gpu_base + text_batch.vertex_start),
|
|
||||||
0,
|
|
||||||
)
|
|
||||||
|
|
||||||
case .SDF:
|
|
||||||
if current_mode != .SDF {
|
|
||||||
push_globals(cmd_buffer, width, height, .SDF)
|
|
||||||
current_mode = .SDF
|
|
||||||
}
|
|
||||||
if current_vert_buf != unit_quad {
|
|
||||||
sdl.BindGPUVertexBuffers(render_pass, 0, &sdl.GPUBufferBinding{buffer = unit_quad, offset = 0}, 1)
|
|
||||||
current_vert_buf = unit_quad
|
|
||||||
}
|
|
||||||
// Determine texture and sampler for this batch
|
|
||||||
batch_texture: ^sdl.GPUTexture = white_texture
|
|
||||||
batch_sampler: ^sdl.GPUSampler = sampler
|
|
||||||
if batch.texture_id != INVALID_TEXTURE {
|
|
||||||
if bound_texture := texture_gpu_handle(batch.texture_id); bound_texture != nil {
|
|
||||||
batch_texture = bound_texture
|
|
||||||
}
|
|
||||||
batch_sampler = get_sampler(batch.sampler)
|
|
||||||
}
|
|
||||||
if current_atlas != batch_texture || current_sampler != batch_sampler {
|
|
||||||
sdl.BindGPUFragmentSamplers(
|
|
||||||
render_pass,
|
|
||||||
0,
|
|
||||||
&sdl.GPUTextureSamplerBinding{texture = batch_texture, sampler = batch_sampler},
|
|
||||||
1,
|
|
||||||
)
|
|
||||||
current_atlas = batch_texture
|
|
||||||
current_sampler = batch_sampler
|
|
||||||
}
|
|
||||||
sdl.DrawGPUPrimitives(render_pass, 6, batch.count, 0, batch.offset)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
sdl.EndGPURenderPass(render_pass)
|
|
||||||
}
|
|
||||||
|
|
||||||
destroy_pipeline_2d_base :: proc(device: ^sdl.GPUDevice, pipeline: ^Pipeline_2D_Base) {
|
|
||||||
destroy_buffer(device, &pipeline.vertex_buffer)
|
|
||||||
destroy_buffer(device, &pipeline.index_buffer)
|
|
||||||
destroy_buffer(device, &pipeline.primitive_buffer)
|
|
||||||
if pipeline.unit_quad_buffer != nil {
|
|
||||||
sdl.ReleaseGPUBuffer(device, pipeline.unit_quad_buffer)
|
|
||||||
}
|
|
||||||
sdl.ReleaseGPUTexture(device, pipeline.white_texture)
|
|
||||||
sdl.ReleaseGPUSampler(device, pipeline.sampler)
|
|
||||||
sdl.ReleaseGPUGraphicsPipeline(device, pipeline.sdl_pipeline)
|
|
||||||
}
|
|
||||||
@@ -0,0 +1,118 @@
|
|||||||
|
#pragma clang diagnostic ignored "-Wmissing-prototypes"
|
||||||
|
|
||||||
|
#include <metal_stdlib>
|
||||||
|
#include <simd/simd.h>
|
||||||
|
|
||||||
|
using namespace metal;
|
||||||
|
|
||||||
|
struct Uniforms
|
||||||
|
{
|
||||||
|
float2 inv_working_size;
|
||||||
|
uint pair_count;
|
||||||
|
uint mode;
|
||||||
|
float2 direction;
|
||||||
|
float inv_downsample_factor;
|
||||||
|
float _pad0;
|
||||||
|
float4 kernel0[32];
|
||||||
|
};
|
||||||
|
|
||||||
|
struct main0_out
|
||||||
|
{
|
||||||
|
float4 out_color [[color(0)]];
|
||||||
|
};
|
||||||
|
|
||||||
|
struct main0_in
|
||||||
|
{
|
||||||
|
float2 p_local [[user(locn0)]];
|
||||||
|
float4 f_color [[user(locn1)]];
|
||||||
|
float2 f_half_size [[user(locn2), flat]];
|
||||||
|
float4 f_radii [[user(locn3), flat]];
|
||||||
|
float f_half_feather [[user(locn4), flat]];
|
||||||
|
};
|
||||||
|
|
||||||
|
static inline __attribute__((always_inline))
|
||||||
|
float3 blur_sample(thread const float2& uv, constant Uniforms& _108, texture2d<float> blur_input_tex, sampler blur_input_texSmplr)
|
||||||
|
{
|
||||||
|
float3 color = blur_input_tex.sample(blur_input_texSmplr, uv).xyz * _108.kernel0[0].x;
|
||||||
|
float2 axis_step = _108.direction * _108.inv_working_size;
|
||||||
|
for (uint i = 1u; i < _108.pair_count; i++)
|
||||||
|
{
|
||||||
|
float w = _108.kernel0[i].x;
|
||||||
|
float off = _108.kernel0[i].y;
|
||||||
|
float2 step_uv = axis_step * off;
|
||||||
|
color += (blur_input_tex.sample(blur_input_texSmplr, (uv - step_uv)).xyz * w);
|
||||||
|
color += (blur_input_tex.sample(blur_input_texSmplr, (uv + step_uv)).xyz * w);
|
||||||
|
}
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline __attribute__((always_inline))
|
||||||
|
float sdRoundedBox(thread const float2& p, thread const float2& b, thread const float4& r)
|
||||||
|
{
|
||||||
|
float2 _36;
|
||||||
|
if (p.x > 0.0)
|
||||||
|
{
|
||||||
|
_36 = r.xy;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_36 = r.zw;
|
||||||
|
}
|
||||||
|
float2 rxy = _36;
|
||||||
|
float _50;
|
||||||
|
if (p.y > 0.0)
|
||||||
|
{
|
||||||
|
_50 = rxy.x;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_50 = rxy.y;
|
||||||
|
}
|
||||||
|
float rr = _50;
|
||||||
|
float2 q = abs(p) - b;
|
||||||
|
if (rr == 0.0)
|
||||||
|
{
|
||||||
|
return fast::max(q.x, q.y);
|
||||||
|
}
|
||||||
|
q += float2(rr);
|
||||||
|
return (fast::min(fast::max(q.x, q.y), 0.0) + length(fast::max(q, float2(0.0)))) - rr;
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline __attribute__((always_inline))
|
||||||
|
float sdf_alpha(thread const float& d, thread const float& h)
|
||||||
|
{
|
||||||
|
return 1.0 - smoothstep(-h, h, d);
|
||||||
|
}
|
||||||
|
|
||||||
|
fragment main0_out main0(main0_in in [[stage_in]], constant Uniforms& _108 [[buffer(0)]], texture2d<float> blur_input_tex [[texture(0)]], sampler blur_input_texSmplr [[sampler(0)]], float4 gl_FragCoord [[position]])
|
||||||
|
{
|
||||||
|
main0_out out = {};
|
||||||
|
if (_108.mode == 0u)
|
||||||
|
{
|
||||||
|
float2 uv = gl_FragCoord.xy * _108.inv_working_size;
|
||||||
|
float2 param = uv;
|
||||||
|
float3 color = blur_sample(param, _108, blur_input_tex, blur_input_texSmplr);
|
||||||
|
out.out_color = float4(color, 1.0);
|
||||||
|
return out;
|
||||||
|
}
|
||||||
|
float2 param_1 = in.p_local;
|
||||||
|
float2 param_2 = in.f_half_size;
|
||||||
|
float4 param_3 = in.f_radii;
|
||||||
|
float d = sdRoundedBox(param_1, param_2, param_3);
|
||||||
|
if (d > in.f_half_feather)
|
||||||
|
{
|
||||||
|
discard_fragment();
|
||||||
|
}
|
||||||
|
float grad_magnitude = fast::max(fwidth(d), 9.9999999747524270787835121154785e-07);
|
||||||
|
float d_n = d / grad_magnitude;
|
||||||
|
float h_n = in.f_half_feather / grad_magnitude;
|
||||||
|
float2 uv_1 = (gl_FragCoord.xy * _108.inv_downsample_factor) * _108.inv_working_size;
|
||||||
|
float3 color_1 = blur_input_tex.sample(blur_input_texSmplr, uv_1).xyz;
|
||||||
|
float3 tinted = mix(color_1, color_1 * in.f_color.xyz, float3(in.f_color.w));
|
||||||
|
float param_4 = d_n;
|
||||||
|
float param_5 = h_n;
|
||||||
|
float coverage = sdf_alpha(param_4, param_5);
|
||||||
|
out.out_color = float4(tinted * coverage, coverage);
|
||||||
|
return out;
|
||||||
|
}
|
||||||
|
|
||||||
Binary file not shown.
@@ -0,0 +1,123 @@
|
|||||||
|
#pragma clang diagnostic ignored "-Wmissing-prototypes"
|
||||||
|
#pragma clang diagnostic ignored "-Wmissing-braces"
|
||||||
|
|
||||||
|
#include <metal_stdlib>
|
||||||
|
#include <simd/simd.h>
|
||||||
|
|
||||||
|
using namespace metal;
|
||||||
|
|
||||||
|
template<typename T, size_t Num>
|
||||||
|
struct spvUnsafeArray
|
||||||
|
{
|
||||||
|
T elements[Num ? Num : 1];
|
||||||
|
|
||||||
|
thread T& operator [] (size_t pos) thread
|
||||||
|
{
|
||||||
|
return elements[pos];
|
||||||
|
}
|
||||||
|
constexpr const thread T& operator [] (size_t pos) const thread
|
||||||
|
{
|
||||||
|
return elements[pos];
|
||||||
|
}
|
||||||
|
|
||||||
|
device T& operator [] (size_t pos) device
|
||||||
|
{
|
||||||
|
return elements[pos];
|
||||||
|
}
|
||||||
|
constexpr const device T& operator [] (size_t pos) const device
|
||||||
|
{
|
||||||
|
return elements[pos];
|
||||||
|
}
|
||||||
|
|
||||||
|
constexpr const constant T& operator [] (size_t pos) const constant
|
||||||
|
{
|
||||||
|
return elements[pos];
|
||||||
|
}
|
||||||
|
|
||||||
|
threadgroup T& operator [] (size_t pos) threadgroup
|
||||||
|
{
|
||||||
|
return elements[pos];
|
||||||
|
}
|
||||||
|
constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
|
||||||
|
{
|
||||||
|
return elements[pos];
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Uniforms
|
||||||
|
{
|
||||||
|
float4x4 projection;
|
||||||
|
float dpi_scale;
|
||||||
|
uint mode;
|
||||||
|
float2 _pad0;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Gaussian_Blur_Primitive
|
||||||
|
{
|
||||||
|
float4 bounds;
|
||||||
|
float4 radii;
|
||||||
|
float2 half_size;
|
||||||
|
float half_feather;
|
||||||
|
uint color;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Gaussian_Blur_Primitive_1
|
||||||
|
{
|
||||||
|
float4 bounds;
|
||||||
|
float4 radii;
|
||||||
|
float2 half_size;
|
||||||
|
float half_feather;
|
||||||
|
uint color;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Gaussian_Blur_Primitives
|
||||||
|
{
|
||||||
|
Gaussian_Blur_Primitive_1 primitives[1];
|
||||||
|
};
|
||||||
|
|
||||||
|
constant spvUnsafeArray<float2, 6> _97 = spvUnsafeArray<float2, 6>({ float2(0.0), float2(1.0, 0.0), float2(0.0, 1.0), float2(0.0, 1.0), float2(1.0, 0.0), float2(1.0) });
|
||||||
|
|
||||||
|
struct main0_out
|
||||||
|
{
|
||||||
|
float2 p_local [[user(locn0)]];
|
||||||
|
float4 f_color [[user(locn1)]];
|
||||||
|
float2 f_half_size [[user(locn2)]];
|
||||||
|
float4 f_radii [[user(locn3)]];
|
||||||
|
float f_half_feather [[user(locn4)]];
|
||||||
|
float4 gl_Position [[position]];
|
||||||
|
};
|
||||||
|
|
||||||
|
vertex main0_out main0(constant Uniforms& _13 [[buffer(0)]], const device Gaussian_Blur_Primitives& _69 [[buffer(1)]], uint gl_VertexIndex [[vertex_id]], uint gl_InstanceIndex [[instance_id]])
|
||||||
|
{
|
||||||
|
main0_out out = {};
|
||||||
|
if (_13.mode == 0u)
|
||||||
|
{
|
||||||
|
float2 ndc = float2((int(gl_VertexIndex) == 1) ? 3.0 : (-1.0), (int(gl_VertexIndex) == 2) ? 3.0 : (-1.0));
|
||||||
|
out.gl_Position = float4(ndc, 0.0, 1.0);
|
||||||
|
out.p_local = float2(0.0);
|
||||||
|
out.f_color = float4(0.0);
|
||||||
|
out.f_half_size = float2(0.0);
|
||||||
|
out.f_radii = float4(0.0);
|
||||||
|
out.f_half_feather = 0.0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Gaussian_Blur_Primitive p;
|
||||||
|
p.bounds = _69.primitives[int(gl_InstanceIndex)].bounds;
|
||||||
|
p.radii = _69.primitives[int(gl_InstanceIndex)].radii;
|
||||||
|
p.half_size = _69.primitives[int(gl_InstanceIndex)].half_size;
|
||||||
|
p.half_feather = _69.primitives[int(gl_InstanceIndex)].half_feather;
|
||||||
|
p.color = _69.primitives[int(gl_InstanceIndex)].color;
|
||||||
|
float2 corner = _97[int(gl_VertexIndex)];
|
||||||
|
float2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
|
||||||
|
float2 center = (p.bounds.xy + p.bounds.zw) * 0.5;
|
||||||
|
out.p_local = (world_pos - center) * _13.dpi_scale;
|
||||||
|
out.f_color = unpack_unorm4x8_to_float(p.color);
|
||||||
|
out.f_half_size = p.half_size;
|
||||||
|
out.f_radii = p.radii;
|
||||||
|
out.f_half_feather = p.half_feather;
|
||||||
|
out.gl_Position = _13.projection * float4(world_pos * _13.dpi_scale, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
return out;
|
||||||
|
}
|
||||||
|
|
||||||
Binary file not shown.
@@ -0,0 +1,47 @@
|
|||||||
|
#include <metal_stdlib>
|
||||||
|
#include <simd/simd.h>
|
||||||
|
|
||||||
|
using namespace metal;
|
||||||
|
|
||||||
|
struct Uniforms
|
||||||
|
{
|
||||||
|
float2 inv_source_size;
|
||||||
|
uint downsample_factor;
|
||||||
|
uint _pad0;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct main0_out
|
||||||
|
{
|
||||||
|
float4 out_color [[color(0)]];
|
||||||
|
};
|
||||||
|
|
||||||
|
fragment main0_out main0(constant Uniforms& _18 [[buffer(0)]], texture2d<float> source_tex [[texture(0)]], sampler source_texSmplr [[sampler(0)]], float4 gl_FragCoord [[position]])
|
||||||
|
{
|
||||||
|
main0_out out = {};
|
||||||
|
float2 src_block_center = gl_FragCoord.xy * float(_18.downsample_factor);
|
||||||
|
if (_18.downsample_factor == 1u)
|
||||||
|
{
|
||||||
|
float2 uv = src_block_center * _18.inv_source_size;
|
||||||
|
out.out_color = source_tex.sample(source_texSmplr, uv);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (_18.downsample_factor == 2u)
|
||||||
|
{
|
||||||
|
float2 uv_1 = src_block_center * _18.inv_source_size;
|
||||||
|
out.out_color = source_tex.sample(source_texSmplr, uv_1);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float off = float(_18.downsample_factor) * 0.25;
|
||||||
|
float2 uv_tl = (src_block_center + float2(-off, -off)) * _18.inv_source_size;
|
||||||
|
float2 uv_tr = (src_block_center + float2(off, -off)) * _18.inv_source_size;
|
||||||
|
float2 uv_bl = (src_block_center + float2(-off, off)) * _18.inv_source_size;
|
||||||
|
float2 uv_br = (src_block_center + float2(off)) * _18.inv_source_size;
|
||||||
|
float4 c = ((source_tex.sample(source_texSmplr, uv_tl) + source_tex.sample(source_texSmplr, uv_tr)) + source_tex.sample(source_texSmplr, uv_bl)) + source_tex.sample(source_texSmplr, uv_br);
|
||||||
|
out.out_color = c * 0.25;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return out;
|
||||||
|
}
|
||||||
|
|
||||||
Binary file not shown.
@@ -0,0 +1,18 @@
|
|||||||
|
#include <metal_stdlib>
|
||||||
|
#include <simd/simd.h>
|
||||||
|
|
||||||
|
using namespace metal;
|
||||||
|
|
||||||
|
struct main0_out
|
||||||
|
{
|
||||||
|
float4 gl_Position [[position]];
|
||||||
|
};
|
||||||
|
|
||||||
|
vertex main0_out main0(uint gl_VertexIndex [[vertex_id]])
|
||||||
|
{
|
||||||
|
main0_out out = {};
|
||||||
|
float2 ndc = float2((int(gl_VertexIndex) == 1) ? 3.0 : (-1.0), (int(gl_VertexIndex) == 2) ? 3.0 : (-1.0));
|
||||||
|
out.gl_Position = float4(ndc, 0.0, 1.0);
|
||||||
|
return out;
|
||||||
|
}
|
||||||
|
|
||||||
Binary file not shown.
@@ -24,8 +24,8 @@ struct main0_in
|
|||||||
float4 f_params [[user(locn2)]];
|
float4 f_params [[user(locn2)]];
|
||||||
float4 f_params2 [[user(locn3)]];
|
float4 f_params2 [[user(locn3)]];
|
||||||
uint f_flags [[user(locn4)]];
|
uint f_flags [[user(locn4)]];
|
||||||
uint f_rotation_sc [[user(locn5)]];
|
float4 f_uv_rect [[user(locn6), flat]];
|
||||||
uint4 f_uv_or_effects [[user(locn6)]];
|
uint4 f_effects [[user(locn7)]];
|
||||||
};
|
};
|
||||||
|
|
||||||
static inline __attribute__((always_inline))
|
static inline __attribute__((always_inline))
|
||||||
@@ -109,11 +109,6 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
|
|||||||
float h = 0.5;
|
float h = 0.5;
|
||||||
float2 half_size = in.f_params.xy;
|
float2 half_size = in.f_params.xy;
|
||||||
float2 p_local = in.f_local_or_uv;
|
float2 p_local = in.f_local_or_uv;
|
||||||
if ((flags & 16u) != 0u)
|
|
||||||
{
|
|
||||||
float2 sc = float2(as_type<half2>(in.f_rotation_sc));
|
|
||||||
p_local = float2((sc.y * p_local.x) + (sc.x * p_local.y), ((-sc.x) * p_local.x) + (sc.y * p_local.y));
|
|
||||||
}
|
|
||||||
if (kind == 1u)
|
if (kind == 1u)
|
||||||
{
|
{
|
||||||
float4 corner_radii = float4(in.f_params.zw, in.f_params2.xy);
|
float4 corner_radii = float4(in.f_params.zw, in.f_params2.xy);
|
||||||
@@ -163,16 +158,16 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
|
|||||||
{
|
{
|
||||||
float d_start = dot(p_local, n_start);
|
float d_start = dot(p_local, n_start);
|
||||||
float d_end = dot(p_local, n_end);
|
float d_end = dot(p_local, n_end);
|
||||||
float _372;
|
float _338;
|
||||||
if (arc_bits == 1u)
|
if (arc_bits == 1u)
|
||||||
{
|
{
|
||||||
_372 = fast::max(d_start, d_end);
|
_338 = fast::max(d_start, d_end);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_372 = fast::min(d_start, d_end);
|
_338 = fast::min(d_start, d_end);
|
||||||
}
|
}
|
||||||
float d_wedge = _372;
|
float d_wedge = _338;
|
||||||
d = fast::max(d, d_wedge);
|
d = fast::max(d, d_wedge);
|
||||||
}
|
}
|
||||||
half_size = float2(outer);
|
half_size = float2(outer);
|
||||||
@@ -187,7 +182,7 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
|
|||||||
if ((flags & 2u) != 0u)
|
if ((flags & 2u) != 0u)
|
||||||
{
|
{
|
||||||
float4 gradient_start = in.f_color;
|
float4 gradient_start = in.f_color;
|
||||||
float4 gradient_end = unpack_unorm4x8_to_float(in.f_uv_or_effects.x);
|
float4 gradient_end = unpack_unorm4x8_to_float(in.f_effects.x);
|
||||||
if ((flags & 4u) != 0u)
|
if ((flags & 4u) != 0u)
|
||||||
{
|
{
|
||||||
float t_1 = length(p_local / half_size);
|
float t_1 = length(p_local / half_size);
|
||||||
@@ -198,7 +193,7 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
float2 direction = float2(as_type<half2>(in.f_uv_or_effects.z));
|
float2 direction = float2(as_type<half2>(in.f_effects.z));
|
||||||
float t_2 = (dot(p_local / half_size, direction) * 0.5) + 0.5;
|
float t_2 = (dot(p_local / half_size, direction) * 0.5) + 0.5;
|
||||||
float4 param_11 = gradient_start;
|
float4 param_11 = gradient_start;
|
||||||
float4 param_12 = gradient_end;
|
float4 param_12 = gradient_end;
|
||||||
@@ -210,7 +205,7 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
|
|||||||
{
|
{
|
||||||
if ((flags & 1u) != 0u)
|
if ((flags & 1u) != 0u)
|
||||||
{
|
{
|
||||||
float4 uv_rect = as_type<float4>(in.f_uv_or_effects);
|
float4 uv_rect = in.f_uv_rect;
|
||||||
float2 local_uv = ((p_local / half_size) * 0.5) + float2(0.5);
|
float2 local_uv = ((p_local / half_size) * 0.5) + float2(0.5);
|
||||||
float2 uv = mix(uv_rect.xy, uv_rect.zw, local_uv);
|
float2 uv = mix(uv_rect.xy, uv_rect.zw, local_uv);
|
||||||
shape_color = in.f_color * tex.sample(texSmplr, uv);
|
shape_color = in.f_color * tex.sample(texSmplr, uv);
|
||||||
@@ -222,8 +217,8 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[textur
|
|||||||
}
|
}
|
||||||
if ((flags & 8u) != 0u)
|
if ((flags & 8u) != 0u)
|
||||||
{
|
{
|
||||||
float4 ol_color = unpack_unorm4x8_to_float(in.f_uv_or_effects.y);
|
float4 ol_color = unpack_unorm4x8_to_float(in.f_effects.y);
|
||||||
float ol_width = float2(as_type<half2>(in.f_uv_or_effects.w)).x / grad_magnitude;
|
float ol_width = float2(as_type<half2>(in.f_effects.w)).x / grad_magnitude;
|
||||||
float param_14 = d;
|
float param_14 = d;
|
||||||
float param_15 = h;
|
float param_15 = h;
|
||||||
float fill_cov = sdf_alpha(param_14, param_15);
|
float fill_cov = sdf_alpha(param_14, param_15);
|
||||||
|
|||||||
Binary file not shown.
@@ -10,7 +10,7 @@ struct Uniforms
|
|||||||
uint mode;
|
uint mode;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Primitive
|
struct Core_2D_Primitive
|
||||||
{
|
{
|
||||||
float4 bounds;
|
float4 bounds;
|
||||||
uint color;
|
uint color;
|
||||||
@@ -19,10 +19,11 @@ struct Primitive
|
|||||||
float _pad;
|
float _pad;
|
||||||
float4 params;
|
float4 params;
|
||||||
float4 params2;
|
float4 params2;
|
||||||
uint4 uv_or_effects;
|
float4 uv_rect;
|
||||||
|
uint4 effects;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Primitive_1
|
struct Core_2D_Primitive_1
|
||||||
{
|
{
|
||||||
float4 bounds;
|
float4 bounds;
|
||||||
uint color;
|
uint color;
|
||||||
@@ -31,12 +32,13 @@ struct Primitive_1
|
|||||||
float _pad;
|
float _pad;
|
||||||
float4 params;
|
float4 params;
|
||||||
float4 params2;
|
float4 params2;
|
||||||
uint4 uv_or_effects;
|
float4 uv_rect;
|
||||||
|
uint4 effects;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Primitives
|
struct Core_2D_Primitives
|
||||||
{
|
{
|
||||||
Primitive_1 primitives[1];
|
Core_2D_Primitive_1 primitives[1];
|
||||||
};
|
};
|
||||||
|
|
||||||
struct main0_out
|
struct main0_out
|
||||||
@@ -46,8 +48,8 @@ struct main0_out
|
|||||||
float4 f_params [[user(locn2)]];
|
float4 f_params [[user(locn2)]];
|
||||||
float4 f_params2 [[user(locn3)]];
|
float4 f_params2 [[user(locn3)]];
|
||||||
uint f_flags [[user(locn4)]];
|
uint f_flags [[user(locn4)]];
|
||||||
uint f_rotation_sc [[user(locn5)]];
|
float4 f_uv_rect [[user(locn6)]];
|
||||||
uint4 f_uv_or_effects [[user(locn6)]];
|
uint4 f_effects [[user(locn7)]];
|
||||||
float4 gl_Position [[position]];
|
float4 gl_Position [[position]];
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -58,7 +60,7 @@ struct main0_in
|
|||||||
float4 v_color [[attribute(2)]];
|
float4 v_color [[attribute(2)]];
|
||||||
};
|
};
|
||||||
|
|
||||||
vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Primitives& _75 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
|
vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Core_2D_Primitives& _75 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
|
||||||
{
|
{
|
||||||
main0_out out = {};
|
main0_out out = {};
|
||||||
if (_12.mode == 0u)
|
if (_12.mode == 0u)
|
||||||
@@ -68,13 +70,13 @@ vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer
|
|||||||
out.f_params = float4(0.0);
|
out.f_params = float4(0.0);
|
||||||
out.f_params2 = float4(0.0);
|
out.f_params2 = float4(0.0);
|
||||||
out.f_flags = 0u;
|
out.f_flags = 0u;
|
||||||
out.f_rotation_sc = 0u;
|
out.f_uv_rect = float4(0.0);
|
||||||
out.f_uv_or_effects = uint4(0u);
|
out.f_effects = uint4(0u);
|
||||||
out.gl_Position = _12.projection * float4(in.v_position * _12.dpi_scale, 0.0, 1.0);
|
out.gl_Position = _12.projection * float4(in.v_position * _12.dpi_scale, 0.0, 1.0);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Primitive p;
|
Core_2D_Primitive p;
|
||||||
p.bounds = _75.primitives[int(gl_InstanceIndex)].bounds;
|
p.bounds = _75.primitives[int(gl_InstanceIndex)].bounds;
|
||||||
p.color = _75.primitives[int(gl_InstanceIndex)].color;
|
p.color = _75.primitives[int(gl_InstanceIndex)].color;
|
||||||
p.flags = _75.primitives[int(gl_InstanceIndex)].flags;
|
p.flags = _75.primitives[int(gl_InstanceIndex)].flags;
|
||||||
@@ -82,17 +84,25 @@ vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer
|
|||||||
p._pad = _75.primitives[int(gl_InstanceIndex)]._pad;
|
p._pad = _75.primitives[int(gl_InstanceIndex)]._pad;
|
||||||
p.params = _75.primitives[int(gl_InstanceIndex)].params;
|
p.params = _75.primitives[int(gl_InstanceIndex)].params;
|
||||||
p.params2 = _75.primitives[int(gl_InstanceIndex)].params2;
|
p.params2 = _75.primitives[int(gl_InstanceIndex)].params2;
|
||||||
p.uv_or_effects = _75.primitives[int(gl_InstanceIndex)].uv_or_effects;
|
p.uv_rect = _75.primitives[int(gl_InstanceIndex)].uv_rect;
|
||||||
|
p.effects = _75.primitives[int(gl_InstanceIndex)].effects;
|
||||||
float2 corner = in.v_position;
|
float2 corner = in.v_position;
|
||||||
float2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
|
float2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
|
||||||
float2 center = (p.bounds.xy + p.bounds.zw) * 0.5;
|
float2 center = (p.bounds.xy + p.bounds.zw) * 0.5;
|
||||||
|
float2 local = (world_pos - center) * _12.dpi_scale;
|
||||||
|
uint flags = (p.flags >> 8u) & 255u;
|
||||||
|
if ((flags & 16u) != 0u)
|
||||||
|
{
|
||||||
|
float2 sc = float2(as_type<half2>(p.rotation_sc));
|
||||||
|
local = float2((sc.y * local.x) + (sc.x * local.y), ((-sc.x) * local.x) + (sc.y * local.y));
|
||||||
|
}
|
||||||
out.f_color = unpack_unorm4x8_to_float(p.color);
|
out.f_color = unpack_unorm4x8_to_float(p.color);
|
||||||
out.f_local_or_uv = (world_pos - center) * _12.dpi_scale;
|
out.f_local_or_uv = local;
|
||||||
out.f_params = p.params;
|
out.f_params = p.params;
|
||||||
out.f_params2 = p.params2;
|
out.f_params2 = p.params2;
|
||||||
out.f_flags = p.flags;
|
out.f_flags = p.flags;
|
||||||
out.f_rotation_sc = p.rotation_sc;
|
out.f_uv_rect = p.uv_rect;
|
||||||
out.f_uv_or_effects = p.uv_or_effects;
|
out.f_effects = p.effects;
|
||||||
out.gl_Position = _12.projection * float4(world_pos * _12.dpi_scale, 0.0, 1.0);
|
out.gl_Position = _12.projection * float4(world_pos * _12.dpi_scale, 0.0, 1.0);
|
||||||
}
|
}
|
||||||
return out;
|
return out;
|
||||||
|
|||||||
Binary file not shown.
@@ -0,0 +1,155 @@
|
|||||||
|
#version 450 core
|
||||||
|
|
||||||
|
// Unified backdrop blur fragment shader.
|
||||||
|
// Handles both the 1D separable blur passes (mode 0, used for BOTH the H-pass and V-pass;
|
||||||
|
// `direction` picks the axis) and the composite pass (mode 1, reads the fully-blurred
|
||||||
|
// working texture, masks via RRect SDF, applies tint, and writes to source_texture with
|
||||||
|
// premultiplied-over blending). Working textures are sized at the full swapchain resolution;
|
||||||
|
// downsampled content occupies only a sub-rect at downsample factor > 1 (set via viewport).
|
||||||
|
//
|
||||||
|
// The composite blends with source_texture via the standard premultiplied-over blend state
|
||||||
|
// (ONE, ONE_MINUS_SRC_ALPHA).
|
||||||
|
//
|
||||||
|
// Backdrop primitives are tint-only — there is no outline. A specialized edge effect
|
||||||
|
// (e.g. liquid-glass-style refraction outlines) would be implemented as a dedicated
|
||||||
|
// primitive type with its own pipeline.
|
||||||
|
//
|
||||||
|
// Two modes, structurally distinct:
|
||||||
|
//
|
||||||
|
// Mode 0: 1D separable blur. Used for BOTH the H-pass and V-pass; `direction` (set in the
|
||||||
|
// per-pass uniforms) picks (1,0) for H or (0,1) for V. Reads the previous working-
|
||||||
|
// res texture and writes the next working-res texture. Fullscreen-triangle vertex
|
||||||
|
// output; gl_FragCoord.xy is in working-res target pixel space; UV =
|
||||||
|
// gl_FragCoord.xy * inv_working_size.
|
||||||
|
//
|
||||||
|
// Mode 1: composite. Reads the fully-blurred working-res texture, applies the SDF mask and
|
||||||
|
// tint, writes to source_texture. Instanced unit-quad vertex output covering the
|
||||||
|
// per-primitive bounds; gl_FragCoord.xy is in the full-resolution render target;
|
||||||
|
// UV into the blurred working texture =
|
||||||
|
// (gl_FragCoord.xy * inv_downsample_factor) * inv_working_size.
|
||||||
|
// No kernel is applied here — the blur is already complete.
|
||||||
|
//
|
||||||
|
// V-blur is run as its own working→working pass rather than folded into the composite. The
|
||||||
|
// folded variant produced a horizontal-vs-vertical asymmetry artifact: when V-blur sampled
|
||||||
|
// the H-blur output through the bilinear-upsample/SDF-mask/tint pipeline in one shader
|
||||||
|
// invocation, horizontal source features ended up looking sharper than vertical ones.
|
||||||
|
// Matching V's structure exactly to H's restores symmetry.
|
||||||
|
|
||||||
|
const uint MAX_KERNEL_PAIRS = 32;
|
||||||
|
|
||||||
|
// --- Inputs from vertex shader ---
|
||||||
|
layout(location = 0) in vec2 p_local;
|
||||||
|
layout(location = 1) in mediump vec4 f_color;
|
||||||
|
layout(location = 2) flat in vec2 f_half_size;
|
||||||
|
layout(location = 3) flat in vec4 f_radii;
|
||||||
|
layout(location = 4) flat in float f_half_feather;
|
||||||
|
|
||||||
|
// --- Output ---
|
||||||
|
layout(location = 0) out vec4 out_color;
|
||||||
|
|
||||||
|
// --- Sampler ---
|
||||||
|
// Mode 0: bound to downsample_texture. Mode 1: bound to h_blur_texture.
|
||||||
|
layout(set = 2, binding = 0) uniform sampler2D blur_input_tex;
|
||||||
|
|
||||||
|
// --- Uniforms (set 3) ---
|
||||||
|
// Per-bracket-substage. `mode` matches the vertex shader's mode (0 = H, 1 = V).
|
||||||
|
// `direction` selects the kernel axis for blur offsets.
|
||||||
|
// `kernel` holds the per-sigma weight/offset pairs computed CPU-side using the
|
||||||
|
// linear-sampling pair adjustment (RAD/Rákos).
|
||||||
|
layout(set = 3, binding = 0) uniform Uniforms {
|
||||||
|
vec2 inv_working_size; // 1.0 / working-resolution texture dimensions
|
||||||
|
uint pair_count; // number of (weight, offset) pairs; pair[0] is the center
|
||||||
|
uint mode; // 0 = H-blur, 1 = V-composite
|
||||||
|
vec2 direction; // (1,0) for H, (0,1) for V — multiplied into the kernel offset
|
||||||
|
float inv_downsample_factor; // 1.0 / downsample_factor (mode 1 only; mode 0 ignores)
|
||||||
|
float _pad0;
|
||||||
|
vec4 kernel[MAX_KERNEL_PAIRS]; // .x = weight (paired-sum for idx>0), .y = offset (texels)
|
||||||
|
};
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------------------------------------------------
|
||||||
|
// ----- SDF helper --------------------
|
||||||
|
// ---------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
float sdRoundedBox(vec2 p, vec2 b, vec4 r) {
|
||||||
|
vec2 rxy = (p.x > 0.0) ? r.xy : r.zw;
|
||||||
|
float rr = (p.y > 0.0) ? rxy.x : rxy.y;
|
||||||
|
vec2 q = abs(p) - b;
|
||||||
|
if (rr == 0.0) {
|
||||||
|
return max(q.x, q.y);
|
||||||
|
}
|
||||||
|
q += rr;
|
||||||
|
return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - rr;
|
||||||
|
}
|
||||||
|
|
||||||
|
float sdf_alpha(float d, float h) {
|
||||||
|
return 1.0 - smoothstep(-h, h, d);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------------------------------------------------
|
||||||
|
// ----- Blur sample loop --------------
|
||||||
|
// ---------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
vec3 blur_sample(vec2 uv) {
|
||||||
|
vec3 color = kernel[0].x * texture(blur_input_tex, uv).rgb;
|
||||||
|
|
||||||
|
// Per-pair offset in texel space, projected onto the active axis.
|
||||||
|
vec2 axis_step = direction * inv_working_size;
|
||||||
|
|
||||||
|
for (uint i = 1u; i < pair_count; i += 1u) {
|
||||||
|
float w = kernel[i].x;
|
||||||
|
float off = kernel[i].y;
|
||||||
|
vec2 step_uv = off * axis_step;
|
||||||
|
color += w * texture(blur_input_tex, uv - step_uv).rgb;
|
||||||
|
color += w * texture(blur_input_tex, uv + step_uv).rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------------------------------------------------------
|
||||||
|
// ----- Main --------------------------
|
||||||
|
// ---------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
if (mode == 0u) {
|
||||||
|
// ---- Mode 0: 1D separable blur (used for both H-pass and V-pass).
|
||||||
|
// gl_FragCoord is in working-res target pixel space; sample the previous working-res
|
||||||
|
// texture along `direction` with the kernel.
|
||||||
|
vec2 uv = gl_FragCoord.xy * inv_working_size;
|
||||||
|
vec3 color = blur_sample(uv);
|
||||||
|
out_color = vec4(color, 1.0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---- Mode 1: composite per-primitive.
|
||||||
|
// RRect SDF — early discard for fragments well outside the masked region.
|
||||||
|
float d = sdRoundedBox(p_local, f_half_size, f_radii);
|
||||||
|
if (d > f_half_feather) {
|
||||||
|
discard;
|
||||||
|
}
|
||||||
|
|
||||||
|
// fwidth-based normalization for AA (matches main pipeline approach).
|
||||||
|
float grad_magnitude = max(fwidth(d), 1e-6);
|
||||||
|
float d_n = d / grad_magnitude;
|
||||||
|
float h_n = f_half_feather / grad_magnitude;
|
||||||
|
|
||||||
|
// Sample the fully-blurred working-res texture. gl_FragCoord is full-res; convert to
|
||||||
|
// working-res UV via inv_downsample_factor. No kernel is applied — the H+V blur passes
|
||||||
|
// already produced the final blurred image; this is just an upsample + tint.
|
||||||
|
vec2 uv = (gl_FragCoord.xy * inv_downsample_factor) * inv_working_size;
|
||||||
|
vec3 color = texture(blur_input_tex, uv).rgb;
|
||||||
|
|
||||||
|
// Tint composition: inside the masked region the panel is fully opaque — it completely
|
||||||
|
// hides the original framebuffer content, just like real frosted glass and like iOS
|
||||||
|
// UIBlurEffect / CSS backdrop-filter. f_color.rgb specifies the tint color; f_color.a
|
||||||
|
// specifies the tint *mix strength* (NOT panel opacity). At alpha=0 we see the pure
|
||||||
|
// blur; at alpha=255 we see the blur fully multiplied by the tint color.
|
||||||
|
//
|
||||||
|
// Output is premultiplied to match the ONE, ONE_MINUS_SRC_ALPHA blend state. Coverage
|
||||||
|
// (the SDF mask's edge AA) modulates only the alpha channel, never the panel-vs-source
|
||||||
|
// blend; that way edge pixels still feather correctly while mid-panel pixels stay fully
|
||||||
|
// opaque.
|
||||||
|
mediump vec3 tinted = mix(color, color * f_color.rgb, f_color.a);
|
||||||
|
mediump float coverage = sdf_alpha(d_n, h_n);
|
||||||
|
out_color = vec4(tinted * coverage, coverage);
|
||||||
|
}
|
||||||
@@ -0,0 +1,110 @@
|
|||||||
|
#version 450 core
|
||||||
|
|
||||||
|
// Unified backdrop blur vertex shader.
|
||||||
|
// Handles both the 1D separable blur passes (fullscreen triangle, mode 0; used for
|
||||||
|
// BOTH the H-pass and V-pass) and the composite pass (instanced unit-quad over
|
||||||
|
// Gaussian_Blur_Primitive storage buffer, mode 1) for the second PSO of the backdrop bracket.
|
||||||
|
// The first PSO (downsample) uses backdrop_fullscreen.vert.
|
||||||
|
//
|
||||||
|
// No vertex buffer for either mode. Mode 0 uses gl_VertexIndex 0..2 for a single
|
||||||
|
// fullscreen triangle; mode 1 uses gl_VertexIndex 0..5 for a unit-quad (two
|
||||||
|
// triangles, TRIANGLELIST topology) and gl_InstanceIndex to select the primitive.
|
||||||
|
//
|
||||||
|
// Mode 0 viewport+scissor are CPU-set per sigma group to the work region (union AABB
|
||||||
|
// of that group's backdrop primitives + halo, clamped to swapchain bounds). Mode 1
|
||||||
|
// renders into source_texture with the screen-space orthographic projection; the
|
||||||
|
// per-primitive bounds drive the quad in screen space.
|
||||||
|
//
|
||||||
|
// Backdrop primitives have NO rotation — backdrop sampling is in screen space, so
|
||||||
|
// a rotated mask over a stationary blur sample would look wrong.
|
||||||
|
|
||||||
|
// --- Outputs to fragment shader ---
|
||||||
|
// p_local: shape-local position in physical pixels (origin at shape center).
|
||||||
|
// Only meaningful in mode 1 (V-composite). Zero-init for mode 0.
|
||||||
|
layout(location = 0) out vec2 p_local;
|
||||||
|
// f_color: tint, unpacked from primitive.color. Only meaningful in mode 1.
|
||||||
|
layout(location = 1) out mediump vec4 f_color;
|
||||||
|
// f_half_size: RRect half extents in physical pixels (mode 1 only).
|
||||||
|
layout(location = 2) flat out vec2 f_half_size;
|
||||||
|
// f_radii: per-corner radii in physical pixels (mode 1 only).
|
||||||
|
layout(location = 3) flat out vec4 f_radii;
|
||||||
|
// f_half_feather: SDF anti-aliasing feather (mode 1 only).
|
||||||
|
layout(location = 4) flat out float f_half_feather;
|
||||||
|
|
||||||
|
// --- Uniforms (set 1) ---
|
||||||
|
// Backdrop pipeline's own uniform block — distinct from the main pipeline's
|
||||||
|
// Vertex_Uniforms_2D. `mode` selects between H-blur (0) and V-composite (1).
|
||||||
|
layout(set = 1, binding = 0) uniform Uniforms {
|
||||||
|
mat4 projection;
|
||||||
|
float dpi_scale;
|
||||||
|
uint mode; // 0 = H-blur, 1 = V-composite
|
||||||
|
vec2 _pad0;
|
||||||
|
};
|
||||||
|
|
||||||
|
// --- Gaussian blur primitive storage buffer (set 0) ---
|
||||||
|
// 48 bytes, std430-natural layout (no implicit padding). vec4 members are
|
||||||
|
// front-loaded so their 16-byte alignment is satisfied without holes; the
|
||||||
|
// vec2 and scalar tail packs tight to land the struct at a clean 48-byte
|
||||||
|
// stride (a multiple of 16, so the array stride needs no rounding either).
|
||||||
|
// Field semantics match the CPU-side Gaussian_Blur_Primitive declared in
|
||||||
|
// levlib/draw/backdrop.odin; keep both in sync.
|
||||||
|
//
|
||||||
|
// Gaussian blur primitives are tint-only: outline is intentionally absent. Specialized
|
||||||
|
// edge effects (e.g. liquid-glass-style refraction outlines) would be a dedicated
|
||||||
|
// primitive type with its own pipeline rather than a flag bit here.
|
||||||
|
struct Gaussian_Blur_Primitive {
|
||||||
|
vec4 bounds; // 0-15: min_xy, max_xy (world-space)
|
||||||
|
vec4 radii; // 16-31: per-corner radii (physical px)
|
||||||
|
vec2 half_size; // 32-39: RRect half extents (physical px)
|
||||||
|
float half_feather; // 40-43: SDF anti-aliasing feather (physical px)
|
||||||
|
uint color; // 44-47: tint, packed RGBA u8x4
|
||||||
|
};
|
||||||
|
|
||||||
|
layout(std430, set = 0, binding = 0) readonly buffer Gaussian_Blur_Primitives {
|
||||||
|
Gaussian_Blur_Primitive primitives[];
|
||||||
|
};
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
if (mode == 0u) {
|
||||||
|
// ---- Mode 0: H-blur fullscreen triangle ----
|
||||||
|
// gl_VertexIndex 0 -> ( -1, -1)
|
||||||
|
// gl_VertexIndex 1 -> ( 3, -1)
|
||||||
|
// gl_VertexIndex 2 -> ( -1, 3)
|
||||||
|
vec2 ndc = vec2(
|
||||||
|
(gl_VertexIndex == 1) ? 3.0 : -1.0,
|
||||||
|
(gl_VertexIndex == 2) ? 3.0 : -1.0);
|
||||||
|
gl_Position = vec4(ndc, 0.0, 1.0);
|
||||||
|
|
||||||
|
// Mode 0 doesn't read the per-primitive varyings; zero-init for safety.
|
||||||
|
p_local = vec2(0.0);
|
||||||
|
f_color = vec4(0.0);
|
||||||
|
f_half_size = vec2(0.0);
|
||||||
|
f_radii = vec4(0.0);
|
||||||
|
f_half_feather = 0.0;
|
||||||
|
} else {
|
||||||
|
// ---- Mode 1: V-composite instanced unit-quad over Gaussian_Blur_Primitive ----
|
||||||
|
Gaussian_Blur_Primitive p = primitives[gl_InstanceIndex];
|
||||||
|
|
||||||
|
// Unit-quad corners for TRIANGLELIST (2 triangles, 6 vertices):
|
||||||
|
// index 0 -> (0,0) index 3 -> (0,1)
|
||||||
|
// index 1 -> (1,0) index 4 -> (1,0)
|
||||||
|
// index 2 -> (0,1) index 5 -> (1,1)
|
||||||
|
vec2 quad_corners[6] = vec2[6](
|
||||||
|
vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 1.0),
|
||||||
|
vec2(0.0, 1.0), vec2(1.0, 0.0), vec2(1.0, 1.0));
|
||||||
|
vec2 corner = quad_corners[gl_VertexIndex];
|
||||||
|
|
||||||
|
vec2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
|
||||||
|
vec2 center = 0.5 * (p.bounds.xy + p.bounds.zw);
|
||||||
|
|
||||||
|
// Shape-local position in physical pixels (no rotation for backdrops).
|
||||||
|
p_local = (world_pos - center) * dpi_scale;
|
||||||
|
|
||||||
|
f_color = unpackUnorm4x8(p.color);
|
||||||
|
f_half_size = p.half_size;
|
||||||
|
f_radii = p.radii;
|
||||||
|
f_half_feather = p.half_feather;
|
||||||
|
|
||||||
|
gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,67 @@
|
|||||||
|
#version 450 core
|
||||||
|
|
||||||
|
// Backdrop downsample fragment shader.
|
||||||
|
// Reads source_texture (full-resolution snapshot of pre-bracket framebuffer contents) and
|
||||||
|
// writes a downsampled copy at factor 1, 2, or 4. The output is the working texture (sized
|
||||||
|
// at full swapchain resolution); larger factors only fill a sub-rect of it via the CPU-set
|
||||||
|
// viewport. See backdrop.odin for the factor selection table (Flutter-style).
|
||||||
|
//
|
||||||
|
// Shader paths by factor:
|
||||||
|
//
|
||||||
|
// factor=1: identity copy. One bilinear tap aligned to the source pixel center. Useful
|
||||||
|
// when sigma is small enough that any downsample round-trip would visibly soften
|
||||||
|
// the output (Flutter does this for sigma_phys ≤ 4).
|
||||||
|
//
|
||||||
|
// factor=2: each output covers a 2×2 source block. Single bilinear tap at the shared
|
||||||
|
// corner reads all 4 source pixels with 0.25 weight.
|
||||||
|
//
|
||||||
|
// factor=4: each output covers a 4×4 source block. We use 4 bilinear taps, each at the
|
||||||
|
// shared corner of a 2×2 sub-block. Each tap reads 4 source pixels uniformly;
|
||||||
|
// combined, the 4 taps sample 16 source pixels arranged uniformly across the
|
||||||
|
// block (full coverage at factor=4). The factor>=4 path is structured so the
|
||||||
|
// same shader code would extend to factor=8 (16 pixels of 64) or factor=16 (16
|
||||||
|
// of 256) if the CPU-side cap is ever raised, though the current cap is 4.
|
||||||
|
//
|
||||||
|
// The viewport+scissor are set by the CPU to limit output to the layer's work region in
|
||||||
|
// working-texture coords (work_region_phys / factor), clamped to the texture bounds.
|
||||||
|
|
||||||
|
layout(set = 3, binding = 0) uniform Uniforms {
|
||||||
|
vec2 inv_source_size; // 1.0 / source_texture pixel dimensions
|
||||||
|
uint downsample_factor; // 1, 2, 4, 8, or 16
|
||||||
|
uint _pad0;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout(set = 2, binding = 0) uniform sampler2D source_tex;
|
||||||
|
|
||||||
|
layout(location = 0) out vec4 out_color;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
// Output pixel index (i): gl_FragCoord.xy - 0.5. Source-pixel block top-left for this
|
||||||
|
// output: i * factor. Center of the block: i*factor + factor/2 = gl_FragCoord.xy * factor.
|
||||||
|
vec2 src_block_center = gl_FragCoord.xy * float(downsample_factor);
|
||||||
|
|
||||||
|
if (downsample_factor == 1u) {
|
||||||
|
// Identity copy. UV at src_block_center hits the source pixel center directly.
|
||||||
|
vec2 uv = src_block_center * inv_source_size;
|
||||||
|
out_color = texture(source_tex, uv);
|
||||||
|
} else if (downsample_factor == 2u) {
|
||||||
|
// Single tap at the shared corner of the 2×2 source block; one bilinear sample reads
|
||||||
|
// all 4 source pixels with equal 0.25 weights — uniform 2×2 box filter for free.
|
||||||
|
vec2 uv = src_block_center * inv_source_size;
|
||||||
|
out_color = texture(source_tex, uv);
|
||||||
|
} else {
|
||||||
|
// Four taps at offsets ±(factor/4) from the block center. Each tap lands on a corner
|
||||||
|
// shared by 4 source pixels of a (factor/2)×(factor/2) sub-block (equivalent at the
|
||||||
|
// bilinear level), giving a 4-tap = 16-source-pixel uniform sample of the block.
|
||||||
|
float off = float(downsample_factor) * 0.25;
|
||||||
|
vec2 uv_tl = (src_block_center + vec2(-off, -off)) * inv_source_size;
|
||||||
|
vec2 uv_tr = (src_block_center + vec2(off, -off)) * inv_source_size;
|
||||||
|
vec2 uv_bl = (src_block_center + vec2(-off, off)) * inv_source_size;
|
||||||
|
vec2 uv_br = (src_block_center + vec2(off, off)) * inv_source_size;
|
||||||
|
vec4 c = texture(source_tex, uv_tl)
|
||||||
|
+ texture(source_tex, uv_tr)
|
||||||
|
+ texture(source_tex, uv_bl)
|
||||||
|
+ texture(source_tex, uv_br);
|
||||||
|
out_color = c * 0.25;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,21 @@
|
|||||||
|
#version 450 core
|
||||||
|
|
||||||
|
// Fullscreen-triangle vertex shader for the backdrop downsample and H-blur sub-passes.
|
||||||
|
// Emits a single triangle covering NDC [-1,1]^2; the rasterizer clips edges outside.
|
||||||
|
// No vertex buffer; uses gl_VertexIndex to pick corners.
|
||||||
|
//
|
||||||
|
// The CPU sets the viewport (and matching scissor) per layer-bracket to limit work to
|
||||||
|
// the union AABB of the layer's backdrop primitives, expanded by 3*max_sigma and
|
||||||
|
// clamped to swapchain bounds. The fragment shader uses gl_FragCoord (absolute pixel
|
||||||
|
// space in the bound target) plus an inv-size uniform to compute its own UVs — see
|
||||||
|
// each fragment shader for the per-pass sampling math.
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
// gl_VertexIndex 0 -> ( -1, -1)
|
||||||
|
// gl_VertexIndex 1 -> ( 3, -1)
|
||||||
|
// gl_VertexIndex 2 -> ( -1, 3)
|
||||||
|
vec2 ndc = vec2(
|
||||||
|
(gl_VertexIndex == 1) ? 3.0 : -1.0,
|
||||||
|
(gl_VertexIndex == 2) ? 3.0 : -1.0);
|
||||||
|
gl_Position = vec4(ndc, 0.0, 1.0);
|
||||||
|
}
|
||||||
@@ -6,8 +6,8 @@ layout(location = 1) in vec2 f_local_or_uv;
|
|||||||
layout(location = 2) in vec4 f_params;
|
layout(location = 2) in vec4 f_params;
|
||||||
layout(location = 3) in vec4 f_params2;
|
layout(location = 3) in vec4 f_params2;
|
||||||
layout(location = 4) flat in uint f_flags;
|
layout(location = 4) flat in uint f_flags;
|
||||||
layout(location = 5) flat in uint f_rotation_sc;
|
layout(location = 6) flat in vec4 f_uv_rect;
|
||||||
layout(location = 6) flat in uvec4 f_uv_or_effects;
|
layout(location = 7) flat in uvec4 f_effects;
|
||||||
|
|
||||||
// --- Output ---
|
// --- Output ---
|
||||||
layout(location = 0) out vec4 out_color;
|
layout(location = 0) out vec4 out_color;
|
||||||
@@ -83,16 +83,7 @@ void main() {
|
|||||||
float h = 0.5; // half-feather width; overwritten per shape kind
|
float h = 0.5; // half-feather width; overwritten per shape kind
|
||||||
vec2 half_size = f_params.xy; // used by RRect and as reference size for gradients
|
vec2 half_size = f_params.xy; // used by RRect and as reference size for gradients
|
||||||
|
|
||||||
vec2 p_local = f_local_or_uv;
|
vec2 p_local = f_local_or_uv; // arrives rotated; vertex shader handled .Rotated
|
||||||
|
|
||||||
// Apply inverse rotation using pre-computed sin/cos (no per-pixel trig).
|
|
||||||
// .Rotated flag = bit 4 = 16u
|
|
||||||
if ((flags & 16u) != 0u) {
|
|
||||||
vec2 sc = unpackHalf2x16(f_rotation_sc); // .x = sin(angle), .y = cos(angle)
|
|
||||||
// Inverse rotation matrix R(-angle) = [[cos, sin], [-sin, cos]]
|
|
||||||
p_local = vec2(sc.y * p_local.x + sc.x * p_local.y,
|
|
||||||
-sc.x * p_local.x + sc.y * p_local.y);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (kind == 1u) {
|
if (kind == 1u) {
|
||||||
// RRect — half_feather in params2.z
|
// RRect — half_feather in params2.z
|
||||||
@@ -151,7 +142,7 @@ void main() {
|
|||||||
if ((flags & 2u) != 0u) {
|
if ((flags & 2u) != 0u) {
|
||||||
// Gradient active (bit 1)
|
// Gradient active (bit 1)
|
||||||
mediump vec4 gradient_start = f_color;
|
mediump vec4 gradient_start = f_color;
|
||||||
mediump vec4 gradient_end = unpackUnorm4x8(f_uv_or_effects.x);
|
mediump vec4 gradient_end = unpackUnorm4x8(f_effects.x);
|
||||||
|
|
||||||
if ((flags & 4u) != 0u) {
|
if ((flags & 4u) != 0u) {
|
||||||
// Radial gradient (bit 2): t from distance to center
|
// Radial gradient (bit 2): t from distance to center
|
||||||
@@ -159,13 +150,13 @@ void main() {
|
|||||||
shape_color = gradient_2color(gradient_start, gradient_end, t);
|
shape_color = gradient_2color(gradient_start, gradient_end, t);
|
||||||
} else {
|
} else {
|
||||||
// Linear gradient: direction pre-computed on CPU as (cos, sin) f16 pair
|
// Linear gradient: direction pre-computed on CPU as (cos, sin) f16 pair
|
||||||
vec2 direction = unpackHalf2x16(f_uv_or_effects.z);
|
vec2 direction = unpackHalf2x16(f_effects.z);
|
||||||
mediump float t = dot(p_local / half_size, direction) * 0.5 + 0.5;
|
mediump float t = dot(p_local / half_size, direction) * 0.5 + 0.5;
|
||||||
shape_color = gradient_2color(gradient_start, gradient_end, t);
|
shape_color = gradient_2color(gradient_start, gradient_end, t);
|
||||||
}
|
}
|
||||||
} else if ((flags & 1u) != 0u) {
|
} else if ((flags & 1u) != 0u) {
|
||||||
// Textured (bit 0) — RRect only in practice
|
// Textured (bit 0)
|
||||||
vec4 uv_rect = uintBitsToFloat(f_uv_or_effects);
|
vec4 uv_rect = f_uv_rect;
|
||||||
vec2 local_uv = p_local / half_size * 0.5 + 0.5;
|
vec2 local_uv = p_local / half_size * 0.5 + 0.5;
|
||||||
vec2 uv = mix(uv_rect.xy, uv_rect.zw, local_uv);
|
vec2 uv = mix(uv_rect.xy, uv_rect.zw, local_uv);
|
||||||
shape_color = f_color * texture(tex, uv);
|
shape_color = f_color * texture(tex, uv);
|
||||||
@@ -180,9 +171,9 @@ void main() {
|
|||||||
// AA at d=ol_width. The outline band's coverage is total_cov - fill_cov.
|
// AA at d=ol_width. The outline band's coverage is total_cov - fill_cov.
|
||||||
// Output is premultiplied: blend state is ONE, ONE_MINUS_SRC_ALPHA.
|
// Output is premultiplied: blend state is ONE, ONE_MINUS_SRC_ALPHA.
|
||||||
if ((flags & 8u) != 0u) {
|
if ((flags & 8u) != 0u) {
|
||||||
mediump vec4 ol_color = unpackUnorm4x8(f_uv_or_effects.y);
|
mediump vec4 ol_color = unpackUnorm4x8(f_effects.y);
|
||||||
// Outline width in f_uv_or_effects.w (low f16 half)
|
// Outline width in f_effects.w (low f16 half)
|
||||||
float ol_width = unpackHalf2x16(f_uv_or_effects.w).x / grad_magnitude;
|
float ol_width = unpackHalf2x16(f_effects.w).x / grad_magnitude;
|
||||||
|
|
||||||
float fill_cov = sdf_alpha(d, h);
|
float fill_cov = sdf_alpha(d, h);
|
||||||
float total_cov = sdf_alpha(d - ol_width, h);
|
float total_cov = sdf_alpha(d - ol_width, h);
|
||||||
|
|||||||
@@ -11,8 +11,9 @@ layout(location = 1) out vec2 f_local_or_uv;
|
|||||||
layout(location = 2) out vec4 f_params;
|
layout(location = 2) out vec4 f_params;
|
||||||
layout(location = 3) out vec4 f_params2;
|
layout(location = 3) out vec4 f_params2;
|
||||||
layout(location = 4) flat out uint f_flags;
|
layout(location = 4) flat out uint f_flags;
|
||||||
layout(location = 5) flat out uint f_rotation_sc;
|
|
||||||
layout(location = 6) flat out uvec4 f_uv_or_effects;
|
layout(location = 6) flat out vec4 f_uv_rect;
|
||||||
|
layout(location = 7) flat out uvec4 f_effects;
|
||||||
|
|
||||||
// ---------- Uniforms (single block — avoids spirv-cross reordering on Metal) ----------
|
// ---------- Uniforms (single block — avoids spirv-cross reordering on Metal) ----------
|
||||||
layout(set = 1, binding = 0) uniform Uniforms {
|
layout(set = 1, binding = 0) uniform Uniforms {
|
||||||
@@ -22,7 +23,10 @@ layout(set = 1, binding = 0) uniform Uniforms {
|
|||||||
};
|
};
|
||||||
|
|
||||||
// ---------- SDF primitive storage buffer ----------
|
// ---------- SDF primitive storage buffer ----------
|
||||||
struct Primitive {
|
// Mirrors the CPU-side Core_2D_Primitive in core_2d.odin. Named with the
|
||||||
|
// subsystem prefix so a project-wide grep on the type name matches both the GLSL
|
||||||
|
// declaration and the Odin declaration.
|
||||||
|
struct Core_2D_Primitive {
|
||||||
vec4 bounds; // 0-15
|
vec4 bounds; // 0-15
|
||||||
uint color; // 16-19
|
uint color; // 16-19
|
||||||
uint flags; // 20-23
|
uint flags; // 20-23
|
||||||
@@ -30,41 +34,56 @@ struct Primitive {
|
|||||||
float _pad; // 28-31
|
float _pad; // 28-31
|
||||||
vec4 params; // 32-47
|
vec4 params; // 32-47
|
||||||
vec4 params2; // 48-63
|
vec4 params2; // 48-63
|
||||||
uvec4 uv_or_effects; // 64-79
|
vec4 uv_rect; // 64-79: texture UV coordinates (read when .Textured)
|
||||||
|
uvec4 effects; // 80-95: gradient/outline parameters (read when .Gradient/.Outline)
|
||||||
};
|
};
|
||||||
|
|
||||||
layout(std430, set = 0, binding = 0) readonly buffer Primitives {
|
layout(std430, set = 0, binding = 0) readonly buffer Core_2D_Primitives {
|
||||||
Primitive primitives[];
|
Core_2D_Primitive primitives[];
|
||||||
};
|
};
|
||||||
|
|
||||||
// ---------- Entry point ----------
|
// ---------- Entry point ----------
|
||||||
void main() {
|
void main() {
|
||||||
if (mode == 0u) {
|
if (mode == 0u) {
|
||||||
// ---- Mode 0: Tessellated (legacy) ----
|
// ---- Mode 0: Tessellated (used for text and arbitrary user geometry) ----
|
||||||
f_color = v_color;
|
f_color = v_color;
|
||||||
f_local_or_uv = v_uv;
|
f_local_or_uv = v_uv;
|
||||||
f_params = vec4(0.0);
|
f_params = vec4(0.0);
|
||||||
f_params2 = vec4(0.0);
|
f_params2 = vec4(0.0);
|
||||||
f_flags = 0u;
|
f_flags = 0u;
|
||||||
f_rotation_sc = 0u;
|
f_uv_rect = vec4(0.0);
|
||||||
f_uv_or_effects = uvec4(0);
|
f_effects = uvec4(0);
|
||||||
|
|
||||||
gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0);
|
gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0);
|
||||||
} else {
|
} else {
|
||||||
// ---- Mode 1: SDF instanced quads ----
|
// ---- Mode 1: SDF instanced quads ----
|
||||||
Primitive p = primitives[gl_InstanceIndex];
|
Core_2D_Primitive p = primitives[gl_InstanceIndex];
|
||||||
|
|
||||||
vec2 corner = v_position; // unit quad corners: (0,0)-(1,1)
|
vec2 corner = v_position; // unit quad corners: (0,0)-(1,1)
|
||||||
vec2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
|
vec2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
|
||||||
vec2 center = 0.5 * (p.bounds.xy + p.bounds.zw);
|
vec2 center = 0.5 * (p.bounds.xy + p.bounds.zw);
|
||||||
|
|
||||||
|
// Compute shape-local position. Apply inverse rotation here in the vertex
|
||||||
|
// shader; the rasterizer interpolates the rotated values across the quad,
|
||||||
|
// which is mathematically equivalent to per-fragment rotation under 2D ortho
|
||||||
|
// projection. Frees one fragment-shader varying and per-pixel rotation math.
|
||||||
|
vec2 local = (world_pos - center) * dpi_scale;
|
||||||
|
uint flags = (p.flags >> 8u) & 0xFFu;
|
||||||
|
if ((flags & 16u) != 0u) {
|
||||||
|
// Rotated flag (bit 4); rotation_sc holds packed f16 (sin, cos).
|
||||||
|
// Inverse rotation matrix R(-angle) = [[cos, sin], [-sin, cos]].
|
||||||
|
vec2 sc = unpackHalf2x16(p.rotation_sc);
|
||||||
|
local = vec2(sc.y * local.x + sc.x * local.y,
|
||||||
|
-sc.x * local.x + sc.y * local.y);
|
||||||
|
}
|
||||||
|
|
||||||
f_color = unpackUnorm4x8(p.color);
|
f_color = unpackUnorm4x8(p.color);
|
||||||
f_local_or_uv = (world_pos - center) * dpi_scale; // shape-centered physical pixels
|
f_local_or_uv = local; // shape-local physical pixels (rotated if .Rotated set)
|
||||||
f_params = p.params;
|
f_params = p.params;
|
||||||
f_params2 = p.params2;
|
f_params2 = p.params2;
|
||||||
f_flags = p.flags;
|
f_flags = p.flags;
|
||||||
f_rotation_sc = p.rotation_sc;
|
f_uv_rect = p.uv_rect;
|
||||||
f_uv_or_effects = p.uv_or_effects;
|
f_effects = p.effects;
|
||||||
|
|
||||||
gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
|
gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,776 +0,0 @@
|
|||||||
package draw
|
|
||||||
|
|
||||||
import "core:math"
|
|
||||||
|
|
||||||
// ----- Internal helpers ----
|
|
||||||
|
|
||||||
// Internal
|
|
||||||
extrude_line :: proc(
|
|
||||||
start, end_pos: Vec2,
|
|
||||||
thickness: f32,
|
|
||||||
color: Color,
|
|
||||||
vertices: []Vertex,
|
|
||||||
offset: int,
|
|
||||||
) -> int {
|
|
||||||
direction := end_pos - start
|
|
||||||
delta_x := direction[0]
|
|
||||||
delta_y := direction[1]
|
|
||||||
length := math.sqrt(delta_x * delta_x + delta_y * delta_y)
|
|
||||||
if length < 0.0001 do return 0
|
|
||||||
|
|
||||||
scale := thickness / (2 * length)
|
|
||||||
perpendicular := Vec2{-delta_y * scale, delta_x * scale}
|
|
||||||
|
|
||||||
p0 := start + perpendicular
|
|
||||||
p1 := start - perpendicular
|
|
||||||
p2 := end_pos - perpendicular
|
|
||||||
p3 := end_pos + perpendicular
|
|
||||||
|
|
||||||
vertices[offset + 0] = solid_vertex(p0, color)
|
|
||||||
vertices[offset + 1] = solid_vertex(p1, color)
|
|
||||||
vertices[offset + 2] = solid_vertex(p2, color)
|
|
||||||
vertices[offset + 3] = solid_vertex(p0, color)
|
|
||||||
vertices[offset + 4] = solid_vertex(p2, color)
|
|
||||||
vertices[offset + 5] = solid_vertex(p3, color)
|
|
||||||
|
|
||||||
return 6
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create a vertex for solid-color shape drawing (no texture, UV defaults to zero).
|
|
||||||
// Color is premultiplied: the tessellated fragment shader passes it through directly
|
|
||||||
// and the blend state is ONE, ONE_MINUS_SRC_ALPHA.
|
|
||||||
solid_vertex :: proc(position: Vec2, color: Color) -> Vertex {
|
|
||||||
return Vertex{position = position, color = premultiply_color(color)}
|
|
||||||
}
|
|
||||||
|
|
||||||
emit_rectangle :: proc(x, y, width, height: f32, color: Color, vertices: []Vertex, offset: int) {
|
|
||||||
vertices[offset + 0] = solid_vertex({x, y}, color)
|
|
||||||
vertices[offset + 1] = solid_vertex({x + width, y}, color)
|
|
||||||
vertices[offset + 2] = solid_vertex({x + width, y + height}, color)
|
|
||||||
vertices[offset + 3] = solid_vertex({x, y}, color)
|
|
||||||
vertices[offset + 4] = solid_vertex({x + width, y + height}, color)
|
|
||||||
vertices[offset + 5] = solid_vertex({x, y + height}, color)
|
|
||||||
}
|
|
||||||
|
|
||||||
// Internal
|
|
||||||
prepare_sdf_primitive_textured :: proc(
|
|
||||||
layer: ^Layer,
|
|
||||||
prim: Primitive,
|
|
||||||
texture_id: Texture_Id,
|
|
||||||
sampler: Sampler_Preset,
|
|
||||||
) {
|
|
||||||
offset := u32(len(GLOB.tmp_primitives))
|
|
||||||
append(&GLOB.tmp_primitives, prim)
|
|
||||||
scissor := &GLOB.scissors[layer.scissor_start + layer.scissor_len - 1]
|
|
||||||
append_or_extend_sub_batch(scissor, layer, .SDF, offset, 1, texture_id, sampler)
|
|
||||||
}
|
|
||||||
|
|
||||||
//Internal
|
|
||||||
//
|
|
||||||
// Compute the visual center of a center-parametrized shape after applying
|
|
||||||
// Convention B origin semantics: `center` is where the origin-point lands in
|
|
||||||
// world space; the visual center is offset by -origin and then rotated around
|
|
||||||
// the landing point.
|
|
||||||
// visual_center = center + R(θ) · (-origin)
|
|
||||||
// When θ=0: visual_center = center - origin (pure positioning shift).
|
|
||||||
// When origin={0,0}: visual_center = center (no change).
|
|
||||||
compute_pivot_center :: proc(center: Vec2, origin: Vec2, sin_angle, cos_angle: f32) -> Vec2 {
|
|
||||||
if origin == {0, 0} do return center
|
|
||||||
return(
|
|
||||||
center +
|
|
||||||
{cos_angle * (-origin.x) - sin_angle * (-origin.y), sin_angle * (-origin.x) + cos_angle * (-origin.y)} \
|
|
||||||
)
|
|
||||||
}
|
|
||||||
|
|
||||||
// Compute the AABB half-extents of a rectangle with half-size (half_width, half_height) rotated by the given cos/sin.
|
|
||||||
rotated_aabb_half_extents :: proc(half_width, half_height, cos_angle, sin_angle: f32) -> [2]f32 {
|
|
||||||
cos_abs := abs(cos_angle)
|
|
||||||
sin_abs := abs(sin_angle)
|
|
||||||
return {half_width * cos_abs + half_height * sin_abs, half_width * sin_abs + half_height * cos_abs}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Pack sin/cos into the Primitive.rotation_sc field as two f16 values.
|
|
||||||
pack_rotation_sc :: #force_inline proc(sin_angle, cos_angle: f32) -> u32 {
|
|
||||||
return pack_f16_pair(f16(sin_angle), f16(cos_angle))
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Internal
|
|
||||||
//
|
|
||||||
// Build an RRect Primitive with bounds, params, and rotation computed from rectangle geometry.
|
|
||||||
// The caller sets color, flags, and uv fields on the returned primitive before submitting.
|
|
||||||
build_rrect_primitive :: proc(
|
|
||||||
rect: Rectangle,
|
|
||||||
radii: Rectangle_Radii,
|
|
||||||
origin: Vec2,
|
|
||||||
rotation: f32,
|
|
||||||
feather_px: f32,
|
|
||||||
) -> Primitive {
|
|
||||||
max_radius := min(rect.width, rect.height) * 0.5
|
|
||||||
clamped_top_left := clamp(radii.top_left, 0, max_radius)
|
|
||||||
clamped_top_right := clamp(radii.top_right, 0, max_radius)
|
|
||||||
clamped_bottom_right := clamp(radii.bottom_right, 0, max_radius)
|
|
||||||
clamped_bottom_left := clamp(radii.bottom_left, 0, max_radius)
|
|
||||||
|
|
||||||
half_feather := feather_px * 0.5
|
|
||||||
padding := half_feather / GLOB.dpi_scaling
|
|
||||||
dpi_scale := GLOB.dpi_scaling
|
|
||||||
|
|
||||||
half_width := rect.width * 0.5
|
|
||||||
half_height := rect.height * 0.5
|
|
||||||
center_x := rect.x + half_width - origin.x
|
|
||||||
center_y := rect.y + half_height - origin.y
|
|
||||||
sin_angle: f32 = 0
|
|
||||||
cos_angle: f32 = 1
|
|
||||||
has_rotation := false
|
|
||||||
|
|
||||||
if needs_transform(origin, rotation) {
|
|
||||||
rotation_radians := math.to_radians(rotation)
|
|
||||||
sin_angle, cos_angle = math.sincos(rotation_radians)
|
|
||||||
has_rotation = rotation != 0
|
|
||||||
transform := build_pivot_rotation_sc({rect.x + origin.x, rect.y + origin.y}, origin, cos_angle, sin_angle)
|
|
||||||
new_center := apply_transform(transform, {half_width, half_height})
|
|
||||||
center_x = new_center.x
|
|
||||||
center_y = new_center.y
|
|
||||||
}
|
|
||||||
|
|
||||||
bounds_half_width, bounds_half_height := half_width, half_height
|
|
||||||
if has_rotation {
|
|
||||||
expanded := rotated_aabb_half_extents(half_width, half_height, cos_angle, sin_angle)
|
|
||||||
bounds_half_width = expanded.x
|
|
||||||
bounds_half_height = expanded.y
|
|
||||||
}
|
|
||||||
|
|
||||||
prim := Primitive {
|
|
||||||
bounds = {
|
|
||||||
center_x - bounds_half_width - padding,
|
|
||||||
center_y - bounds_half_height - padding,
|
|
||||||
center_x + bounds_half_width + padding,
|
|
||||||
center_y + bounds_half_height + padding,
|
|
||||||
},
|
|
||||||
rotation_sc = has_rotation ? pack_rotation_sc(sin_angle, cos_angle) : 0,
|
|
||||||
}
|
|
||||||
prim.params.rrect = RRect_Params {
|
|
||||||
half_size = {half_width * dpi_scale, half_height * dpi_scale},
|
|
||||||
radii = {
|
|
||||||
clamped_bottom_right * dpi_scale,
|
|
||||||
clamped_top_right * dpi_scale,
|
|
||||||
clamped_bottom_left * dpi_scale,
|
|
||||||
clamped_top_left * dpi_scale,
|
|
||||||
},
|
|
||||||
half_feather = half_feather,
|
|
||||||
}
|
|
||||||
return prim
|
|
||||||
}
|
|
||||||
|
|
||||||
// Internal
|
|
||||||
//
|
|
||||||
// Build an RRect Primitive for a circle (fully-rounded square RRect).
|
|
||||||
// The caller sets color, flags, and uv fields on the returned primitive before submitting.
|
|
||||||
build_circle_primitive :: proc(
|
|
||||||
center: Vec2,
|
|
||||||
radius: f32,
|
|
||||||
origin: Vec2,
|
|
||||||
rotation: f32,
|
|
||||||
feather_px: f32,
|
|
||||||
) -> Primitive {
|
|
||||||
half_feather := feather_px * 0.5
|
|
||||||
padding := half_feather / GLOB.dpi_scaling
|
|
||||||
dpi_scale := GLOB.dpi_scaling
|
|
||||||
|
|
||||||
actual_center := center
|
|
||||||
if origin != {0, 0} {
|
|
||||||
sin_a, cos_a := math.sincos(math.to_radians(rotation))
|
|
||||||
actual_center = compute_pivot_center(center, origin, sin_a, cos_a)
|
|
||||||
}
|
|
||||||
|
|
||||||
prim := Primitive {
|
|
||||||
bounds = {
|
|
||||||
actual_center.x - radius - padding,
|
|
||||||
actual_center.y - radius - padding,
|
|
||||||
actual_center.x + radius + padding,
|
|
||||||
actual_center.y + radius + padding,
|
|
||||||
},
|
|
||||||
}
|
|
||||||
scaled_radius := radius * dpi_scale
|
|
||||||
prim.params.rrect = RRect_Params {
|
|
||||||
half_size = {scaled_radius, scaled_radius},
|
|
||||||
radii = {scaled_radius, scaled_radius, scaled_radius, scaled_radius},
|
|
||||||
half_feather = half_feather,
|
|
||||||
}
|
|
||||||
return prim
|
|
||||||
}
|
|
||||||
|
|
||||||
// Internal
|
|
||||||
//
|
|
||||||
// Build an Ellipse Primitive with bounds, params, and rotation computed from ellipse geometry.
|
|
||||||
// The caller sets color, flags, and uv fields on the returned primitive before submitting.
|
|
||||||
build_ellipse_primitive :: proc(
|
|
||||||
center: Vec2,
|
|
||||||
radius_horizontal, radius_vertical: f32,
|
|
||||||
origin: Vec2,
|
|
||||||
rotation: f32,
|
|
||||||
feather_px: f32,
|
|
||||||
) -> Primitive {
|
|
||||||
half_feather := feather_px * 0.5
|
|
||||||
padding := half_feather / GLOB.dpi_scaling
|
|
||||||
dpi_scale := GLOB.dpi_scaling
|
|
||||||
|
|
||||||
actual_center := center
|
|
||||||
sin_angle: f32 = 0
|
|
||||||
cos_angle: f32 = 1
|
|
||||||
has_rotation := false
|
|
||||||
|
|
||||||
if needs_transform(origin, rotation) {
|
|
||||||
rotation_radians := math.to_radians(rotation)
|
|
||||||
sin_angle, cos_angle = math.sincos(rotation_radians)
|
|
||||||
actual_center = compute_pivot_center(center, origin, sin_angle, cos_angle)
|
|
||||||
has_rotation = rotation != 0
|
|
||||||
}
|
|
||||||
|
|
||||||
bound_horizontal, bound_vertical := radius_horizontal, radius_vertical
|
|
||||||
if has_rotation {
|
|
||||||
expanded := rotated_aabb_half_extents(radius_horizontal, radius_vertical, cos_angle, sin_angle)
|
|
||||||
bound_horizontal = expanded.x
|
|
||||||
bound_vertical = expanded.y
|
|
||||||
}
|
|
||||||
|
|
||||||
prim := Primitive {
|
|
||||||
bounds = {
|
|
||||||
actual_center.x - bound_horizontal - padding,
|
|
||||||
actual_center.y - bound_vertical - padding,
|
|
||||||
actual_center.x + bound_horizontal + padding,
|
|
||||||
actual_center.y + bound_vertical + padding,
|
|
||||||
},
|
|
||||||
rotation_sc = has_rotation ? pack_rotation_sc(sin_angle, cos_angle) : 0,
|
|
||||||
}
|
|
||||||
prim.params.ellipse = Ellipse_Params {
|
|
||||||
radii = {radius_horizontal * dpi_scale, radius_vertical * dpi_scale},
|
|
||||||
half_feather = half_feather,
|
|
||||||
}
|
|
||||||
return prim
|
|
||||||
}
|
|
||||||
|
|
||||||
// Internal
|
|
||||||
//
|
|
||||||
// Build an NGon Primitive with bounds, params, and rotation computed from polygon geometry.
|
|
||||||
// The caller sets color, flags, and uv fields on the returned primitive before submitting.
|
|
||||||
build_polygon_primitive :: proc(
|
|
||||||
center: Vec2,
|
|
||||||
sides: int,
|
|
||||||
radius: f32,
|
|
||||||
origin: Vec2,
|
|
||||||
rotation: f32,
|
|
||||||
feather_px: f32,
|
|
||||||
) -> Primitive {
|
|
||||||
half_feather := feather_px * 0.5
|
|
||||||
padding := half_feather / GLOB.dpi_scaling
|
|
||||||
dpi_scale := GLOB.dpi_scaling
|
|
||||||
|
|
||||||
actual_center := center
|
|
||||||
if origin != {0, 0} && rotation != 0 {
|
|
||||||
sin_a, cos_a := math.sincos(math.to_radians(rotation))
|
|
||||||
actual_center = compute_pivot_center(center, origin, sin_a, cos_a)
|
|
||||||
}
|
|
||||||
|
|
||||||
rotation_radians := math.to_radians(rotation)
|
|
||||||
sin_rot, cos_rot := math.sincos(rotation_radians)
|
|
||||||
|
|
||||||
prim := Primitive {
|
|
||||||
bounds = {
|
|
||||||
actual_center.x - radius - padding,
|
|
||||||
actual_center.y - radius - padding,
|
|
||||||
actual_center.x + radius + padding,
|
|
||||||
actual_center.y + radius + padding,
|
|
||||||
},
|
|
||||||
rotation_sc = rotation != 0 ? pack_rotation_sc(sin_rot, cos_rot) : 0,
|
|
||||||
}
|
|
||||||
prim.params.ngon = NGon_Params {
|
|
||||||
radius = radius * math.cos(math.PI / f32(sides)) * dpi_scale,
|
|
||||||
sides = f32(sides),
|
|
||||||
half_feather = half_feather,
|
|
||||||
}
|
|
||||||
return prim
|
|
||||||
}
|
|
||||||
|
|
||||||
// Internal
|
|
||||||
//
|
|
||||||
// Build a Ring_Arc Primitive with bounds and params computed from ring/arc geometry.
|
|
||||||
// Pre-computes the angular boundary normals on the CPU so the fragment shader needs
|
|
||||||
// no per-pixel sin/cos. The radial SDF uses max(inner-r, r-outer) which correctly
|
|
||||||
// handles pie slices (inner_radius = 0) and full rings.
|
|
||||||
// The caller sets color, flags, and uv fields on the returned primitive before submitting.
|
|
||||||
build_ring_arc_primitive :: proc(
|
|
||||||
center: Vec2,
|
|
||||||
inner_radius, outer_radius: f32,
|
|
||||||
start_angle: f32,
|
|
||||||
end_angle: f32,
|
|
||||||
origin: Vec2,
|
|
||||||
rotation: f32,
|
|
||||||
feather_px: f32,
|
|
||||||
) -> (
|
|
||||||
Primitive,
|
|
||||||
Shape_Flags,
|
|
||||||
) {
|
|
||||||
half_feather := feather_px * 0.5
|
|
||||||
padding := half_feather / GLOB.dpi_scaling
|
|
||||||
dpi_scale := GLOB.dpi_scaling
|
|
||||||
|
|
||||||
actual_center := center
|
|
||||||
rotation_offset: f32 = 0
|
|
||||||
if needs_transform(origin, rotation) {
|
|
||||||
sin_a, cos_a := math.sincos(math.to_radians(rotation))
|
|
||||||
actual_center = compute_pivot_center(center, origin, sin_a, cos_a)
|
|
||||||
rotation_offset = math.to_radians(rotation)
|
|
||||||
}
|
|
||||||
|
|
||||||
start_rad := math.to_radians(start_angle) + rotation_offset
|
|
||||||
end_rad := math.to_radians(end_angle) + rotation_offset
|
|
||||||
|
|
||||||
// Normalize arc span to [0, 2π]
|
|
||||||
arc_span := end_rad - start_rad
|
|
||||||
if arc_span < 0 {
|
|
||||||
arc_span += 2 * math.PI
|
|
||||||
}
|
|
||||||
|
|
||||||
// Pre-compute edge normals and arc flags on CPU — no per-pixel trig needed.
|
|
||||||
// arc_flags: {} = full ring, {.Arc_Narrow} = span ≤ π (intersect), {.Arc_Wide} = span > π (union)
|
|
||||||
arc_flags: Shape_Flags = {}
|
|
||||||
normal_start: [2]f32 = {}
|
|
||||||
normal_end: [2]f32 = {}
|
|
||||||
|
|
||||||
if arc_span < 2 * math.PI - 0.001 {
|
|
||||||
sin_start, cos_start := math.sincos(start_rad)
|
|
||||||
sin_end, cos_end := math.sincos(end_rad)
|
|
||||||
normal_start = {sin_start, -cos_start}
|
|
||||||
normal_end = {-sin_end, cos_end}
|
|
||||||
arc_flags = arc_span <= math.PI ? {.Arc_Narrow} : {.Arc_Wide}
|
|
||||||
}
|
|
||||||
|
|
||||||
prim := Primitive {
|
|
||||||
bounds = {
|
|
||||||
actual_center.x - outer_radius - padding,
|
|
||||||
actual_center.y - outer_radius - padding,
|
|
||||||
actual_center.x + outer_radius + padding,
|
|
||||||
actual_center.y + outer_radius + padding,
|
|
||||||
},
|
|
||||||
}
|
|
||||||
prim.params.ring_arc = Ring_Arc_Params {
|
|
||||||
inner_radius = inner_radius * dpi_scale,
|
|
||||||
outer_radius = outer_radius * dpi_scale,
|
|
||||||
normal_start = normal_start,
|
|
||||||
normal_end = normal_end,
|
|
||||||
half_feather = half_feather,
|
|
||||||
}
|
|
||||||
return prim, arc_flags
|
|
||||||
}
|
|
||||||
|
|
||||||
// Apply gradient and outline effects to a primitive. Sets flags, uv.effects, and expands bounds.
|
|
||||||
// All parameters (outline_width) are in logical pixels, matching the rest of the public API.
|
|
||||||
// The helper converts to physical pixels for GPU packing internally.
|
|
||||||
@(private)
|
|
||||||
apply_shape_effects :: proc(
|
|
||||||
prim: ^Primitive,
|
|
||||||
kind: Shape_Kind,
|
|
||||||
gradient: Gradient,
|
|
||||||
outline_color: Color,
|
|
||||||
outline_width: f32,
|
|
||||||
extra_flags: Shape_Flags = {},
|
|
||||||
) {
|
|
||||||
flags: Shape_Flags = extra_flags
|
|
||||||
gradient_dir_sc: u32 = 0
|
|
||||||
|
|
||||||
switch g in gradient {
|
|
||||||
case Linear_Gradient:
|
|
||||||
flags += {.Gradient}
|
|
||||||
prim.uv.effects.gradient_color = g.end_color
|
|
||||||
rad := math.to_radians(g.angle)
|
|
||||||
sin_a, cos_a := math.sincos(rad)
|
|
||||||
gradient_dir_sc = pack_f16_pair(f16(cos_a), f16(sin_a))
|
|
||||||
case Radial_Gradient:
|
|
||||||
flags += {.Gradient, .Gradient_Radial}
|
|
||||||
prim.uv.effects.gradient_color = g.outer_color
|
|
||||||
case:
|
|
||||||
}
|
|
||||||
|
|
||||||
outline_packed: u32 = 0
|
|
||||||
if outline_width > 0 {
|
|
||||||
flags += {.Outline}
|
|
||||||
prim.uv.effects.outline_color = outline_color
|
|
||||||
outline_packed = pack_f16_pair(f16(outline_width * GLOB.dpi_scaling), 0)
|
|
||||||
// Expand bounds to contain the outline (bounds are in logical pixels)
|
|
||||||
prim.bounds[0] -= outline_width
|
|
||||||
prim.bounds[1] -= outline_width
|
|
||||||
prim.bounds[2] += outline_width
|
|
||||||
prim.bounds[3] += outline_width
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set .Rotated flag if rotation_sc was populated by the build proc
|
|
||||||
if prim.rotation_sc != 0 {
|
|
||||||
flags += {.Rotated}
|
|
||||||
}
|
|
||||||
|
|
||||||
prim.uv.effects.gradient_dir_sc = gradient_dir_sc
|
|
||||||
prim.uv.effects.outline_packed = outline_packed
|
|
||||||
prim.flags = pack_kind_flags(kind, flags)
|
|
||||||
}
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
|
||||||
// ----- SDF Rectangle procs -----------
|
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Draw a filled rectangle via SDF with optional per-corner rounding radii.
|
|
||||||
// Use `uniform_radii(rect, roundness)` to compute uniform radii from a 0–1 fraction.
|
|
||||||
//
|
|
||||||
// Origin semantics:
|
|
||||||
// `origin` is a local offset from the rect's top-left corner that selects both the positioning
|
|
||||||
// anchor and the rotation pivot. `rect.x, rect.y` specifies where that anchor point lands in
|
|
||||||
// world space. When `origin = {0, 0}` (default), `rect.x, rect.y` is the top-left corner.
|
|
||||||
// Rotation always occurs around the anchor point.
|
|
||||||
rectangle :: proc(
|
|
||||||
layer: ^Layer,
|
|
||||||
rect: Rectangle,
|
|
||||||
color: Color,
|
|
||||||
gradient: Gradient = nil,
|
|
||||||
outline_color: Color = {},
|
|
||||||
outline_width: f32 = 0,
|
|
||||||
radii: Rectangle_Radii = {},
|
|
||||||
origin: Vec2 = {},
|
|
||||||
rotation: f32 = 0,
|
|
||||||
feather_px: f32 = DFT_FEATHER_PX,
|
|
||||||
) {
|
|
||||||
prim := build_rrect_primitive(rect, radii, origin, rotation, feather_px)
|
|
||||||
prim.color = color
|
|
||||||
apply_shape_effects(&prim, .RRect, gradient, outline_color, outline_width)
|
|
||||||
prepare_sdf_primitive(layer, prim)
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw a rectangle with a texture fill via SDF with optional per-corner rounding radii.
|
|
||||||
// Texture and gradient/outline are mutually exclusive (they share the same storage in the
|
|
||||||
// primitive). To outline a textured rect, draw the texture first, then a stroke-only rect on top.
|
|
||||||
// Origin semantics: see `rectangle`.
|
|
||||||
rectangle_texture :: proc(
|
|
||||||
layer: ^Layer,
|
|
||||||
rect: Rectangle,
|
|
||||||
id: Texture_Id,
|
|
||||||
tint: Color = DFT_TINT,
|
|
||||||
uv_rect: Rectangle = DFT_UV_RECT,
|
|
||||||
sampler: Sampler_Preset = DFT_SAMPLER,
|
|
||||||
radii: Rectangle_Radii = {},
|
|
||||||
origin: Vec2 = {},
|
|
||||||
rotation: f32 = 0,
|
|
||||||
feather_px: f32 = DFT_FEATHER_PX,
|
|
||||||
) {
|
|
||||||
prim := build_rrect_primitive(rect, radii, origin, rotation, feather_px)
|
|
||||||
prim.color = tint
|
|
||||||
tex_flags: Shape_Flags = {.Textured}
|
|
||||||
if prim.rotation_sc != 0 {
|
|
||||||
tex_flags += {.Rotated}
|
|
||||||
}
|
|
||||||
prim.flags = pack_kind_flags(.RRect, tex_flags)
|
|
||||||
prim.uv.uv_rect = {uv_rect.x, uv_rect.y, uv_rect.width, uv_rect.height}
|
|
||||||
prepare_sdf_primitive_textured(layer, prim, id, sampler)
|
|
||||||
}
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
|
||||||
// ----- SDF Circle procs (emit RRect primitives) ------
|
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Draw a filled circle via SDF (emitted as a fully-rounded RRect).
|
|
||||||
//
|
|
||||||
// Origin semantics (Convention B):
|
|
||||||
// `origin` is a local offset from the shape's center that selects both the positioning anchor
|
|
||||||
// and the rotation pivot. The `center` parameter specifies where that anchor point lands in
|
|
||||||
// world space. When `origin = {0, 0}` (default), `center` is the visual center.
|
|
||||||
// When `origin = {r, 0}`, the point `r` pixels to the right of the shape center lands at
|
|
||||||
// `center`, shifting the shape left by `r`.
|
|
||||||
circle :: proc(
|
|
||||||
layer: ^Layer,
|
|
||||||
center: Vec2,
|
|
||||||
radius: f32,
|
|
||||||
color: Color,
|
|
||||||
gradient: Gradient = nil,
|
|
||||||
outline_color: Color = {},
|
|
||||||
outline_width: f32 = 0,
|
|
||||||
origin: Vec2 = {},
|
|
||||||
rotation: f32 = 0,
|
|
||||||
feather_px: f32 = DFT_FEATHER_PX,
|
|
||||||
) {
|
|
||||||
prim := build_circle_primitive(center, radius, origin, rotation, feather_px)
|
|
||||||
prim.color = color
|
|
||||||
apply_shape_effects(&prim, .RRect, gradient, outline_color, outline_width)
|
|
||||||
prepare_sdf_primitive(layer, prim)
|
|
||||||
}
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
|
||||||
// ----- SDF Ellipse procs (emit Ellipse primitives) ---
|
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Draw a filled ellipse via SDF.
|
|
||||||
// Origin semantics: see `circle`.
|
|
||||||
ellipse :: proc(
|
|
||||||
layer: ^Layer,
|
|
||||||
center: Vec2,
|
|
||||||
radius_horizontal, radius_vertical: f32,
|
|
||||||
color: Color,
|
|
||||||
gradient: Gradient = nil,
|
|
||||||
outline_color: Color = {},
|
|
||||||
outline_width: f32 = 0,
|
|
||||||
origin: Vec2 = {},
|
|
||||||
rotation: f32 = 0,
|
|
||||||
feather_px: f32 = DFT_FEATHER_PX,
|
|
||||||
) {
|
|
||||||
prim := build_ellipse_primitive(center, radius_horizontal, radius_vertical, origin, rotation, feather_px)
|
|
||||||
prim.color = color
|
|
||||||
apply_shape_effects(&prim, .Ellipse, gradient, outline_color, outline_width)
|
|
||||||
prepare_sdf_primitive(layer, prim)
|
|
||||||
}
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
|
||||||
// ----- SDF Polygon procs (emit NGon primitives) ------
|
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Draw a filled regular polygon via SDF.
|
|
||||||
// `sides` must be >= 3. The polygon is inscribed in a circle of the given `radius`.
|
|
||||||
// Origin semantics: see `circle`.
|
|
||||||
polygon :: proc(
|
|
||||||
layer: ^Layer,
|
|
||||||
center: Vec2,
|
|
||||||
sides: int,
|
|
||||||
radius: f32,
|
|
||||||
color: Color,
|
|
||||||
gradient: Gradient = nil,
|
|
||||||
outline_color: Color = {},
|
|
||||||
outline_width: f32 = 0,
|
|
||||||
origin: Vec2 = {},
|
|
||||||
rotation: f32 = 0,
|
|
||||||
feather_px: f32 = DFT_FEATHER_PX,
|
|
||||||
) {
|
|
||||||
if sides < 3 do return
|
|
||||||
|
|
||||||
prim := build_polygon_primitive(center, sides, radius, origin, rotation, feather_px)
|
|
||||||
prim.color = color
|
|
||||||
apply_shape_effects(&prim, .NGon, gradient, outline_color, outline_width)
|
|
||||||
prepare_sdf_primitive(layer, prim)
|
|
||||||
}
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
|
||||||
// ----- SDF Ring / Arc procs (emit Ring_Arc primitives) ----
|
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Draw a ring, arc, or pie slice via SDF.
|
|
||||||
// Full ring by default. Pass start_angle/end_angle (degrees) for partial arcs.
|
|
||||||
// Use inner_radius = 0 for pie slices (sectors).
|
|
||||||
// Origin semantics: see `circle`.
|
|
||||||
ring :: proc(
|
|
||||||
layer: ^Layer,
|
|
||||||
center: Vec2,
|
|
||||||
inner_radius, outer_radius: f32,
|
|
||||||
color: Color,
|
|
||||||
gradient: Gradient = nil,
|
|
||||||
outline_color: Color = {},
|
|
||||||
outline_width: f32 = 0,
|
|
||||||
start_angle: f32 = 0,
|
|
||||||
end_angle: f32 = DFT_CIRC_END_ANGLE,
|
|
||||||
origin: Vec2 = {},
|
|
||||||
rotation: f32 = 0,
|
|
||||||
feather_px: f32 = DFT_FEATHER_PX,
|
|
||||||
) {
|
|
||||||
prim, arc_flags := build_ring_arc_primitive(
|
|
||||||
center,
|
|
||||||
inner_radius,
|
|
||||||
outer_radius,
|
|
||||||
start_angle,
|
|
||||||
end_angle,
|
|
||||||
origin,
|
|
||||||
rotation,
|
|
||||||
feather_px,
|
|
||||||
)
|
|
||||||
prim.color = color
|
|
||||||
apply_shape_effects(&prim, .Ring_Arc, gradient, outline_color, outline_width, arc_flags)
|
|
||||||
prepare_sdf_primitive(layer, prim)
|
|
||||||
}
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
|
||||||
// ----- SDF Line procs (emit rotated RRect primitives) ----
|
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Draw a line segment via SDF (emitted as a rotated capsule-shaped RRect).
|
|
||||||
// Round caps are produced by setting corner radii equal to half the thickness.
|
|
||||||
line :: proc(
|
|
||||||
layer: ^Layer,
|
|
||||||
start_position, end_position: Vec2,
|
|
||||||
color: Color,
|
|
||||||
thickness: f32 = DFT_STROKE_THICKNESS,
|
|
||||||
outline_color: Color = {},
|
|
||||||
outline_width: f32 = 0,
|
|
||||||
feather_px: f32 = DFT_FEATHER_PX,
|
|
||||||
) {
|
|
||||||
delta_x := end_position.x - start_position.x
|
|
||||||
delta_y := end_position.y - start_position.y
|
|
||||||
seg_length := math.sqrt(delta_x * delta_x + delta_y * delta_y)
|
|
||||||
if seg_length < 0.0001 do return
|
|
||||||
rotation_radians := math.atan2(delta_y, delta_x)
|
|
||||||
sin_angle, cos_angle := math.sincos(rotation_radians)
|
|
||||||
|
|
||||||
center_x := (start_position.x + end_position.x) * 0.5
|
|
||||||
center_y := (start_position.y + end_position.y) * 0.5
|
|
||||||
|
|
||||||
half_length := seg_length * 0.5
|
|
||||||
half_thickness := thickness * 0.5
|
|
||||||
cap_radius := half_thickness
|
|
||||||
|
|
||||||
half_feather := feather_px * 0.5
|
|
||||||
padding := half_feather / GLOB.dpi_scaling
|
|
||||||
dpi_scale := GLOB.dpi_scaling
|
|
||||||
|
|
||||||
// Expand bounds for rotation
|
|
||||||
bounds_half := rotated_aabb_half_extents(half_length + cap_radius, half_thickness, cos_angle, sin_angle)
|
|
||||||
|
|
||||||
prim := Primitive {
|
|
||||||
bounds = {
|
|
||||||
center_x - bounds_half.x - padding,
|
|
||||||
center_y - bounds_half.y - padding,
|
|
||||||
center_x + bounds_half.x + padding,
|
|
||||||
center_y + bounds_half.y + padding,
|
|
||||||
},
|
|
||||||
color = color,
|
|
||||||
rotation_sc = pack_rotation_sc(sin_angle, cos_angle),
|
|
||||||
}
|
|
||||||
prim.params.rrect = RRect_Params {
|
|
||||||
half_size = {(half_length + cap_radius) * dpi_scale, half_thickness * dpi_scale},
|
|
||||||
radii = {
|
|
||||||
cap_radius * dpi_scale,
|
|
||||||
cap_radius * dpi_scale,
|
|
||||||
cap_radius * dpi_scale,
|
|
||||||
cap_radius * dpi_scale,
|
|
||||||
},
|
|
||||||
half_feather = half_feather,
|
|
||||||
}
|
|
||||||
apply_shape_effects(&prim, .RRect, nil, outline_color, outline_width)
|
|
||||||
prepare_sdf_primitive(layer, prim)
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw a line strip via decomposed SDF line segments.
|
|
||||||
line_strip :: proc(
|
|
||||||
layer: ^Layer,
|
|
||||||
points: []Vec2,
|
|
||||||
color: Color,
|
|
||||||
thickness: f32 = DFT_STROKE_THICKNESS,
|
|
||||||
outline_color: Color = {},
|
|
||||||
outline_width: f32 = 0,
|
|
||||||
feather_px: f32 = DFT_FEATHER_PX,
|
|
||||||
) {
|
|
||||||
if len(points) < 2 do return
|
|
||||||
for i in 0 ..< len(points) - 1 {
|
|
||||||
line(layer, points[i], points[i + 1], color, thickness, outline_color, outline_width, feather_px)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
|
||||||
// ----- Helpers ----------------
|
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Returns uniform radii (all corners the same) as a fraction of the shorter side.
|
|
||||||
// `roundness` is clamped to [0, 1]; 0 = sharp corners, 1 = fully rounded (stadium or circle).
|
|
||||||
uniform_radii :: #force_inline proc(rect: Rectangle, roundness: f32) -> Rectangle_Radii {
|
|
||||||
cr := min(rect.width, rect.height) * clamp(roundness, 0, 1) * 0.5
|
|
||||||
return {cr, cr, cr, cr}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Return Vec2 pixel offsets for use as the `origin` parameter of draw calls.
|
|
||||||
// Composable with normal vector +/- arithmetic.
|
|
||||||
//
|
|
||||||
// Text anchor helpers are in text.odin (they depend on measure_text / SDL_ttf).
|
|
||||||
|
|
||||||
// ----- Rectangle anchors (origin measured from rectangle's top-left) ---------------------------------------------
|
|
||||||
|
|
||||||
center_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
|
||||||
return {rectangle.width * 0.5, rectangle.height * 0.5}
|
|
||||||
}
|
|
||||||
|
|
||||||
top_left_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
|
||||||
return {0, 0}
|
|
||||||
}
|
|
||||||
|
|
||||||
top_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
|
||||||
return {rectangle.width * 0.5, 0}
|
|
||||||
}
|
|
||||||
|
|
||||||
top_right_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
|
||||||
return {rectangle.width, 0}
|
|
||||||
}
|
|
||||||
|
|
||||||
left_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
|
||||||
return {0, rectangle.height * 0.5}
|
|
||||||
}
|
|
||||||
|
|
||||||
right_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
|
||||||
return {rectangle.width, rectangle.height * 0.5}
|
|
||||||
}
|
|
||||||
|
|
||||||
bottom_left_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
|
||||||
return {0, rectangle.height}
|
|
||||||
}
|
|
||||||
|
|
||||||
bottom_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
|
||||||
return {rectangle.width * 0.5, rectangle.height}
|
|
||||||
}
|
|
||||||
|
|
||||||
bottom_right_of_rectangle :: #force_inline proc(rectangle: Rectangle) -> Vec2 {
|
|
||||||
return {rectangle.width, rectangle.height}
|
|
||||||
}
|
|
||||||
|
|
||||||
// ----- Triangle anchors (origin measured from AABB top-left) -----------------------------------------------------
|
|
||||||
|
|
||||||
center_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
|
||||||
bounds_min := Vec2{min(v1.x, v2.x, v3.x), min(v1.y, v2.y, v3.y)}
|
|
||||||
return (v1 + v2 + v3) / 3 - bounds_min
|
|
||||||
}
|
|
||||||
|
|
||||||
top_left_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
|
||||||
return {0, 0}
|
|
||||||
}
|
|
||||||
|
|
||||||
top_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
|
||||||
min_x := min(v1.x, v2.x, v3.x)
|
|
||||||
max_x := max(v1.x, v2.x, v3.x)
|
|
||||||
return {(max_x - min_x) * 0.5, 0}
|
|
||||||
}
|
|
||||||
|
|
||||||
top_right_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
|
||||||
min_x := min(v1.x, v2.x, v3.x)
|
|
||||||
max_x := max(v1.x, v2.x, v3.x)
|
|
||||||
return {max_x - min_x, 0}
|
|
||||||
}
|
|
||||||
|
|
||||||
left_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
|
||||||
min_y := min(v1.y, v2.y, v3.y)
|
|
||||||
max_y := max(v1.y, v2.y, v3.y)
|
|
||||||
return {0, (max_y - min_y) * 0.5}
|
|
||||||
}
|
|
||||||
|
|
||||||
right_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
|
||||||
bounds_min := Vec2{min(v1.x, v2.x, v3.x), min(v1.y, v2.y, v3.y)}
|
|
||||||
bounds_max := Vec2{max(v1.x, v2.x, v3.x), max(v1.y, v2.y, v3.y)}
|
|
||||||
return {bounds_max.x - bounds_min.x, (bounds_max.y - bounds_min.y) * 0.5}
|
|
||||||
}
|
|
||||||
|
|
||||||
bottom_left_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
|
||||||
min_y := min(v1.y, v2.y, v3.y)
|
|
||||||
max_y := max(v1.y, v2.y, v3.y)
|
|
||||||
return {0, max_y - min_y}
|
|
||||||
}
|
|
||||||
|
|
||||||
bottom_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
|
||||||
bounds_min := Vec2{min(v1.x, v2.x, v3.x), min(v1.y, v2.y, v3.y)}
|
|
||||||
bounds_max := Vec2{max(v1.x, v2.x, v3.x), max(v1.y, v2.y, v3.y)}
|
|
||||||
return {(bounds_max.x - bounds_min.x) * 0.5, bounds_max.y - bounds_min.y}
|
|
||||||
}
|
|
||||||
|
|
||||||
bottom_right_of_triangle :: #force_inline proc(v1, v2, v3: Vec2) -> Vec2 {
|
|
||||||
bounds_min := Vec2{min(v1.x, v2.x, v3.x), min(v1.y, v2.y, v3.y)}
|
|
||||||
bounds_max := Vec2{max(v1.x, v2.x, v3.x), max(v1.y, v2.y, v3.y)}
|
|
||||||
return bounds_max - bounds_min
|
|
||||||
}
|
|
||||||
+20
-11
@@ -4,6 +4,7 @@ import "core:math"
|
|||||||
|
|
||||||
import draw ".."
|
import draw ".."
|
||||||
|
|
||||||
|
//INTERNAL
|
||||||
SMOOTH_CIRCLE_ERROR_RATE :: 0.1
|
SMOOTH_CIRCLE_ERROR_RATE :: 0.1
|
||||||
|
|
||||||
auto_segments :: proc(radius: f32, arc_degrees: f32) -> int {
|
auto_segments :: proc(radius: f32, arc_degrees: f32) -> int {
|
||||||
@@ -22,11 +23,18 @@ auto_segments :: proc(radius: f32, arc_degrees: f32) -> int {
|
|||||||
|
|
||||||
// Color is premultiplied: the tessellated fragment shader passes it through directly
|
// Color is premultiplied: the tessellated fragment shader passes it through directly
|
||||||
// and the blend state is ONE, ONE_MINUS_SRC_ALPHA.
|
// and the blend state is ONE, ONE_MINUS_SRC_ALPHA.
|
||||||
solid_vertex :: proc(position: draw.Vec2, color: draw.Color) -> draw.Vertex {
|
//INTERNAL
|
||||||
return draw.Vertex{position = position, color = draw.premultiply_color(color)}
|
solid_vertex :: proc(position: draw.Vec2, color: draw.Color) -> draw.Vertex_2D {
|
||||||
|
return draw.Vertex_2D{position = position, color = draw.premultiply_color(color)}
|
||||||
}
|
}
|
||||||
|
|
||||||
emit_rectangle :: proc(x, y, width, height: f32, color: draw.Color, vertices: []draw.Vertex, offset: int) {
|
//INTERNAL
|
||||||
|
emit_rectangle :: proc(
|
||||||
|
x, y, width, height: f32,
|
||||||
|
color: draw.Color,
|
||||||
|
vertices: []draw.Vertex_2D,
|
||||||
|
offset: int,
|
||||||
|
) {
|
||||||
vertices[offset + 0] = solid_vertex({x, y}, color)
|
vertices[offset + 0] = solid_vertex({x, y}, color)
|
||||||
vertices[offset + 1] = solid_vertex({x + width, y}, color)
|
vertices[offset + 1] = solid_vertex({x + width, y}, color)
|
||||||
vertices[offset + 2] = solid_vertex({x + width, y + height}, color)
|
vertices[offset + 2] = solid_vertex({x + width, y + height}, color)
|
||||||
@@ -35,11 +43,12 @@ emit_rectangle :: proc(x, y, width, height: f32, color: draw.Color, vertices: []
|
|||||||
vertices[offset + 5] = solid_vertex({x, y + height}, color)
|
vertices[offset + 5] = solid_vertex({x, y + height}, color)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//INTERNAL
|
||||||
extrude_line :: proc(
|
extrude_line :: proc(
|
||||||
start, end_pos: draw.Vec2,
|
start, end_pos: draw.Vec2,
|
||||||
thickness: f32,
|
thickness: f32,
|
||||||
color: draw.Color,
|
color: draw.Color,
|
||||||
vertices: []draw.Vertex,
|
vertices: []draw.Vertex_2D,
|
||||||
offset: int,
|
offset: int,
|
||||||
) -> int {
|
) -> int {
|
||||||
direction := end_pos - start
|
direction := end_pos - start
|
||||||
@@ -69,7 +78,7 @@ extrude_line :: proc(
|
|||||||
// ----- Public draw -----
|
// ----- Public draw -----
|
||||||
|
|
||||||
pixel :: proc(layer: ^draw.Layer, pos: draw.Vec2, color: draw.Color) {
|
pixel :: proc(layer: ^draw.Layer, pos: draw.Vec2, color: draw.Color) {
|
||||||
vertices: [6]draw.Vertex
|
vertices: [6]draw.Vertex_2D
|
||||||
emit_rectangle(pos[0], pos[1], 1, 1, color, vertices[:], 0)
|
emit_rectangle(pos[0], pos[1], 1, 1, color, vertices[:], 0)
|
||||||
draw.prepare_shape(layer, vertices[:])
|
draw.prepare_shape(layer, vertices[:])
|
||||||
}
|
}
|
||||||
@@ -82,7 +91,7 @@ triangle :: proc(
|
|||||||
rotation: f32 = 0,
|
rotation: f32 = 0,
|
||||||
) {
|
) {
|
||||||
if !draw.needs_transform(origin, rotation) {
|
if !draw.needs_transform(origin, rotation) {
|
||||||
vertices := [3]draw.Vertex{solid_vertex(v1, color), solid_vertex(v2, color), solid_vertex(v3, color)}
|
vertices := [3]draw.Vertex_2D{solid_vertex(v1, color), solid_vertex(v2, color), solid_vertex(v3, color)}
|
||||||
draw.prepare_shape(layer, vertices[:])
|
draw.prepare_shape(layer, vertices[:])
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
@@ -91,7 +100,7 @@ triangle :: proc(
|
|||||||
local_v1 := v1 - bounds_min
|
local_v1 := v1 - bounds_min
|
||||||
local_v2 := v2 - bounds_min
|
local_v2 := v2 - bounds_min
|
||||||
local_v3 := v3 - bounds_min
|
local_v3 := v3 - bounds_min
|
||||||
vertices := [3]draw.Vertex {
|
vertices := [3]draw.Vertex_2D {
|
||||||
solid_vertex(draw.apply_transform(transform, local_v1), color),
|
solid_vertex(draw.apply_transform(transform, local_v1), color),
|
||||||
solid_vertex(draw.apply_transform(transform, local_v2), color),
|
solid_vertex(draw.apply_transform(transform, local_v2), color),
|
||||||
solid_vertex(draw.apply_transform(transform, local_v3), color),
|
solid_vertex(draw.apply_transform(transform, local_v3), color),
|
||||||
@@ -170,7 +179,7 @@ triangle_aa :: proc(
|
|||||||
transparent := draw.BLANK
|
transparent := draw.BLANK
|
||||||
|
|
||||||
// 3 interior + 6 × 3 edge-quad = 21 vertices
|
// 3 interior + 6 × 3 edge-quad = 21 vertices
|
||||||
vertices: [21]draw.Vertex
|
vertices: [21]draw.Vertex_2D
|
||||||
|
|
||||||
// Interior triangle
|
// Interior triangle
|
||||||
vertices[0] = solid_vertex(p0, color)
|
vertices[0] = solid_vertex(p0, color)
|
||||||
@@ -213,7 +222,7 @@ triangle_lines :: proc(
|
|||||||
rotation: f32 = 0,
|
rotation: f32 = 0,
|
||||||
temp_allocator := context.temp_allocator,
|
temp_allocator := context.temp_allocator,
|
||||||
) {
|
) {
|
||||||
vertices := make([]draw.Vertex, 18, temp_allocator)
|
vertices := make([]draw.Vertex_2D, 18, temp_allocator)
|
||||||
defer delete(vertices, temp_allocator)
|
defer delete(vertices, temp_allocator)
|
||||||
write_offset := 0
|
write_offset := 0
|
||||||
|
|
||||||
@@ -249,7 +258,7 @@ triangle_fan :: proc(
|
|||||||
|
|
||||||
triangle_count := len(points) - 2
|
triangle_count := len(points) - 2
|
||||||
vertex_count := triangle_count * 3
|
vertex_count := triangle_count * 3
|
||||||
vertices := make([]draw.Vertex, vertex_count, temp_allocator)
|
vertices := make([]draw.Vertex_2D, vertex_count, temp_allocator)
|
||||||
defer delete(vertices, temp_allocator)
|
defer delete(vertices, temp_allocator)
|
||||||
|
|
||||||
if !draw.needs_transform(origin, rotation) {
|
if !draw.needs_transform(origin, rotation) {
|
||||||
@@ -289,7 +298,7 @@ triangle_strip :: proc(
|
|||||||
|
|
||||||
triangle_count := len(points) - 2
|
triangle_count := len(points) - 2
|
||||||
vertex_count := triangle_count * 3
|
vertex_count := triangle_count * 3
|
||||||
vertices := make([]draw.Vertex, vertex_count, temp_allocator)
|
vertices := make([]draw.Vertex_2D, vertex_count, temp_allocator)
|
||||||
defer delete(vertices, temp_allocator)
|
defer delete(vertices, temp_allocator)
|
||||||
|
|
||||||
if !draw.needs_transform(origin, rotation) {
|
if !draw.needs_transform(origin, rotation) {
|
||||||
|
|||||||
+11
-3
@@ -8,21 +8,25 @@ import sdl_ttf "vendor:sdl3/ttf"
|
|||||||
|
|
||||||
Font_Id :: u16
|
Font_Id :: u16
|
||||||
|
|
||||||
|
//INTERNAL
|
||||||
Font_Key :: struct {
|
Font_Key :: struct {
|
||||||
id: Font_Id,
|
id: Font_Id,
|
||||||
size: u16,
|
size: u16,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//INTERNAL
|
||||||
Cache_Source :: enum u8 {
|
Cache_Source :: enum u8 {
|
||||||
Custom,
|
Custom,
|
||||||
Clay,
|
Clay,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//INTERNAL
|
||||||
Cache_Key :: struct {
|
Cache_Key :: struct {
|
||||||
id: u32,
|
id: u32,
|
||||||
source: Cache_Source,
|
source: Cache_Source,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//INTERNAL
|
||||||
Text_Cache :: struct {
|
Text_Cache :: struct {
|
||||||
engine: ^sdl_ttf.TextEngine,
|
engine: ^sdl_ttf.TextEngine,
|
||||||
font_bytes: [dynamic][]u8,
|
font_bytes: [dynamic][]u8,
|
||||||
@@ -30,7 +34,8 @@ Text_Cache :: struct {
|
|||||||
cache: map[Cache_Key]^sdl_ttf.Text,
|
cache: map[Cache_Key]^sdl_ttf.Text,
|
||||||
}
|
}
|
||||||
|
|
||||||
// Internal for fetching SDL TTF font pointer for rendering
|
// Fetch SDL TTF font pointer for rendering.
|
||||||
|
//INTERNAL
|
||||||
get_font :: proc(id: Font_Id, size: u16) -> ^sdl_ttf.Font {
|
get_font :: proc(id: Font_Id, size: u16) -> ^sdl_ttf.Font {
|
||||||
assert(int(id) < len(GLOB.text_cache.font_bytes), "Invalid font ID.")
|
assert(int(id) < len(GLOB.text_cache.font_bytes), "Invalid font ID.")
|
||||||
key := Font_Key{id, size}
|
key := Font_Key{id, size}
|
||||||
@@ -77,6 +82,7 @@ register_font :: proc(bytes: []u8) -> (id: Font_Id, ok: bool) #optional_ok {
|
|||||||
return Font_Id(len(GLOB.text_cache.font_bytes) - 1), true
|
return Font_Id(len(GLOB.text_cache.font_bytes) - 1), true
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//INTERNAL
|
||||||
Text :: struct {
|
Text :: struct {
|
||||||
sdl_text: ^sdl_ttf.Text,
|
sdl_text: ^sdl_ttf.Text,
|
||||||
position: Vec2,
|
position: Vec2,
|
||||||
@@ -89,7 +95,7 @@ Text :: struct {
|
|||||||
|
|
||||||
// Shared cache lookup/create/update logic used by both the `text` proc and the Clay render path.
|
// Shared cache lookup/create/update logic used by both the `text` proc and the Clay render path.
|
||||||
// Returns the cached (or newly created) TTF_Text pointer.
|
// Returns the cached (or newly created) TTF_Text pointer.
|
||||||
@(private)
|
//INTERNAL
|
||||||
cache_get_or_update :: proc(key: Cache_Key, c_str: cstring, font: ^sdl_ttf.Font) -> ^sdl_ttf.Text {
|
cache_get_or_update :: proc(key: Cache_Key, c_str: cstring, font: ^sdl_ttf.Font) -> ^sdl_ttf.Text {
|
||||||
existing, found := GLOB.text_cache.cache[key]
|
existing, found := GLOB.text_cache.cache[key]
|
||||||
if !found {
|
if !found {
|
||||||
@@ -268,7 +274,8 @@ clear_text_cache_entry :: proc(id: u32) {
|
|||||||
// ----- Internal cache lifecycle ------
|
// ----- Internal cache lifecycle ------
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@(private, require_results)
|
//INTERNAL
|
||||||
|
@(require_results)
|
||||||
init_text_cache :: proc(
|
init_text_cache :: proc(
|
||||||
device: ^sdl.GPUDevice,
|
device: ^sdl.GPUDevice,
|
||||||
allocator := context.allocator,
|
allocator := context.allocator,
|
||||||
@@ -299,6 +306,7 @@ init_text_cache :: proc(
|
|||||||
return text_cache, true
|
return text_cache, true
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//INTERNAL
|
||||||
destroy_text_cache :: proc() {
|
destroy_text_cache :: proc() {
|
||||||
for _, font in GLOB.text_cache.sdl_fonts {
|
for _, font in GLOB.text_cache.sdl_fonts {
|
||||||
sdl_ttf.CloseFont(font)
|
sdl_ttf.CloseFont(font)
|
||||||
|
|||||||
+12
-13
@@ -14,8 +14,8 @@ Texture_Kind :: enum u8 {
|
|||||||
}
|
}
|
||||||
|
|
||||||
Sampler_Preset :: enum u8 {
|
Sampler_Preset :: enum u8 {
|
||||||
Nearest_Clamp,
|
|
||||||
Linear_Clamp,
|
Linear_Clamp,
|
||||||
|
Nearest_Clamp,
|
||||||
Nearest_Repeat,
|
Nearest_Repeat,
|
||||||
Linear_Repeat,
|
Linear_Repeat,
|
||||||
}
|
}
|
||||||
@@ -41,8 +41,7 @@ Texture_Desc :: struct {
|
|||||||
kind: Texture_Kind,
|
kind: Texture_Kind,
|
||||||
}
|
}
|
||||||
|
|
||||||
// Internal slot — not exported.
|
//INTERNAL
|
||||||
@(private)
|
|
||||||
Texture_Slot :: struct {
|
Texture_Slot :: struct {
|
||||||
gpu_texture: ^sdl.GPUTexture,
|
gpu_texture: ^sdl.GPUTexture,
|
||||||
desc: Texture_Desc,
|
desc: Texture_Desc,
|
||||||
@@ -319,8 +318,8 @@ texture_kind :: proc(id: Texture_Id) -> Texture_Kind {
|
|||||||
return GLOB.texture_slots[u32(id)].desc.kind
|
return GLOB.texture_slots[u32(id)].desc.kind
|
||||||
}
|
}
|
||||||
|
|
||||||
// Internal: get the raw GPU texture pointer for binding during draw.
|
// Get the raw GPU texture pointer for binding during draw.
|
||||||
@(private)
|
//INTERNAL
|
||||||
texture_gpu_handle :: proc(id: Texture_Id) -> ^sdl.GPUTexture {
|
texture_gpu_handle :: proc(id: Texture_Id) -> ^sdl.GPUTexture {
|
||||||
if id == INVALID_TEXTURE do return nil
|
if id == INVALID_TEXTURE do return nil
|
||||||
idx := u32(id)
|
idx := u32(id)
|
||||||
@@ -328,8 +327,8 @@ texture_gpu_handle :: proc(id: Texture_Id) -> ^sdl.GPUTexture {
|
|||||||
return GLOB.texture_slots[idx].gpu_texture
|
return GLOB.texture_slots[idx].gpu_texture
|
||||||
}
|
}
|
||||||
|
|
||||||
// Deferred release (called from draw.end / clear_global)
|
// Deferred release (called from end / clear_global).
|
||||||
@(private)
|
//INTERNAL
|
||||||
process_pending_texture_releases :: proc() {
|
process_pending_texture_releases :: proc() {
|
||||||
device := GLOB.device
|
device := GLOB.device
|
||||||
for id in GLOB.pending_texture_releases {
|
for id in GLOB.pending_texture_releases {
|
||||||
@@ -346,7 +345,7 @@ process_pending_texture_releases :: proc() {
|
|||||||
clear(&GLOB.pending_texture_releases)
|
clear(&GLOB.pending_texture_releases)
|
||||||
}
|
}
|
||||||
|
|
||||||
@(private)
|
//INTERNAL
|
||||||
get_sampler :: proc(preset: Sampler_Preset) -> ^sdl.GPUSampler {
|
get_sampler :: proc(preset: Sampler_Preset) -> ^sdl.GPUSampler {
|
||||||
idx := int(preset)
|
idx := int(preset)
|
||||||
if GLOB.samplers[idx] != nil do return GLOB.samplers[idx]
|
if GLOB.samplers[idx] != nil do return GLOB.samplers[idx]
|
||||||
@@ -379,15 +378,15 @@ get_sampler :: proc(preset: Sampler_Preset) -> ^sdl.GPUSampler {
|
|||||||
)
|
)
|
||||||
if sampler == nil {
|
if sampler == nil {
|
||||||
log.errorf("Failed to create sampler preset %v: %s", preset, sdl.GetError())
|
log.errorf("Failed to create sampler preset %v: %s", preset, sdl.GetError())
|
||||||
return GLOB.pipeline_2d_base.sampler // fallback to existing default sampler
|
return GLOB.core_2d.sampler // fallback to existing default sampler
|
||||||
}
|
}
|
||||||
|
|
||||||
GLOB.samplers[idx] = sampler
|
GLOB.samplers[idx] = sampler
|
||||||
return sampler
|
return sampler
|
||||||
}
|
}
|
||||||
|
|
||||||
// Internal: destroy all sampler pool entries. Called from draw.destroy().
|
// Destroy all sampler pool entries. Called from destroy().
|
||||||
@(private)
|
//INTERNAL
|
||||||
destroy_sampler_pool :: proc() {
|
destroy_sampler_pool :: proc() {
|
||||||
device := GLOB.device
|
device := GLOB.device
|
||||||
for &s in GLOB.samplers {
|
for &s in GLOB.samplers {
|
||||||
@@ -398,8 +397,8 @@ destroy_sampler_pool :: proc() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Internal: destroy all registered textures. Called from draw.destroy().
|
// Destroy all registered textures. Called from destroy().
|
||||||
@(private)
|
//INTERNAL
|
||||||
destroy_all_textures :: proc() {
|
destroy_all_textures :: proc() {
|
||||||
device := GLOB.device
|
device := GLOB.device
|
||||||
for &slot in GLOB.texture_slots {
|
for &slot in GLOB.texture_slots {
|
||||||
|
|||||||
+34
-28
@@ -2,6 +2,7 @@ package many_bits
|
|||||||
|
|
||||||
import "base:builtin"
|
import "base:builtin"
|
||||||
import "base:intrinsics"
|
import "base:intrinsics"
|
||||||
|
import "base:runtime"
|
||||||
import "core:fmt"
|
import "core:fmt"
|
||||||
import "core:slice"
|
import "core:slice"
|
||||||
|
|
||||||
@@ -25,15 +26,20 @@ Bits :: struct {
|
|||||||
length: int, // Total number of bits being stored
|
length: int, // Total number of bits being stored
|
||||||
}
|
}
|
||||||
|
|
||||||
delete :: proc(bits: Bits, allocator := context.allocator) {
|
destroy :: proc(bits: Bits, allocator := context.allocator) -> runtime.Allocator_Error {
|
||||||
delete_slice(bits.int_array, allocator)
|
return delete_slice(bits.int_array, allocator)
|
||||||
}
|
}
|
||||||
|
|
||||||
make :: proc(#any_int length: int, allocator := context.allocator) -> Bits {
|
create :: proc(
|
||||||
return Bits {
|
#any_int length: int,
|
||||||
int_array = make_slice([]Int_Bits, ((length - 1) >> INDEX_SHIFT) + 1, allocator),
|
allocator := context.allocator,
|
||||||
length = length,
|
) -> (
|
||||||
}
|
bits: Bits,
|
||||||
|
err: runtime.Allocator_Error,
|
||||||
|
) #optional_allocator_error {
|
||||||
|
bits.int_array, err = make_slice([]Int_Bits, ((length - 1) >> INDEX_SHIFT) + 1, allocator)
|
||||||
|
bits.length = length
|
||||||
|
return bits, err
|
||||||
}
|
}
|
||||||
|
|
||||||
// Sets all bits to 0 (false)
|
// Sets all bits to 0 (false)
|
||||||
@@ -507,8 +513,8 @@ import "core:testing"
|
|||||||
|
|
||||||
@(test)
|
@(test)
|
||||||
test_set :: proc(t: ^testing.T) {
|
test_set :: proc(t: ^testing.T) {
|
||||||
bits := make(128)
|
bits := create(128)
|
||||||
defer delete(bits)
|
defer destroy(bits)
|
||||||
|
|
||||||
set(bits, 0, true)
|
set(bits, 0, true)
|
||||||
testing.expect_value(t, bits.int_array[0], Int_Bits{0})
|
testing.expect_value(t, bits.int_array[0], Int_Bits{0})
|
||||||
@@ -524,8 +530,8 @@ test_set :: proc(t: ^testing.T) {
|
|||||||
|
|
||||||
@(test)
|
@(test)
|
||||||
test_get :: proc(t: ^testing.T) {
|
test_get :: proc(t: ^testing.T) {
|
||||||
bits := make(128)
|
bits := create(128)
|
||||||
defer delete(bits)
|
defer destroy(bits)
|
||||||
|
|
||||||
// Default is false
|
// Default is false
|
||||||
testing.expect(t, !get(bits, 0))
|
testing.expect(t, !get(bits, 0))
|
||||||
@@ -560,8 +566,8 @@ test_get :: proc(t: ^testing.T) {
|
|||||||
|
|
||||||
@(test)
|
@(test)
|
||||||
test_set_true_set_false :: proc(t: ^testing.T) {
|
test_set_true_set_false :: proc(t: ^testing.T) {
|
||||||
bits := make(128)
|
bits := create(128)
|
||||||
defer delete(bits)
|
defer destroy(bits)
|
||||||
|
|
||||||
// set_true within first uint
|
// set_true within first uint
|
||||||
set_true(bits, 0)
|
set_true(bits, 0)
|
||||||
@@ -605,8 +611,8 @@ all_true_test :: proc(t: ^testing.T) {
|
|||||||
uint_max := UINT_MAX
|
uint_max := UINT_MAX
|
||||||
all_ones := transmute(Int_Bits)uint_max
|
all_ones := transmute(Int_Bits)uint_max
|
||||||
|
|
||||||
bits := make(132)
|
bits := create(132)
|
||||||
defer delete(bits)
|
defer destroy(bits)
|
||||||
|
|
||||||
bits.int_array[0] = all_ones
|
bits.int_array[0] = all_ones
|
||||||
bits.int_array[1] = all_ones
|
bits.int_array[1] = all_ones
|
||||||
@@ -616,8 +622,8 @@ all_true_test :: proc(t: ^testing.T) {
|
|||||||
bits.int_array[2] = {0, 1, 2}
|
bits.int_array[2] = {0, 1, 2}
|
||||||
testing.expect(t, !all_true(bits))
|
testing.expect(t, !all_true(bits))
|
||||||
|
|
||||||
bits2 := make(1)
|
bits2 := create(1)
|
||||||
defer delete(bits2)
|
defer destroy(bits2)
|
||||||
|
|
||||||
bits2.int_array[0] = {0}
|
bits2.int_array[0] = {0}
|
||||||
testing.expect(t, all_true(bits2))
|
testing.expect(t, all_true(bits2))
|
||||||
@@ -628,8 +634,8 @@ test_range_true :: proc(t: ^testing.T) {
|
|||||||
uint_max := UINT_MAX
|
uint_max := UINT_MAX
|
||||||
all_ones := transmute(Int_Bits)uint_max
|
all_ones := transmute(Int_Bits)uint_max
|
||||||
|
|
||||||
bits := make(192)
|
bits := create(192)
|
||||||
defer delete(bits)
|
defer destroy(bits)
|
||||||
|
|
||||||
// Empty range is vacuously true
|
// Empty range is vacuously true
|
||||||
testing.expect(t, range_true(bits, 0, 0))
|
testing.expect(t, range_true(bits, 0, 0))
|
||||||
@@ -676,7 +682,7 @@ test_range_true :: proc(t: ^testing.T) {
|
|||||||
|
|
||||||
@(test)
|
@(test)
|
||||||
nearest_true_handles_same_word_and_boundaries :: proc(t: ^testing.T) {
|
nearest_true_handles_same_word_and_boundaries :: proc(t: ^testing.T) {
|
||||||
bits := make(128, context.temp_allocator)
|
bits := create(128, context.temp_allocator)
|
||||||
|
|
||||||
set_true(bits, 0)
|
set_true(bits, 0)
|
||||||
set_true(bits, 10)
|
set_true(bits, 10)
|
||||||
@@ -710,7 +716,7 @@ nearest_true_handles_same_word_and_boundaries :: proc(t: ^testing.T) {
|
|||||||
|
|
||||||
@(test)
|
@(test)
|
||||||
nearest_false_handles_same_word_and_boundaries :: proc(t: ^testing.T) {
|
nearest_false_handles_same_word_and_boundaries :: proc(t: ^testing.T) {
|
||||||
bits := make(128, context.temp_allocator)
|
bits := create(128, context.temp_allocator)
|
||||||
|
|
||||||
// Start with all bits true, then clear a few to false.
|
// Start with all bits true, then clear a few to false.
|
||||||
for i := 0; i < bits.length; i += 1 {
|
for i := 0; i < bits.length; i += 1 {
|
||||||
@@ -749,7 +755,7 @@ nearest_false_handles_same_word_and_boundaries :: proc(t: ^testing.T) {
|
|||||||
|
|
||||||
@(test)
|
@(test)
|
||||||
nearest_false_scans_across_words_and_returns_false_when_all_true :: proc(t: ^testing.T) {
|
nearest_false_scans_across_words_and_returns_false_when_all_true :: proc(t: ^testing.T) {
|
||||||
bits := make(192, context.temp_allocator)
|
bits := create(192, context.temp_allocator)
|
||||||
|
|
||||||
// Start with all bits true, then clear a couple far apart.
|
// Start with all bits true, then clear a couple far apart.
|
||||||
for i := 0; i < bits.length; i += 1 {
|
for i := 0; i < bits.length; i += 1 {
|
||||||
@@ -773,7 +779,7 @@ nearest_false_scans_across_words_and_returns_false_when_all_true :: proc(t: ^tes
|
|||||||
|
|
||||||
@(test)
|
@(test)
|
||||||
nearest_true_scans_across_words_and_returns_false_when_empty :: proc(t: ^testing.T) {
|
nearest_true_scans_across_words_and_returns_false_when_empty :: proc(t: ^testing.T) {
|
||||||
bits := make(192, context.temp_allocator)
|
bits := create(192, context.temp_allocator)
|
||||||
|
|
||||||
set_true(bits, 5)
|
set_true(bits, 5)
|
||||||
set_true(bits, 130)
|
set_true(bits, 130)
|
||||||
@@ -790,7 +796,7 @@ nearest_true_scans_across_words_and_returns_false_when_empty :: proc(t: ^testing
|
|||||||
|
|
||||||
@(test)
|
@(test)
|
||||||
nearest_false_handles_last_word_partial_length :: proc(t: ^testing.T) {
|
nearest_false_handles_last_word_partial_length :: proc(t: ^testing.T) {
|
||||||
bits := make(130, context.temp_allocator)
|
bits := create(130, context.temp_allocator)
|
||||||
|
|
||||||
// Start with all bits true, then clear the first and last valid bits.
|
// Start with all bits true, then clear the first and last valid bits.
|
||||||
for i := 0; i < bits.length; i += 1 {
|
for i := 0; i < bits.length; i += 1 {
|
||||||
@@ -811,7 +817,7 @@ nearest_false_handles_last_word_partial_length :: proc(t: ^testing.T) {
|
|||||||
|
|
||||||
@(test)
|
@(test)
|
||||||
nearest_true_handles_last_word_partial_length :: proc(t: ^testing.T) {
|
nearest_true_handles_last_word_partial_length :: proc(t: ^testing.T) {
|
||||||
bits := make(130, context.temp_allocator)
|
bits := create(130, context.temp_allocator)
|
||||||
|
|
||||||
set_true(bits, 0)
|
set_true(bits, 0)
|
||||||
set_true(bits, 129)
|
set_true(bits, 129)
|
||||||
@@ -828,7 +834,7 @@ nearest_true_handles_last_word_partial_length :: proc(t: ^testing.T) {
|
|||||||
@(test)
|
@(test)
|
||||||
iterator_basic_mixed_bits :: proc(t: ^testing.T) {
|
iterator_basic_mixed_bits :: proc(t: ^testing.T) {
|
||||||
// Use non-word-aligned length to test partial last word handling
|
// Use non-word-aligned length to test partial last word handling
|
||||||
bits := make(100, context.temp_allocator)
|
bits := create(100, context.temp_allocator)
|
||||||
|
|
||||||
// Set specific bits: 0, 3, 64, 99 (last valid index)
|
// Set specific bits: 0, 3, 64, 99 (last valid index)
|
||||||
set_true(bits, 0)
|
set_true(bits, 0)
|
||||||
@@ -903,7 +909,7 @@ iterator_basic_mixed_bits :: proc(t: ^testing.T) {
|
|||||||
@(test)
|
@(test)
|
||||||
iterator_all_false_bits :: proc(t: ^testing.T) {
|
iterator_all_false_bits :: proc(t: ^testing.T) {
|
||||||
// Use non-word-aligned length
|
// Use non-word-aligned length
|
||||||
bits := make(100, context.temp_allocator)
|
bits := create(100, context.temp_allocator)
|
||||||
// All bits default to false, no need to set anything
|
// All bits default to false, no need to set anything
|
||||||
|
|
||||||
// Test iterate - should return all 100 bits as false
|
// Test iterate - should return all 100 bits as false
|
||||||
@@ -944,7 +950,7 @@ iterator_all_false_bits :: proc(t: ^testing.T) {
|
|||||||
@(test)
|
@(test)
|
||||||
iterator_all_true_bits :: proc(t: ^testing.T) {
|
iterator_all_true_bits :: proc(t: ^testing.T) {
|
||||||
// Use non-word-aligned length
|
// Use non-word-aligned length
|
||||||
bits := make(100, context.temp_allocator)
|
bits := create(100, context.temp_allocator)
|
||||||
// Set all bits to true
|
// Set all bits to true
|
||||||
for i := 0; i < bits.length; i += 1 {
|
for i := 0; i < bits.length; i += 1 {
|
||||||
set_true(bits, i)
|
set_true(bits, i)
|
||||||
|
|||||||
@@ -4,7 +4,8 @@
|
|||||||
package phased_executor
|
package phased_executor
|
||||||
|
|
||||||
import "base:intrinsics"
|
import "base:intrinsics"
|
||||||
import q "core:container/queue"
|
import "base:runtime"
|
||||||
|
import que "core:container/queue"
|
||||||
import "core:prof/spall"
|
import "core:prof/spall"
|
||||||
import "core:sync"
|
import "core:sync"
|
||||||
import "core:thread"
|
import "core:thread"
|
||||||
@@ -18,7 +19,7 @@ DEFT_SPIN_LIMIT :: 2_500_000
|
|||||||
Harness :: struct($T: typeid) where intrinsics.type_has_nil(T) {
|
Harness :: struct($T: typeid) where intrinsics.type_has_nil(T) {
|
||||||
mutex: sync.Mutex,
|
mutex: sync.Mutex,
|
||||||
condition: sync.Cond,
|
condition: sync.Cond,
|
||||||
cmd_queue: q.Queue(T),
|
cmd_queue: que.Queue(T),
|
||||||
spin: bool,
|
spin: bool,
|
||||||
lock: levsync.Spinlock,
|
lock: levsync.Spinlock,
|
||||||
_pad: [64 - size_of(uint)]u8, // We want join_count to have its own cache line
|
_pad: [64 - size_of(uint)]u8, // We want join_count to have its own cache line
|
||||||
@@ -42,13 +43,13 @@ Executor :: struct($T: typeid) where intrinsics.type_has_nil(T) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
//TODO: Provide a way to set some aspects of context for the executor threads. Namely a logger.
|
//TODO: Provide a way to set some aspects of context for the executor threads. Namely a logger.
|
||||||
init_executor :: proc(
|
init :: proc(
|
||||||
executor: ^Executor($T),
|
executor: ^Executor($T),
|
||||||
#any_int num_threads: int,
|
#any_int num_threads: int,
|
||||||
$on_command_received: proc(command: T),
|
$on_command_received: proc(command: T),
|
||||||
#any_int spin_limit: uint = DEFT_SPIN_LIMIT,
|
#any_int spin_limit: uint = DEFT_SPIN_LIMIT,
|
||||||
allocator := context.allocator,
|
allocator := context.allocator,
|
||||||
) {
|
) -> runtime.Allocator_Error {
|
||||||
was_initialized, _ := intrinsics.atomic_compare_exchange_strong_explicit(
|
was_initialized, _ := intrinsics.atomic_compare_exchange_strong_explicit(
|
||||||
&executor.initialized,
|
&executor.initialized,
|
||||||
false,
|
false,
|
||||||
@@ -60,9 +61,9 @@ init_executor :: proc(
|
|||||||
|
|
||||||
slave_task := build_task(on_command_received)
|
slave_task := build_task(on_command_received)
|
||||||
executor.spin_limit = spin_limit
|
executor.spin_limit = spin_limit
|
||||||
executor.harnesses = make([]Harness(T), num_threads, allocator)
|
executor.harnesses = make([]Harness(T), num_threads, allocator) or_return
|
||||||
for &harness in executor.harnesses {
|
for &harness in executor.harnesses {
|
||||||
q.init(&harness.cmd_queue, allocator = allocator)
|
que.init(&harness.cmd_queue, allocator = allocator) or_return
|
||||||
harness.spin = true
|
harness.spin = true
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -72,11 +73,11 @@ init_executor :: proc(
|
|||||||
}
|
}
|
||||||
thread.pool_start(&executor.thread_pool)
|
thread.pool_start(&executor.thread_pool)
|
||||||
|
|
||||||
return
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
// Cleanly shuts down all executor tasks then destroys the executor
|
// Cleanly shuts down all executor tasks then destroys the executor
|
||||||
destroy_executor :: proc(executor: ^Executor($T), allocator := context.allocator) {
|
destroy :: proc(executor: ^Executor($T), allocator := context.allocator) -> runtime.Allocator_Error {
|
||||||
was_initialized, _ := intrinsics.atomic_compare_exchange_strong_explicit(
|
was_initialized, _ := intrinsics.atomic_compare_exchange_strong_explicit(
|
||||||
&executor.initialized,
|
&executor.initialized,
|
||||||
true,
|
true,
|
||||||
@@ -90,7 +91,7 @@ destroy_executor :: proc(executor: ^Executor($T), allocator := context.allocator
|
|||||||
for &harness in executor.harnesses {
|
for &harness in executor.harnesses {
|
||||||
for {
|
for {
|
||||||
if levsync.try_lock(&harness.lock) {
|
if levsync.try_lock(&harness.lock) {
|
||||||
q.push_back(&harness.cmd_queue, nil)
|
que.push_back(&harness.cmd_queue, nil)
|
||||||
if !harness.spin {
|
if !harness.spin {
|
||||||
sync.mutex_lock(&harness.mutex)
|
sync.mutex_lock(&harness.mutex)
|
||||||
sync.cond_signal(&harness.condition)
|
sync.cond_signal(&harness.condition)
|
||||||
@@ -105,9 +106,11 @@ destroy_executor :: proc(executor: ^Executor($T), allocator := context.allocator
|
|||||||
thread.pool_join(&executor.thread_pool)
|
thread.pool_join(&executor.thread_pool)
|
||||||
thread.pool_destroy(&executor.thread_pool)
|
thread.pool_destroy(&executor.thread_pool)
|
||||||
for &harness in executor.harnesses {
|
for &harness in executor.harnesses {
|
||||||
q.destroy(&harness.cmd_queue)
|
que.destroy(&harness.cmd_queue)
|
||||||
}
|
}
|
||||||
delete(executor.harnesses, allocator)
|
delete(executor.harnesses, allocator) or_return
|
||||||
|
|
||||||
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
build_task :: proc(
|
build_task :: proc(
|
||||||
@@ -131,10 +134,10 @@ build_task :: proc(
|
|||||||
spin_count: uint = 0
|
spin_count: uint = 0
|
||||||
spin_loop: for {
|
spin_loop: for {
|
||||||
if levsync.try_lock(&harness.lock) {
|
if levsync.try_lock(&harness.lock) {
|
||||||
if q.len(harness.cmd_queue) > 0 {
|
if que.len(harness.cmd_queue) > 0 {
|
||||||
|
|
||||||
// Execute command
|
// Execute command
|
||||||
command := q.pop_front(&harness.cmd_queue)
|
command := que.pop_front(&harness.cmd_queue)
|
||||||
levsync.unlock(&harness.lock)
|
levsync.unlock(&harness.lock)
|
||||||
if command == nil do return
|
if command == nil do return
|
||||||
on_command_received(command)
|
on_command_received(command)
|
||||||
@@ -163,7 +166,7 @@ build_task :: proc(
|
|||||||
defer intrinsics.cpu_relax()
|
defer intrinsics.cpu_relax()
|
||||||
if levsync.try_lock(&harness.lock) {
|
if levsync.try_lock(&harness.lock) {
|
||||||
defer levsync.unlock(&harness.lock)
|
defer levsync.unlock(&harness.lock)
|
||||||
if q.len(harness.cmd_queue) > 0 {
|
if que.len(harness.cmd_queue) > 0 {
|
||||||
harness.spin = true
|
harness.spin = true
|
||||||
break cond_loop
|
break cond_loop
|
||||||
} else {
|
} else {
|
||||||
@@ -190,9 +193,9 @@ exec_command :: proc(executor: ^Executor($T), command: T) {
|
|||||||
}
|
}
|
||||||
harness := &executor.harnesses[executor.harness_index]
|
harness := &executor.harnesses[executor.harness_index]
|
||||||
if levsync.try_lock(&harness.lock) {
|
if levsync.try_lock(&harness.lock) {
|
||||||
if q.len(harness.cmd_queue) <= executor.cmd_queue_floor {
|
if que.len(harness.cmd_queue) <= executor.cmd_queue_floor {
|
||||||
q.push_back(&harness.cmd_queue, command)
|
que.push_back(&harness.cmd_queue, command)
|
||||||
executor.cmd_queue_floor = q.len(harness.cmd_queue)
|
executor.cmd_queue_floor = que.len(harness.cmd_queue)
|
||||||
slave_sleeping := !harness.spin
|
slave_sleeping := !harness.spin
|
||||||
// Must release lock before signalling to avoid race from slave spurious wakeup
|
// Must release lock before signalling to avoid race from slave spurious wakeup
|
||||||
levsync.unlock(&harness.lock)
|
levsync.unlock(&harness.lock)
|
||||||
@@ -258,7 +261,7 @@ stress_test_executor :: proc(t: ^testing.T) {
|
|||||||
defer free(exec_counts)
|
defer free(exec_counts)
|
||||||
|
|
||||||
executor: Executor(Stress_Cmd)
|
executor: Executor(Stress_Cmd)
|
||||||
init_executor(&executor, STRESS_NUM_THREADS, stress_handler, spin_limit = 500)
|
init(&executor, STRESS_NUM_THREADS, stress_handler, spin_limit = 500)
|
||||||
|
|
||||||
for round in 0 ..< STRESS_NUM_ROUNDS {
|
for round in 0 ..< STRESS_NUM_ROUNDS {
|
||||||
base := round * STRESS_CMDS_PER_ROUND
|
base := round * STRESS_CMDS_PER_ROUND
|
||||||
@@ -281,6 +284,6 @@ stress_test_executor :: proc(t: ^testing.T) {
|
|||||||
// Explicitly destroy to verify clean shutdown.
|
// Explicitly destroy to verify clean shutdown.
|
||||||
// If destroy_executor returns, all threads received the nil sentinel and exited,
|
// If destroy_executor returns, all threads received the nil sentinel and exited,
|
||||||
// and thread.pool_join completed without deadlock.
|
// and thread.pool_join completed without deadlock.
|
||||||
destroy_executor(&executor)
|
destroy(&executor)
|
||||||
testing.expect(t, !executor.initialized, "Executor still marked initialized after destroy")
|
testing.expect(t, !executor.initialized, "Executor still marked initialized after destroy")
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,7 +9,6 @@ import qr ".."
|
|||||||
|
|
||||||
main :: proc() {
|
main :: proc() {
|
||||||
//----- General setup ----------------------------------
|
//----- General setup ----------------------------------
|
||||||
{
|
|
||||||
// Temp
|
// Temp
|
||||||
track_temp: mem.Tracking_Allocator
|
track_temp: mem.Tracking_Allocator
|
||||||
mem.tracking_allocator_init(&track_temp, context.temp_allocator)
|
mem.tracking_allocator_init(&track_temp, context.temp_allocator)
|
||||||
@@ -48,7 +47,7 @@ main :: proc() {
|
|||||||
// Logger
|
// Logger
|
||||||
context.logger = log.create_console_logger()
|
context.logger = log.create_console_logger()
|
||||||
defer log.destroy_console_logger(context.logger)
|
defer log.destroy_console_logger(context.logger)
|
||||||
}
|
|
||||||
|
|
||||||
args := os.args
|
args := os.args
|
||||||
if len(args) < 2 {
|
if len(args) < 2 {
|
||||||
|
|||||||
+269
-99
@@ -1,103 +1,139 @@
|
|||||||
package ring
|
package ring
|
||||||
|
|
||||||
|
import "base:runtime"
|
||||||
import "core:fmt"
|
import "core:fmt"
|
||||||
|
|
||||||
@(private)
|
@(private)
|
||||||
ODIN_BOUNDS_CHECK :: !ODIN_NO_BOUNDS_CHECK
|
ODIN_BOUNDS_CHECK :: !ODIN_NO_BOUNDS_CHECK
|
||||||
|
|
||||||
Ring :: struct($T: typeid) {
|
Ring :: struct($E: typeid) {
|
||||||
data: []T,
|
data: []E,
|
||||||
_end_index, len: int,
|
next_write_index, len: int,
|
||||||
}
|
}
|
||||||
|
|
||||||
Ring_Soa :: struct($T: typeid) {
|
Ring_Soa :: struct($E: typeid) {
|
||||||
data: #soa[]T,
|
data: #soa[]E,
|
||||||
_end_index, len: int,
|
next_write_index, len: int,
|
||||||
}
|
}
|
||||||
|
|
||||||
from_slice_raos :: #force_inline proc(data: $T/[]$E) -> Ring(E) {
|
destroy_aos :: #force_inline proc(
|
||||||
return {data = data, _end_index = -1}
|
ring: ^Ring($E),
|
||||||
|
allocator := context.allocator,
|
||||||
|
) -> runtime.Allocator_Error {
|
||||||
|
return delete(ring.data)
|
||||||
}
|
}
|
||||||
|
|
||||||
from_slice_rsoa :: #force_inline proc(data: $T/#soa[]$E) -> Ring_Soa(E) {
|
destroy_soa :: #force_inline proc(
|
||||||
return {data = data, _end_index = -1}
|
ring: ^Ring_Soa($E),
|
||||||
|
allocator := context.allocator,
|
||||||
|
) -> runtime.Allocator_Error {
|
||||||
|
return delete(ring.data)
|
||||||
}
|
}
|
||||||
|
|
||||||
from_slice :: proc {
|
destroy :: proc {
|
||||||
from_slice_raos,
|
destroy_aos,
|
||||||
from_slice_rsoa,
|
destroy_soa,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
create_aos :: #force_inline proc(
|
||||||
|
$E: typeid,
|
||||||
|
capacity: int,
|
||||||
|
allocator := context.allocator,
|
||||||
|
) -> (
|
||||||
|
ring: Ring(E),
|
||||||
|
err: runtime.Allocator_Error,
|
||||||
|
) #optional_allocator_error {
|
||||||
|
ring.data, err = make([]E, capacity, allocator)
|
||||||
|
return ring, err
|
||||||
|
}
|
||||||
|
|
||||||
|
create_soa :: #force_inline proc(
|
||||||
|
$E: typeid,
|
||||||
|
capacity: int,
|
||||||
|
allocator := context.allocator,
|
||||||
|
) -> (
|
||||||
|
ring: Ring_Soa(E),
|
||||||
|
err: runtime.Allocator_Error,
|
||||||
|
) #optional_allocator_error {
|
||||||
|
ring.data, err = make(#soa[]E, capacity, allocator)
|
||||||
|
return ring, err
|
||||||
|
}
|
||||||
|
|
||||||
|
// All contents of `data` will be completely ignored, `data` is treated as an empty slice.
|
||||||
|
init_from_slice_aos :: #force_inline proc(ring: ^Ring($E), data: $T/[]E) {
|
||||||
|
ring.data = data
|
||||||
|
ring.len = 0
|
||||||
|
ring.next_write_index = 0
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
// All contents of `data` will be completely ignored, `data` is treated as an empty slice.
|
||||||
|
init_from_slice_soa :: #force_inline proc(ring: ^Ring_Soa($E), data: $T/#soa[]E) {
|
||||||
|
ring.data = data
|
||||||
|
ring.len = 0
|
||||||
|
ring.next_write_index = 0
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
init_from_slice :: proc {
|
||||||
|
init_from_slice_aos,
|
||||||
|
init_from_slice_soa,
|
||||||
|
}
|
||||||
|
|
||||||
|
// Internal
|
||||||
// Index in the backing array where the ring starts
|
// Index in the backing array where the ring starts
|
||||||
_start_index_raos :: proc(ring: Ring($T)) -> int {
|
start_index_aos :: #force_inline proc(ring: Ring($E)) -> int {
|
||||||
if ring.len < len(ring.data) {
|
return ring.len < len(ring.data) ? 0 : ring.next_write_index
|
||||||
return 0
|
|
||||||
} else {
|
|
||||||
start_index := ring._end_index + 1
|
|
||||||
return 0 if start_index == len(ring.data) else start_index
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Internal
|
||||||
// Index in the backing array where the ring starts
|
// Index in the backing array where the ring starts
|
||||||
_start_index_rsoa :: proc(ring: Ring_Soa($T)) -> int {
|
start_index_soa :: #force_inline proc(ring: Ring_Soa($E)) -> int {
|
||||||
if ring.len < len(ring.data) {
|
return ring.len < len(ring.data) ? 0 : ring.next_write_index
|
||||||
return 0
|
|
||||||
} else {
|
|
||||||
start_index := ring._end_index + 1
|
|
||||||
return 0 if start_index == len(ring.data) else start_index
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
advance_raos :: proc(ring: ^Ring($T)) {
|
advance_aos :: #force_inline proc(ring: ^Ring($E)) {
|
||||||
// Length
|
// Length
|
||||||
if ring.len != len(ring.data) do ring.len += 1
|
if ring.len != len(ring.data) do ring.len += 1
|
||||||
// End index
|
// Write index
|
||||||
if ring._end_index == len(ring.data) - 1 { // If we are at the end of the backing array
|
ring.next_write_index += 1
|
||||||
ring._end_index = 0 // Overflow end to 0
|
if ring.next_write_index == len(ring.data) do ring.next_write_index = 0
|
||||||
} else {
|
|
||||||
ring._end_index += 1
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
advance_rsoa :: proc(ring: ^Ring_Soa($T)) {
|
advance_soa :: #force_inline proc(ring: ^Ring_Soa($E)) {
|
||||||
// Length
|
// Length
|
||||||
if ring.len != len(ring.data) do ring.len += 1
|
if ring.len != len(ring.data) do ring.len += 1
|
||||||
// End index
|
// Write index
|
||||||
if ring._end_index == len(ring.data) - 1 { // If we are at the end of the backing array
|
ring.next_write_index += 1
|
||||||
ring._end_index = 0 // Overflow end to 0
|
if ring.next_write_index == len(ring.data) do ring.next_write_index = 0
|
||||||
} else {
|
|
||||||
ring._end_index += 1
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
advance :: proc {
|
advance :: proc {
|
||||||
advance_raos,
|
advance_aos,
|
||||||
advance_rsoa,
|
advance_soa,
|
||||||
}
|
}
|
||||||
|
|
||||||
append_raos :: proc(ring: ^Ring($T), element: T) {
|
append_aos :: #force_inline proc(ring: ^Ring($E), element: E) {
|
||||||
|
ring.data[ring.next_write_index] = element
|
||||||
advance(ring)
|
advance(ring)
|
||||||
ring.data[ring._end_index] = element
|
|
||||||
}
|
}
|
||||||
|
|
||||||
append_rsoa :: proc(ring: ^Ring_Soa($T), element: T) {
|
append_soa :: #force_inline proc(ring: ^Ring_Soa($E), element: E) {
|
||||||
|
ring.data[ring.next_write_index] = element
|
||||||
advance(ring)
|
advance(ring)
|
||||||
ring.data[ring._end_index] = element
|
|
||||||
}
|
}
|
||||||
|
|
||||||
append :: proc {
|
append :: proc {
|
||||||
append_raos,
|
append_aos,
|
||||||
append_rsoa,
|
append_soa,
|
||||||
}
|
}
|
||||||
|
|
||||||
get_raos :: proc(ring: Ring($T), index: int) -> ^T {
|
get_aos :: #force_inline proc(ring: Ring($E), index: int) -> ^E {
|
||||||
when ODIN_BOUNDS_CHECK {
|
when ODIN_BOUNDS_CHECK {
|
||||||
if index >= ring.len {
|
fmt.assertf(index < ring.len, "Ring index %i out of bounds for length %i", index, ring.len)
|
||||||
panic(fmt.tprintf("Ring index %i out of bounds for length %i", index, ring.len))
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
array_index := _start_index_raos(ring) + index
|
array_index := start_index_aos(ring) + index
|
||||||
if array_index < len(ring.data) {
|
if array_index < len(ring.data) {
|
||||||
return &ring.data[array_index]
|
return &ring.data[array_index]
|
||||||
} else {
|
} else {
|
||||||
@@ -107,14 +143,12 @@ get_raos :: proc(ring: Ring($T), index: int) -> ^T {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// SOA can't return soa pointer to parapoly T.
|
// SOA can't return soa pointer to parapoly T.
|
||||||
get_rsoa :: proc(ring: Ring_Soa($T), index: int) -> T {
|
get_soa :: #force_inline proc(ring: Ring_Soa($E), index: int) -> E {
|
||||||
when ODIN_BOUNDS_CHECK {
|
when ODIN_BOUNDS_CHECK {
|
||||||
if index >= ring.len {
|
fmt.assertf(index < ring.len, "Ring index %i out of bounds for length %i", index, ring.len)
|
||||||
panic(fmt.tprintf("Ring index %i out of bounds for length %i", index, ring.len))
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
array_index := _start_index_rsoa(ring) + index
|
array_index := start_index_soa(ring) + index
|
||||||
if array_index < len(ring.data) {
|
if array_index < len(ring.data) {
|
||||||
return ring.data[array_index]
|
return ring.data[array_index]
|
||||||
} else {
|
} else {
|
||||||
@@ -124,36 +158,36 @@ get_rsoa :: proc(ring: Ring_Soa($T), index: int) -> T {
|
|||||||
}
|
}
|
||||||
|
|
||||||
get :: proc {
|
get :: proc {
|
||||||
get_raos,
|
get_aos,
|
||||||
get_rsoa,
|
get_soa,
|
||||||
}
|
}
|
||||||
|
|
||||||
get_last_raos :: #force_inline proc(ring: Ring($T)) -> ^T {
|
get_last_aos :: #force_inline proc(ring: Ring($E)) -> ^E {
|
||||||
return get(ring, ring.len - 1)
|
return get(ring, ring.len - 1)
|
||||||
}
|
}
|
||||||
|
|
||||||
get_last_rsoa :: #force_inline proc(ring: Ring_Soa($T)) -> T {
|
get_last_soa :: #force_inline proc(ring: Ring_Soa($E)) -> E {
|
||||||
return get(ring, ring.len - 1)
|
return get(ring, ring.len - 1)
|
||||||
}
|
}
|
||||||
|
|
||||||
get_last :: proc {
|
get_last :: proc {
|
||||||
get_last_raos,
|
get_last_aos,
|
||||||
get_last_rsoa,
|
get_last_soa,
|
||||||
}
|
}
|
||||||
|
|
||||||
clear_raos :: #force_inline proc "contextless" (ring: ^Ring($T)) {
|
clear_aos :: #force_inline proc "contextless" (ring: ^Ring($E)) {
|
||||||
ring.len = 0
|
ring.len = 0
|
||||||
ring._end_index = -1
|
ring.next_write_index = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
clear_rsoa :: #force_inline proc "contextless" (ring: ^Ring_Soa($T)) {
|
clear_soa :: #force_inline proc "contextless" (ring: ^Ring_Soa($E)) {
|
||||||
ring.len = 0
|
ring.len = 0
|
||||||
ring._end_index = -1
|
ring.next_write_index = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
clear :: proc {
|
clear :: proc {
|
||||||
clear_raos,
|
clear_aos,
|
||||||
clear_rsoa,
|
clear_soa,
|
||||||
}
|
}
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------------------------------------------------
|
||||||
@@ -164,28 +198,27 @@ import "core:testing"
|
|||||||
|
|
||||||
@(test)
|
@(test)
|
||||||
test_ring_aos :: proc(t: ^testing.T) {
|
test_ring_aos :: proc(t: ^testing.T) {
|
||||||
data := make_slice([]int, 10)
|
ring := create_aos(int, 10)
|
||||||
ring := from_slice(data)
|
defer destroy(&ring)
|
||||||
defer delete(ring.data)
|
|
||||||
|
|
||||||
for i in 1 ..= 5 {
|
for i in 1 ..= 5 {
|
||||||
append(&ring, i)
|
append(&ring, i)
|
||||||
log.debug("Length:", ring.len)
|
log.debug("Length:", ring.len)
|
||||||
log.debug("Start index:", _start_index_raos(ring))
|
log.debug("Start index:", start_index_aos(ring))
|
||||||
log.debug("End index:", ring._end_index)
|
log.debug("Next write index:", ring.next_write_index)
|
||||||
log.debug(ring.data)
|
log.debug(ring.data)
|
||||||
}
|
}
|
||||||
testing.expect_value(t, get(ring, 0)^, 1)
|
testing.expect_value(t, get(ring, 0)^, 1)
|
||||||
testing.expect_value(t, get(ring, 4)^, 5)
|
testing.expect_value(t, get(ring, 4)^, 5)
|
||||||
testing.expect_value(t, ring.len, 5)
|
testing.expect_value(t, ring.len, 5)
|
||||||
testing.expect_value(t, ring._end_index, 4)
|
testing.expect_value(t, ring.next_write_index, 5)
|
||||||
testing.expect_value(t, _start_index_raos(ring), 0)
|
testing.expect_value(t, start_index_aos(ring), 0)
|
||||||
|
|
||||||
for i in 6 ..= 15 {
|
for i in 6 ..= 15 {
|
||||||
append(&ring, i)
|
append(&ring, i)
|
||||||
log.debug("Length:", ring.len)
|
log.debug("Length:", ring.len)
|
||||||
log.debug("Start index:", _start_index_raos(ring))
|
log.debug("Start index:", start_index_aos(ring))
|
||||||
log.debug("End index:", ring._end_index)
|
log.debug("Next write index:", ring.next_write_index)
|
||||||
log.debug(ring.data)
|
log.debug(ring.data)
|
||||||
}
|
}
|
||||||
testing.expect_value(t, get(ring, 0)^, 6)
|
testing.expect_value(t, get(ring, 0)^, 6)
|
||||||
@@ -193,18 +226,18 @@ test_ring_aos :: proc(t: ^testing.T) {
|
|||||||
testing.expect_value(t, get(ring, 9)^, 15)
|
testing.expect_value(t, get(ring, 9)^, 15)
|
||||||
testing.expect_value(t, get_last(ring)^, 15)
|
testing.expect_value(t, get_last(ring)^, 15)
|
||||||
testing.expect_value(t, ring.len, 10)
|
testing.expect_value(t, ring.len, 10)
|
||||||
testing.expect_value(t, ring._end_index, 4)
|
testing.expect_value(t, ring.next_write_index, 5)
|
||||||
testing.expect_value(t, _start_index_raos(ring), 5)
|
testing.expect_value(t, start_index_aos(ring), 5)
|
||||||
|
|
||||||
for i in 15 ..= 25 {
|
for i in 15 ..= 25 {
|
||||||
append(&ring, i)
|
append(&ring, i)
|
||||||
log.debug("Length:", ring.len)
|
log.debug("Length:", ring.len)
|
||||||
log.debug("Start index:", _start_index_raos(ring))
|
log.debug("Start index:", start_index_aos(ring))
|
||||||
log.debug("End index:", ring._end_index)
|
log.debug("Next write index:", ring.next_write_index)
|
||||||
log.debug(ring.data)
|
log.debug(ring.data)
|
||||||
}
|
}
|
||||||
testing.expect_value(t, get(ring, 0)^, 16)
|
testing.expect_value(t, get(ring, 0)^, 16)
|
||||||
testing.expect_value(t, ring._end_index, 5)
|
testing.expect_value(t, ring.next_write_index, 6)
|
||||||
testing.expect_value(t, get_last(ring)^, 25)
|
testing.expect_value(t, get_last(ring)^, 25)
|
||||||
|
|
||||||
clear(&ring)
|
clear(&ring)
|
||||||
@@ -219,28 +252,27 @@ test_ring_soa :: proc(t: ^testing.T) {
|
|||||||
x, y: int,
|
x, y: int,
|
||||||
}
|
}
|
||||||
|
|
||||||
data := make_soa_slice(#soa[]Ints, 10)
|
ring := create_soa(Ints, 10)
|
||||||
ring := from_slice(data)
|
defer destroy(&ring)
|
||||||
defer delete(ring.data)
|
|
||||||
|
|
||||||
for i in 1 ..= 5 {
|
for i in 1 ..= 5 {
|
||||||
append(&ring, Ints{i, i})
|
append(&ring, Ints{i, i})
|
||||||
log.debug("Length:", ring.len)
|
log.debug("Length:", ring.len)
|
||||||
log.debug("Start index:", _start_index_rsoa(ring))
|
log.debug("Start index:", start_index_soa(ring))
|
||||||
log.debug("End index:", ring._end_index)
|
log.debug("Next write index:", ring.next_write_index)
|
||||||
log.debug(ring.data)
|
log.debug(ring.data)
|
||||||
}
|
}
|
||||||
testing.expect_value(t, get(ring, 0), Ints{1, 1})
|
testing.expect_value(t, get(ring, 0), Ints{1, 1})
|
||||||
testing.expect_value(t, get(ring, 4), Ints{5, 5})
|
testing.expect_value(t, get(ring, 4), Ints{5, 5})
|
||||||
testing.expect_value(t, ring.len, 5)
|
testing.expect_value(t, ring.len, 5)
|
||||||
testing.expect_value(t, ring._end_index, 4)
|
testing.expect_value(t, ring.next_write_index, 5)
|
||||||
testing.expect_value(t, _start_index_rsoa(ring), 0)
|
testing.expect_value(t, start_index_soa(ring), 0)
|
||||||
|
|
||||||
for i in 6 ..= 15 {
|
for i in 6 ..= 15 {
|
||||||
append(&ring, Ints{i, i})
|
append(&ring, Ints{i, i})
|
||||||
log.debug("Length:", ring.len)
|
log.debug("Length:", ring.len)
|
||||||
log.debug("Start index:", _start_index_rsoa(ring))
|
log.debug("Start index:", start_index_soa(ring))
|
||||||
log.debug("End index:", ring._end_index)
|
log.debug("Next write index:", ring.next_write_index)
|
||||||
log.debug(ring.data)
|
log.debug(ring.data)
|
||||||
}
|
}
|
||||||
testing.expect_value(t, get(ring, 0), Ints{6, 6})
|
testing.expect_value(t, get(ring, 0), Ints{6, 6})
|
||||||
@@ -248,18 +280,18 @@ test_ring_soa :: proc(t: ^testing.T) {
|
|||||||
testing.expect_value(t, get(ring, 9), Ints{15, 15})
|
testing.expect_value(t, get(ring, 9), Ints{15, 15})
|
||||||
testing.expect_value(t, get_last(ring), Ints{15, 15})
|
testing.expect_value(t, get_last(ring), Ints{15, 15})
|
||||||
testing.expect_value(t, ring.len, 10)
|
testing.expect_value(t, ring.len, 10)
|
||||||
testing.expect_value(t, ring._end_index, 4)
|
testing.expect_value(t, ring.next_write_index, 5)
|
||||||
testing.expect_value(t, _start_index_rsoa(ring), 5)
|
testing.expect_value(t, start_index_soa(ring), 5)
|
||||||
|
|
||||||
for i in 15 ..= 25 {
|
for i in 15 ..= 25 {
|
||||||
append(&ring, Ints{i, i})
|
append(&ring, Ints{i, i})
|
||||||
log.debug("Length:", ring.len)
|
log.debug("Length:", ring.len)
|
||||||
log.debug("Start index:", _start_index_rsoa(ring))
|
log.debug("Start index:", start_index_soa(ring))
|
||||||
log.debug("End index:", ring._end_index)
|
log.debug("Next write index:", ring.next_write_index)
|
||||||
log.debug(ring.data)
|
log.debug(ring.data)
|
||||||
}
|
}
|
||||||
testing.expect_value(t, get(ring, 0), Ints{16, 16})
|
testing.expect_value(t, get(ring, 0), Ints{16, 16})
|
||||||
testing.expect_value(t, ring._end_index, 5)
|
testing.expect_value(t, ring.next_write_index, 6)
|
||||||
testing.expect_value(t, get_last(ring), Ints{25, 25})
|
testing.expect_value(t, get_last(ring), Ints{25, 25})
|
||||||
|
|
||||||
clear(&ring)
|
clear(&ring)
|
||||||
@@ -267,3 +299,141 @@ test_ring_soa :: proc(t: ^testing.T) {
|
|||||||
testing.expect_value(t, ring.len, 1)
|
testing.expect_value(t, ring.len, 1)
|
||||||
testing.expect_value(t, get(ring, 0), Ints{1, 1})
|
testing.expect_value(t, get(ring, 0), Ints{1, 1})
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@(test)
|
||||||
|
test_ring_aos_init_from_slice :: proc(t: ^testing.T) {
|
||||||
|
// Stack-allocated backing with pre-existing garbage and odd capacity.
|
||||||
|
backing: [7]int = {99, 99, 99, 99, 99, 99, 99}
|
||||||
|
|
||||||
|
ring: Ring(int)
|
||||||
|
init_from_slice(&ring, backing[:])
|
||||||
|
|
||||||
|
// Empty ring invariants after init_from_slice.
|
||||||
|
testing.expect_value(t, ring.len, 0)
|
||||||
|
testing.expect_value(t, ring.next_write_index, 0)
|
||||||
|
testing.expect_value(t, start_index_aos(ring), 0)
|
||||||
|
|
||||||
|
// Partial fill (3 / 7).
|
||||||
|
for i in 1 ..= 3 do append(&ring, i)
|
||||||
|
testing.expect_value(t, ring.len, 3)
|
||||||
|
testing.expect_value(t, ring.next_write_index, 3)
|
||||||
|
testing.expect_value(t, start_index_aos(ring), 0)
|
||||||
|
testing.expect_value(t, get(ring, 0)^, 1)
|
||||||
|
testing.expect_value(t, get(ring, 2)^, 3)
|
||||||
|
testing.expect_value(t, get_last(ring)^, 3)
|
||||||
|
|
||||||
|
// Fill exactly to capacity. Pushing element 7 must make len == cap
|
||||||
|
// AND wrap next_write_index from 6 back to 0 in the same step.
|
||||||
|
for i in 4 ..= 7 do append(&ring, i)
|
||||||
|
testing.expect_value(t, ring.len, 7)
|
||||||
|
testing.expect_value(t, ring.next_write_index, 0)
|
||||||
|
testing.expect_value(t, start_index_aos(ring), 0)
|
||||||
|
testing.expect_value(t, get(ring, 0)^, 1)
|
||||||
|
testing.expect_value(t, get(ring, 6)^, 7)
|
||||||
|
testing.expect_value(t, get_last(ring)^, 7)
|
||||||
|
|
||||||
|
// First overwrite — oldest element shifts by one.
|
||||||
|
append(&ring, 8)
|
||||||
|
testing.expect_value(t, ring.len, 7)
|
||||||
|
testing.expect_value(t, ring.next_write_index, 1)
|
||||||
|
testing.expect_value(t, start_index_aos(ring), 1)
|
||||||
|
testing.expect_value(t, get(ring, 0)^, 2)
|
||||||
|
testing.expect_value(t, get(ring, 6)^, 8)
|
||||||
|
testing.expect_value(t, get_last(ring)^, 8)
|
||||||
|
|
||||||
|
// Stress: 3 more complete wrap cycles (21 more pushes).
|
||||||
|
// After 29 total pushes, ring contains the last 7 (23..=29),
|
||||||
|
// and next_write_index = 29 mod 7 = 1.
|
||||||
|
for i in 9 ..= 29 do append(&ring, i)
|
||||||
|
testing.expect_value(t, ring.len, 7)
|
||||||
|
testing.expect_value(t, ring.next_write_index, 1)
|
||||||
|
testing.expect_value(t, start_index_aos(ring), 1)
|
||||||
|
testing.expect_value(t, get(ring, 0)^, 23)
|
||||||
|
testing.expect_value(t, get(ring, 3)^, 26)
|
||||||
|
testing.expect_value(t, get(ring, 6)^, 29)
|
||||||
|
testing.expect_value(t, get_last(ring)^, 29)
|
||||||
|
|
||||||
|
// Clear returns ring to empty-equivalent state.
|
||||||
|
clear(&ring)
|
||||||
|
testing.expect_value(t, ring.len, 0)
|
||||||
|
testing.expect_value(t, ring.next_write_index, 0)
|
||||||
|
testing.expect_value(t, start_index_aos(ring), 0)
|
||||||
|
|
||||||
|
// Single-element edge case: get_last(len==1) routes through get(ring, 0).
|
||||||
|
append(&ring, 42)
|
||||||
|
testing.expect_value(t, ring.len, 1)
|
||||||
|
testing.expect_value(t, ring.next_write_index, 1)
|
||||||
|
testing.expect_value(t, get(ring, 0)^, 42)
|
||||||
|
testing.expect_value(t, get_last(ring)^, 42)
|
||||||
|
}
|
||||||
|
|
||||||
|
@(test)
|
||||||
|
test_ring_soa_init_from_slice :: proc(t: ^testing.T) {
|
||||||
|
Ints :: struct {
|
||||||
|
x, y: int,
|
||||||
|
}
|
||||||
|
|
||||||
|
// Stack-allocated backing with pre-existing garbage and odd capacity.
|
||||||
|
backing: #soa[7]Ints = {{99, 99}, {99, 99}, {99, 99}, {99, 99}, {99, 99}, {99, 99}, {99, 99}}
|
||||||
|
|
||||||
|
ring: Ring_Soa(Ints)
|
||||||
|
init_from_slice(&ring, backing[:])
|
||||||
|
|
||||||
|
// Empty ring invariants after init_from_slice.
|
||||||
|
testing.expect_value(t, ring.len, 0)
|
||||||
|
testing.expect_value(t, ring.next_write_index, 0)
|
||||||
|
testing.expect_value(t, start_index_soa(ring), 0)
|
||||||
|
|
||||||
|
// Partial fill (3 / 7).
|
||||||
|
for i in 1 ..= 3 do append(&ring, Ints{i, i})
|
||||||
|
testing.expect_value(t, ring.len, 3)
|
||||||
|
testing.expect_value(t, ring.next_write_index, 3)
|
||||||
|
testing.expect_value(t, start_index_soa(ring), 0)
|
||||||
|
testing.expect_value(t, get(ring, 0), Ints{1, 1})
|
||||||
|
testing.expect_value(t, get(ring, 2), Ints{3, 3})
|
||||||
|
testing.expect_value(t, get_last(ring), Ints{3, 3})
|
||||||
|
|
||||||
|
// Fill exactly to capacity. Pushing element 7 must make len == cap
|
||||||
|
// AND wrap next_write_index from 6 back to 0 in the same step.
|
||||||
|
for i in 4 ..= 7 do append(&ring, Ints{i, i})
|
||||||
|
testing.expect_value(t, ring.len, 7)
|
||||||
|
testing.expect_value(t, ring.next_write_index, 0)
|
||||||
|
testing.expect_value(t, start_index_soa(ring), 0)
|
||||||
|
testing.expect_value(t, get(ring, 0), Ints{1, 1})
|
||||||
|
testing.expect_value(t, get(ring, 6), Ints{7, 7})
|
||||||
|
testing.expect_value(t, get_last(ring), Ints{7, 7})
|
||||||
|
|
||||||
|
// First overwrite — oldest element shifts by one.
|
||||||
|
append(&ring, Ints{8, 8})
|
||||||
|
testing.expect_value(t, ring.len, 7)
|
||||||
|
testing.expect_value(t, ring.next_write_index, 1)
|
||||||
|
testing.expect_value(t, start_index_soa(ring), 1)
|
||||||
|
testing.expect_value(t, get(ring, 0), Ints{2, 2})
|
||||||
|
testing.expect_value(t, get(ring, 6), Ints{8, 8})
|
||||||
|
testing.expect_value(t, get_last(ring), Ints{8, 8})
|
||||||
|
|
||||||
|
// Stress: 3 more complete wrap cycles (21 more pushes).
|
||||||
|
// After 29 total pushes, ring contains the last 7 (23..=29),
|
||||||
|
// and next_write_index = 29 mod 7 = 1.
|
||||||
|
for i in 9 ..= 29 do append(&ring, Ints{i, i})
|
||||||
|
testing.expect_value(t, ring.len, 7)
|
||||||
|
testing.expect_value(t, ring.next_write_index, 1)
|
||||||
|
testing.expect_value(t, start_index_soa(ring), 1)
|
||||||
|
testing.expect_value(t, get(ring, 0), Ints{23, 23})
|
||||||
|
testing.expect_value(t, get(ring, 3), Ints{26, 26})
|
||||||
|
testing.expect_value(t, get(ring, 6), Ints{29, 29})
|
||||||
|
testing.expect_value(t, get_last(ring), Ints{29, 29})
|
||||||
|
|
||||||
|
// Clear returns ring to empty-equivalent state.
|
||||||
|
clear(&ring)
|
||||||
|
testing.expect_value(t, ring.len, 0)
|
||||||
|
testing.expect_value(t, ring.next_write_index, 0)
|
||||||
|
testing.expect_value(t, start_index_soa(ring), 0)
|
||||||
|
|
||||||
|
// Single-element edge case: get_last(len==1) routes through get(ring, 0).
|
||||||
|
append(&ring, Ints{42, 42})
|
||||||
|
testing.expect_value(t, ring.len, 1)
|
||||||
|
testing.expect_value(t, ring.next_write_index, 1)
|
||||||
|
testing.expect_value(t, get(ring, 0), Ints{42, 42})
|
||||||
|
testing.expect_value(t, get_last(ring), Ints{42, 42})
|
||||||
|
}
|
||||||
|
|||||||
Vendored
+1
-2
@@ -14,7 +14,6 @@ DB_PATH :: "out/debug/lmdb_example_db"
|
|||||||
|
|
||||||
main :: proc() {
|
main :: proc() {
|
||||||
//----- General setup ----------------------------------
|
//----- General setup ----------------------------------
|
||||||
{
|
|
||||||
// Temp
|
// Temp
|
||||||
track_temp: mem.Tracking_Allocator
|
track_temp: mem.Tracking_Allocator
|
||||||
mem.tracking_allocator_init(&track_temp, context.temp_allocator)
|
mem.tracking_allocator_init(&track_temp, context.temp_allocator)
|
||||||
@@ -53,7 +52,7 @@ main :: proc() {
|
|||||||
// Logger
|
// Logger
|
||||||
context.logger = log.create_console_logger()
|
context.logger = log.create_console_logger()
|
||||||
defer log.destroy_console_logger(context.logger)
|
defer log.destroy_console_logger(context.logger)
|
||||||
}
|
|
||||||
|
|
||||||
environment: ^mdb.Env
|
environment: ^mdb.Env
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user